Star Conflict OBT v.0.9.8 update1 Discussion

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I like the idea of increasing a player’s MM value based on recent wins and their value decreasing with recent losses. I’m not sure how I feel about DSR (called skill rating in the blog) affecting MM values. Some players leech kills and microwarp to beacons just for the points, they don’t really care if they win, only if their personal average score goes up. As such, I do not think the “skill rating” is an accurate measure of skill.

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The problem with a system that responds to win/loss streaks is that it’s inherently skewing results. There are situations where this can work, but generally those match players based on stats and does not bring game mechanics into the equation. What I mean by this is that it’s fine to place skilled teams who have won many games in a row with other skilled teams who have done the same.

 

What is frustrating is when, in the case of Star Conflict, you get skilled teams who have won many games matched with higher tiered players who may not be as skilled but have the advantage of better ships, etc. It’s harder to walk away from those games satisfied, because when I lose I don’t feel like I lost purely because of skill/experience.

Oh, and thanks for boosting the vouchers earned for completing contracts. That’s probably the best way to counter the astronomical prices associated with upgrading T3, T4 and T5 ships.

Oh, and thanks for boosting the vouchers earned for completing contracts. That’s probably the best way to counter the astronomical prices associated with upgrading T3, T4 and T5 ships.

They still show the same values for me. And I still receive the same rewards for them.

Patch sucks balls as per usual - As JP said, see you all in a week. I refuse to support a game where the people in the power refuse to listen to the customers … GG business down the drain !

 

How hard is it to understand NO MIXED TIERS ???

The problem with a system that responds to win/loss streaks is that it’s inherently skewing results. There are situations where this can work, but generally those match players based on stats and does not bring game mechanics into the equation. What I mean by this is that it’s fine to place skilled teams who have won many games in a row with other skilled teams who have done the same.

 

What is frustrating is when, in the case of Star Conflict, you get skilled teams who have won many games matched with higher tiered players who may not be as skilled but have the advantage of better ships, etc. It’s harder to walk away from those games satisfied, because when I lose I don’t feel like I lost purely because of skill/experience.

 

That’s a very good point. I can see how the system should work for T3 and up. I think the new MM system should apply to T3, T4, and T5 only.

 

Tier 1 and 2 should get the old system back. I don’t know how they would blend the two systems, though.

And what’s up with servers? I’m getting 13% to 19% packet loss on every game? It has been smooth for me the whole week. Now I can’t play as game became a slideshow. If I go to Europe or USA servers is 6 min waiting and 3vs3 with bots…

 

WM.

U know waht… when this parch was released i tought “WTF game is dead, bla bla  bla, interceptors are unflyable now bla bla bla… and more” … than i played a couple of days and (considering i fly only interceptors anyway …) i found a way to be effective.

 

I’m not going to tell u what i did exactly… but if u aren’t dumbs u can figure from what i’m going to say.

 

 

Basically in this patch they increased every recovery and heal modules cooldown… this addicted to movment inhibitors range increased was about to make the game more static than Word of Thanks.

 

BUT… (just saying) what if u DEVS think to improve that invulerability came from a certain implant ? Maybe from 10 to 15 or 20?

 

U could get 2 birds with one stone: u ll leave guards extreamly n00b frendly …but skilled player don’t fell usless anymore…couse thay can actually fly…

 

I m taking a break from this game actually (as my nasa mates probably noticed) … nit becouse this patch is so bad… but becouse of 2 reasons.

 

  1. I should format my prymary HD … this has nothing to do with SC but well… i need it (and i’m too lazy)

 

  1. Just waiting to see what next patch will change and introduce… i still don’t understand if they want a total skilless and n0obfrendly game… OR if they are just trying to calibrate.

 

 

Anyway… see u soon guys (i mean… i’m playing android games ATM… i don’t think i can survive with them so long :stuck_out_tongue: )

I think there should be average efficiency or something like that, and after choosing 24 players, the system puts them equally according to their average efficiency. xxxx skill rating, xxxx stupid points regarding squads or experimentals, xxxx everything, just the efficiency.

 

If I’m in a squad with 3 other guys with high average efficiency, in the other team there will be also 4 guys with high efficiency, and if there’re not players with such high efficiency, my team will get the 4 guys with the lower efficiency.

Time to dump my mk4 and sink my dsr I guess or maybe I should walk away and find a mmo that doesn’t kick me in the balls when I try to play with friends.

Also lol at the sooo half hearted nerf of the mass inhibitor.

 

I think the Mass Propulsion Inhibitor nerf was warranted and 20% was appropriate. The ranges for Mk. 1, Mk. 2, Mk. 3, and Mk. 4 are consistent with each other across all tiers, from what I can discern. If you were a developer, how would you have done it?

 

I agree that Mk. 4 weapons shouldn’t incur the +2 MM value penalty. In higher tiers, I’d just as soon run a Mk. 3.

 

As far as I can tell, the main issue regarding the squad size MM value increase is that Tier 3 squads get shoved up into Tier 4 where queue times are atrocious. They still win. Teamwork trumps equipment, apparently.

I think the new MM system should apply to T3, T4, and T5 only.

 

 

No - The old MM was way better than this crap, and even that was seriously flawed sometimes.

I think the Mass Propulsion Inhibitor nerf was warranted and 20% was appropriate. The ranges for Mk. 1, Mk. 2, Mk. 3, and Mk. 4 are consistent with each other across all tiers, from what I can discern. If you were a developer, how would you have done it?

 

 

-33% would have been my choice. a harder nerf would be bad since afterburners allready got hit by a hard nerf and are no longer that vital. with old ab i would have said -50%…

No - The old MM was way better than this crap, and even that was seriously flawed sometimes.

This. The new matchmaking system shouldn’t apply to any tier.

Its xxxx beyond belief - When I want to fly T3  I fit T3 shios and it whacks me into T4 battles … If I want to fly T4 i would equip T4 ships … The game punishes me for being half decent, or having friends to play with … Im out due to that

Its xxxx beyond belief - When I want to fly T3  I fit T3 shios and it whacks me into T4 battles … If I want to fly T4 i would equip T4 ships … The game punishes me for being half decent, or having friends to play with … Im out due to that

 

And thats the thing which is most worrying me!

You punish yet again Teamplay! Obviously social interacting keeps many players in the game. Since this game has no story or long-term motivation… besides TEAMPLAY!!!

Why do you want to cut your own games content!!!

Am I the only one feeling a decrease in FPS ? Its like I now get 35 max but before I got like 55 to 70FPS. Or is it from the new Nvidia drivers ?

And thats the thing which is most worrying me!

You punish yet again Teamplay! Obviously social interacting keeps many players in the game. Since this game has no story or long-term motivation… besides TEAMPLAY!!!

Why do you want to cut your own games content!!!

 

To make it dumbed down for everyone to jump in fight. Forget your old ways, forget teamplay, forget squadding, forget being an elite player. 

And thats the thing which is most worrying me!

You punish yet again Teamplay! Obviously social interacting keeps many players in the game. Since this game has no story or long-term motivation… besides TEAMPLAY!!!

Why do you want to cut your own games content!!!

Agreed.

 

On a slightly related note, I thought I’d leave this here.

 

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Evidently teamwork is still massively important, but I couldn’t help but to go into that match thinking, “Yeah, this is kind of ridiculous.”

Alright, so SemTex invited me and two other NASA pilots (apologies guys, I’ve forgotten your usernames already!) for a T3 match and we looked at the result.

 

They were quite varied to say the least. Most of the matches were vs predominantly T4 squads with the occasional T5 pilot. One or two matches had T3 on either side. Most of the games were relatively small (6v6 or 8v8).

 

General thoughts:

 

  1. A good T3 squad can hold its own vs T4. As much as I dislike mixed tiers, I think that moving up one tier is acceptable for Tier 3. However, I do not think Tier 1 should move up to T2; T1 squads are likely to be friends flying together without much experience, and should not be put in with T2.

 

  1. Game mode and map is a factor. We played vs a T4 / T5 Frigball during one match, but because they were so slow our team was able to take all three beacons. The enemy squad attacked us piecemeal and were destroyed for it.

 

  1. If the Pugs co-ordinate, they can (and will) overpower the squad. Another detonation match saw us rolled by a Frigball that stayed together and had fighter support. When they attacked one by one, they were (as you would expect) crushed horribly.

 

So… yeah. T3 squads (3-4 man) vs T4 randoms (1-2 man) is okay, but full T5 is really pushing it. Our kills vs T5s came from the fact they got themselves way out of position and, in one case, charged headlong into our entire team and expected Pulsars to wipe us all out.

 

Overall though, I am still not sold. A lot of work needs to be done for this matchmaking to pass muster.

Just gonna metion something no one is talking about, LOVE the new Coil Mortar

At least we got to the point, where the discussion does not question if there actually IS a benefit from teamplay.

 

Problem is, squads ain’t the only source of teamplay, teamplay also would happen if people used to squadplay meet in a solo queue. Squads are more the best way to actually learn to work together, and therefore is the best education for it.

 

It should be focused and encouraged and while the possibility of bigger penalties over time for a group too strong makes a bit of sense, it should not be a minimum, as if “just joining a squad makes you automagically a good team”. Honestly, a bad playing squad is sometimes even worse, than the same amount of soloers.

 

And squadding is not always flying together, I for one regard any blue pilot as an ally and helper, especially if I know him from previous battles. You just get to know your own players better, and you can delegate stuff to others, like “ping that beacon”, or get some updates what is happening. My scores usually don’t change if I am solo.

 

I like the reduction of the inhibitor, and I like the increase in loyality

Will play some games next week, but I just wait for the next patch. My players who left mostly as they could not join squads seem not really eager at the moment to fly, so I can’t really try squads of 4 atm. Sometimes a bit of absence brings you closer again anyway, so.