Star Conflict OBT v.0.9.8 update1 Discussion

 

Only big big problem to me is unlocking contracts in subfactions coz i’m lvl 14 fed pilot and lvl 6 in empire and jericho, but never bought a ship form empire or jericho…So ATM i’m stuck in lvl 6 contracts with empire and jericho and can’t unlock anyhthing else. I’m supposed to buy and lvl up all the ships from the first one in other subfactions and this is insane coz of money and synergy gain…

I’m still waitin for an answer coz grinding voucher in subfactions just with lvl 6 contracts being a lvl 14 fed player is nearly impossible

It would be great if it was possible…lol but maybe u didn’t read it well zap

Haven’t bought a single ship from subfaction (jericho and empire) coz to unlock contracts u needed loyality (wich i farmed) and not ships like now…

So i got to be back to T1 not T3 lol

You said you never bothered to get any ship from any faction but Federation, now you are at Rank 14… Well, I’ve something to say to you: That’s “tier-rushing”, go back, get the initial ships of each faction, and level them all up. And no, I haven’t been here since the beggining, only a month and a half, yet I have the 3 ships-threes of each faction almost in T4.

 

Play the game how’s supposed to be by flying ALL the ships and learning HOW to fly with each role, and don’t be silly going through only 1 path in order to get the 4th slot and the R15 implant.

 

 

I have a couple of things I would like to add. I have 13 years experience as a game developer in key roles on everything from small and dirty movie tie-ins to AAA award winning titles. So I think I have a sense of what is happening here.

 

I started playing this game in April and loved it through the summer. This was the game that I had been waiting for since my first attraction to Homeworld many years ago. But starting around August, as we got into the v9 updates, that were drastic changes, I began to develop a theory of what was going on - based on my experience. With entire weapon systems getting overhauled, ship trees shuffled, module systems re-designed and progression changes coming down once a month it felt like someone new was in charge of the team. In terms of design and story, I don’t believe the original vision holders are working on this title or they have left the studio. So for this “current” team, changing things that they don’t like is simply a byproduct of trying to put your signature on something. Most designers and programmers are not happy with simply closing out someone else’s vision - its just not in their nature. The matchmaking problem is more than likely because there is one guy that believes he can finally be the one to develop the mathematically perfect system, player happiness and feedback be damned. So this game is back to Alpha, because it is no where near feature complete and the design systems are constantly being re-worked. This is not being tuned, it is getting completely re-worked and re-designed by what is probably a small group of four or five people. Again, I expect Antibus will refute me on this - but it is just my gut feeling, based on my experience. I do not believe this is a very big development team at this studio. And I believe that these team members are probably worked to death spread across other games week after week to fire jump the other titles or to work on the new protoype.

 

The turning point came for me in mid September when I was still ‘sorta’ having fun with the game again. I wasn’t happy about all the changes but I did have a couple of ships that I liked using with the previous week’s update. I almost dropped another $49 through steam and then I paused to say to myself “oh crap, its Wednesday - everything could change tomorrow”. And it pretty much did. A week later we got the reticule changes that implied somebody on the team just decided to tinker with something and I was done. I uninstalled the game and I check back here once a week to see how its going. Sadly, it still doesn’t sound like there is a coherent vision in place or a strong closer in the team that can pound this game into shape. When and if it does get to a better spot, I will gladly come back. Until then, I offer up some suggestions that I believe would help, if considered (some have been said before):

 

1. Lock the tiers: A game should not punish you for being good. That is the point of a game - to get better so you can actually “win”. Don’t make me get my teeth kicked in because my new purple weapon puts me against stronger players in higher tiers. By the current matchmaking analogy if a highschool basketball team has one super star player they might play their next game against the most recent college champions - that’s just not fun or a real match - its an exhibition game.

 

2. Stop re-arranging the deck chairs: If something isn’t broke or busted, don’t keep tinkering with it - you just introduce new chaos.

 

3. Lock the mechanics: Don’t add new features, modules or game elements until the core mechanics are locked and tuned. Then don’t touch the mechanics again without a true play test, QA cycle and test server that players can join.

 

4. Be Selective: Don’t tune everything at once. By constantly changing so many variables with every update you would need at least 24 QA testers working hard to give you feedback - which you don’t have. So limit the changes on weapon systems and modules severely (like only two at a time) to give you time to see how it plays out.

 

5. Use your players as beta testers: Password games, dedicate servers and recruit. Call it the “BetaCorp”. Actually set up an online survery for them afterwards that is password protected and that gives you real data points. If the big ego or two in the office can’t handle it, tell them too bad - you are running out of time, money and players.

 

6. Divide and conquer: Set up tier one (locked) as the true recruitment ground. Make it fun and easy. Keep Tier 2 out of it. You need new people coming in fast - that’s the only way I see to do it.

 

7. No more carrots: Stop dangling huge and grand ideas to the player base. If you balance what you have and just make it more fun then it is enough for now. No one will be upset if dreadnaughts don’t come for another six months after release.

 

8. Queue team vs queue solo: Simply change the queue system. If you are in a squad you only get matched against other squads. If you are solo, there are no kill squads on the other team. Now you can increase team size to 6 / 8 / 12 / 16!!! (See, now I’m on the phone with friends for some serious team fun.)

 

9. Can you spare a dime?: If the studio is worried about monetizing the game because of a low budget for it at the moment, then its solved by getting more players in on a fun game they then want to invest in (like I did initially). It doesn’t come from one that changes drastically week-to-week making people feel like their investment will be lost completely the next update. And it especially doesn’t come from charging more for the color red or by constantly changing progression methods, you just keep burning bridges with the loyal fan base.

 

That’s all I have for now guys. Good luck!

And that’s exaclty what the devs should do, because that’ll give the “balance” that the game needs so much.

You said you never bothered to get any ship from any faction but Federation, now you are at Rank 14… Well, I’ve something to say to you: That’s “tier-rushing”, go back, get the initial ships of each faction, and level them all up. And no, I haven’t been here since the beggining, only a month and a half, yet I have the 3 ships-threes of each faction almost in T4.

Play the game how’s supposed to be by flying ALL the ships and learning HOW to fly with each role, and don’t be silly going through only 1 path in order to get the 4th slot and the R15 implant.

Yeah I wouldn’t call that tier rushing, maybe if all he had was priemum ships. He’s got access to all the implants thanks to recent patches. So he should be fine, just has a lack of choice what ships he can fly.

In my mind “tier rushing” is going through single ship tree branch, well i would be fine with this process if it is done through PvE and then after achieving certain goal milestone (4th slot or R15) going back to the root and not staying in that max level with T1 ships in hangar slots, if he went through Federation line it doesn’t necessary mean he rushed, there are 6 roles in a faction after all, he might as well have all/most of them on the level. 

In my mind “tier rushing” is going through single ship tree branch, well i would be fine with this process if it is done through PvE and then after achieving certain goal milestone (4th slot or R15) going back to the root and not staying in that max level with T1 ships in hangar slots, if he went through Federation line it doesn’t necessary mean he rushed, there are 6 roles in a faction after all, he might as well have all/most of them on the level.

Some guys r so nice…and get excited very quickly by a game discussions… Calling me silly… Nm lol

Xkostyan u r right I got all the roles in fed coz I liked them…not interested in Lrf and always hated ecm stasi mechanic…I think forum users know this… Anyway I don’t play that much but constantly and I’m not in t5 yet (just bought s single ship) simply when I start playing game was different and if I would have known this loyalty and contracts change when ship roles came out, sure I would have lvled gunship in empire i.e. and maybe covop in Jericho…but I didn’t and started lvlling new roles from the beginning always in fed, simply coz I liked, and still like, fed ships look more lol…and now, coz of the new system, I’m stuck with lvl 6 contracts in subfactions

So THAT’s where the “sniper” engineers with lasers and no repair modules come from …

They played their Empire LRF for 6 ships and finally got the Styx, so they thought that is the way to play engineer too. Who needs repair auras. I saw those with FLARES also some shield/hull resist modules or even EB.

Remember: You’ll never be able to get the dice roll / luck factor eliminated from any game except the simplest most straight-forward games. Star Conflict is one of the complicated games on par with sports.  We’re in a sci-fi virtual sport where we let an electronic matchmaker arrange our teams.  Our teams are being assembled for each play rather than the entire tournament too. The luck factor is always going to be substantial in Star Conflict.

 

If the matchmaker was super tight with equalizing sides, almost every match would be quite long, and I think there would be many more ending in a draw.

 

I do hope they keep adjusting it if t1’s are going up against t3’s. That’s too loose.

I dont mind getting steamrolled by being outskilled if both sides have on par gear

I dont mind getting steamrolled by being outskilled if both sides have on par gear

Does that mean being grouped with the people who suck is fun?  I’m not against a 1:1 w/l ratio, but on occasion MM has overdone it.  Of course the trouble with MM is we don’t know how often it’s tweaked, how it’s tweaked, etc.  The devs have opened up a lot about it recently, due to regular complaints.  We do know the rating is bad, but I blame that on poor statistics on the dev’s part.  Some of those statistics are hard to gather.  Some are impossible because in detonation the devs won’t know if I’ll go LRF or recon.  I still stand by my view that any time any side is steamrolled, MM failed.

I am not being sarcastic I like the changes in the last patch except for 2-3 things

 

  1. Match Making especially with squads

 

  1. grinding rewards need to be boosted to make grinding less tiresome

 

  1. i forgot … ummm… comon what was it …

 

 

people complained a lot in the beginning about the artifacts grind well we didnt know artifacts have become much easier to find

 

i <3 the reticle change

 

i like the HUD , one thing i would change is the small arrows representing enemy ships, i would bring them inside the circle in the hud or closer to the center of the screen, they can be too far form the actual action zone of your aiming reticle

 

and i would add an optional global compass, which has faint marking on the outer circle or just in the radar

 

 

yea so i think the MAJOR issue is just the Match Making

 

i cant squad :excl: without getting owned by higher tier ships

I remembered allow us to choose which game mode ( or vote for preferred game mode in realtime) while we are queuing, most preferred game mode should be played.

I dont mind getting steamrolled by being outskilled if both sides have on par gear

This is the issue that’s hung over matchmaking for a long time.

When you first play your ships are terrible, but it’s okay because all T1 are terrible.

Then you get to R3/4 and you’re starting to see R5/6/7 in your matches, and they have a module / implant advantage and you will feel it.

Then, when you overcome this tech disparity, you start getting your R6/7 ships put in vs R8-10 and there is another gaping void in tech.

T4 and T5 seems to close that gap up, but the two main gaps that exist don’t do anyone any favours. They should have been dealt with long ago.

I did a lot PvP matches yesterday. Half of them alone, other half in 3-4-man-squads. 

MM did actually good. I never felt screwed by it. 

 

Did some matches today and there were screwups again. I wondered why…

 

Here is my observation: MM is fine. The problem is, that he cant handle the stupidity of players. Mostly those were the dreaded tier-rushers:

 

They equip a T5 ship, but go in battle with a T2 Guard, for example.  WTF?!? 

Obviously they are lacking experience in game-modes, ship-role-meanings and “skill”, actually some of them camped just at their own spawn to save money. 

And thats a real issue here: Yesterday there were a few to none of those and MM worked good. Today… well there were more of those.

 

I dont know how to fix that problem, but it produces these MM-screwups imo. 

Maybe implement a barrier that players have to bring only ships of the same or +1 tier in battle?

 

Observations were made in T4/5. 

 

It would be also nice if we can have the 5min. force-matching back. Waiting times are growing  :sad:

Antibus, what is up with all these implant nerfs? At-least be fair and include changes ground-breaking like that into patch notes, it would be fair to everyone.

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First you nerf cool down on all surv/restoration modules by noticeable amount, now this. I understand tacklers need a buff, but this is to much, especially where Slow auras are constant, and dont go into CD, You make Slow auras be activatable like AMS and this will be called for nerf, but where frigballs are raging, and auras are endless the only way to get any close to frigs (that now have super lol flack machine gun) is microwarp,

 

 

Aahahah i can unisntall the game now. 

 

I suggest not longer than some days ago to INCREASE the Beta acceleration duration… they nerfed for 70% :smiley:

 

They want a slow game, unskilled and campering based. Now it’s very clear. 

 

Well i’m out.

 

Have fun guys, was an honor play with and agains some of you … see you in another place someday maybe…

Good fix could be all ships have to be within +/- 1 rank of each other. So, you can have R7, R8 and R9 or R9, R10, R11. With these the matchmaker takes the middle ship as the “norm”. Obviously, ships need not be in order: R6, R4, R5 is also a valid loadout.

You can’t do R7, R9, R9 because your “norm” is R9. You can’t do R12, R11, R10, R9 because your norm is 10 or 11, so one of the extremes is invalid.

Another idea is to reward good spread. Got an entire R10 roster? Bonus to xp and income! It might sound odd, but it also encourages players to rank up all factions, not zerg one line.

Good fix could be all ships have to be within +/- 1 rank of each other. So, you can have R7, R8 and R9 or R9, R10, R11. With these the matchmaker takes the middle ship as the “norm”. Obviously, ships need not be in order: R6, R4, R5 is also a valid loadout.

You can’t do R7, R9, R9 because your “norm” is R9. You can’t do R12, R11, R10, R9 because your norm is 10 or 11, so one of the extremes is invalid.

Another idea is to reward good spread. Got an entire R10 roster? Bonus to xp and income! It might sound odd, but it also encourages players to rank up all factions, not zerg one line.

 

good idea. I like it. +1

My chances of getting “No Loot” have doubled.

Stealth nerf on pretty much all speed related implants.

 

You just stay and shoot.

 

Also R2 empire and Jricho were nerfed

So is R5 jericho. Now gives 3% max speed that is less than 1 module. Used to be 7% at some point …

And the most dread thing - R7 empire now reduces energy on afterburners by 17% instead of 20 !

R10 empire used to be 25% now it is 20. The fed one used to be 40% now it is 26.

Even R11 missile reloading (not affecting the 180 sec) is nerfed to 17%

 

And ofc the implants that require you to go <50% speed are not touched. I expect them to be buffed to promote flying SLOW.

I think of a lot of the speed nerfs have been due to the feds getting such insane speeds compared to other factions.  Instead of lowering the fed’s speeds, they’re lowering module boosts which helps no one.

just flown with drawl and his brother 3man squad t2, its long time ago i did it, we got matched into t3 and some t4, its realy no fun to fly agains ecm fanboys who primary target esb, and the t4 pulsar vs t2 covert ops srsly we won this match because we shitoff this Aces but i dead 3times for this win bying focused from my fanboys after this battle we just stopped t2 and go back t4 /t5, just fix it, if someone want fly t2 for fun you dont want to fly vs t3 and t4 because, i miss my covert jammer vs ecms and gunship miss most importent modules on t2 overall its not realy fair so fix it, … otherwise i will abuse it and xxxx all retar.ds down with t4 / t5 for example

Good fix could be all ships have to be within +/- 1 rank of each other. So, you can have R7, R8 and R9 or R9, R10, R11. With these the matchmaker takes the middle ship as the “norm”. Obviously, ships need not be in order: R6, R4, R5 is also a valid loadout.

You can’t do R7, R9, R9 because your “norm” is R9. You can’t do R12, R11, R10, R9 because your norm is 10 or 11, so one of the extremes is invalid.

Another idea is to reward good spread. Got an entire R10 roster? Bonus to xp and income! It might sound odd, but it also encourages players to rank up all factions, not zerg one line.

 

+1 That’ll also solve the T3 tackler problem. The only Fed tackler is R7. Correct me if I’m wrong, but I believe Imperial gunships also suffer from the same problem.