Star Conflict OBT v.0.9.8 update1 Discussion

We, the corps, deserve to dominate matches. Do you know why? Because we play better. Yes, we make mistakes, misjudge, screw up or are just plain outplayed, but we self-regulate. Corps aspire to kick the crap out of each other. Everyone wants their Corp to be the reason everyone’s too scared to fly T5.

That, ultimately, is what I want from matchmaking. If you are an idiot I want you to be beaten so hard you ragequit. If you have skill, I want to see it in action. If you are better than me, consistently, then I want to see you moving up to see if you can beat the next rung in the ladder.

 

This is just the reason I hate corporation/guilds in games. I do agree they’re absolutely needed in games.

But what you said just mean that if you don’t play at least 1h every evening and in a corp you deserve to be stomped by corps… that would be even worse than what you currently think of MM for new players.

 

I’m pretty sure I’m in the “idiots” for you since I don’t have skill. I don’t play a lot, I don’t have 1k games and I’m still learning but I don’t want to be stomped every match because of corps “who deserve to win most of their matches”.

 

the MM puting you 2 tiers higher is a bit too much, a cap to 1 tier and a half should be more than enough.

 

 

 

We were playing yesterday with rank 4 and rank 5 ships in a 3 men squad. Got placed in rank 4-8 games. Even if two of my rank 4 ships were full blue with a bit of purple. Seems legit for me.

 

And the third in discord, a friend of mine who started to play this week (hence our rank 4 ships) was having fun, because the teams were more or less balanced.

 

So far I think this MM is a bit better than the previous one.

 

The contract changing without fee is awesome, with that and the vouchers increase in the big contracts, I think it is almost perfect balanced between grind and reward. I mean, you are not supposed to have all full blue in two days… I still remember grinding 200 games to get a tier 9 tank to top preset in WoT, with premium, and stock tanks in WoT are FAR WORSE than stock synergy ships in SC.

 

A small step in the right direction.

 

And to all of the people complaining, I think the devs truly listen to us. Look at the contract changes. They changed it to vouchers, tested with the new prices, we gave a reasonable amount of feedback saying the grind was TOO MUCH, and they fixed it so the grind is just right.

 

Now they have to tweak a bit the credit income, maybe increasing loot income the higher the tier is (I’m having the same loot in tier 1 than in tier 3) or lowering a bit the ammo costs.

 

But so far, It seems they are listen, so stay calm, give feedback and wait for the best.

 

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

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

 

Well, it makes sense. If you don’t have ranks with that faction, they won’t give you the big contracts. I have rank 1 with feds for example, but at this moment I don’t need anything from vanguard or the others.

 

But I understand your point. For me as a new player looks like a fair trade, but for veterans it could be a pain sometimes.

I want to play against other skilled players. What I don’t want is to get rolled by someone simply because I am in a ship that is 2 tiers lower than theirs. 

 

The problem is that your team is comprised of idiots. I’m fine and dandy with the superior skilled people, but I’d like for SOME of them to be on MY team, as well.

 

Like I said, I think the way MM handles squads right now might be a bit harsh. But what other options does the system have if you put all of the most skilled (or dare I say best equipped) players in a queue in one squad? You end up in a situation like I did, getting facerolled (= farmed) in T2 by elite squads in every single game until said squad gets bored with it. And that makes people abandon the game.

Getting bumped up 1 tier is probably fine. Ships are only a bit better, so you end up with people who keep their mouths closed most of the time. And keep T1 separate, maybe lock items to MK2. It is the learners tier after all.

 

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

 

 

We are aware of this situation and continue working on it - thank you for your feedback.

At the moment you may purchase ships of another fraction to gain access to better contracts.

Later on we are planning on introducing additional ways to work with gained loyalty. 

We are aware of this situation and continue working on it - thank you for your feedback.

At the moment you may purchase ships of another fraction to gain access to better contracts.

Later on we are planning on introducing additional ways to work with gained loyalty. 

Thanx antibus…some help is needed…

u know b4 patch i was just worrying about lvlling up subfactions by gaining loyality and never worried about buying ships from subfactions…but now suddenly this has completely changed without any adivice in advance and now i can’t unlock contracts in subfactions anymore without starting buy and levelling ships form the vary first one…it’s a bit llike starting the game again with a new profile and an handicap to me…

 

Not to mention that when i start playing (0.4) jericho faction didn’t exist, the ship tree was completely different and changing faction wasn’t even possible at all lol

 

 

 

 

 

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

 

 

Maybe go back to T3 then, like we all did pre 9.0 ?

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!

Maybe go back to T3 then, like we all did pre 9.0 ?

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

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!

 

Seriously, listen to this guy… I could not make such an excellent post about why I’m unable to stay interested towards this game, but this pretty much sums it all up. 

 

There are way too many drastic changes, the developers are always hoping for the best but usually it turns out the exact opposite way. There is no consistent system, way too many ideas are being thrown around and all these changes seem to do more bad then good. 

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

 

Then you need to go to T1, like all had to (and have to).

 

T1 will go past very fast. Its only T3 onwards where from the grind becomes deeeeep.

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!

 

Thank you for these observations, not all of them are correct, but nonetheless interesting. 

I asked once but nobody answered, so again - Is anyone feeling a decrease in FPS ?

EDIT: Reinstalled the game and graphics driver and everything fixed…

I asked once but nobody answered, so again - Is anyone feeling a decrease in FPS ?

I actually felt a slight increase.(~3 FPS)

I asked once but nobody answered, so again - Is anyone feeling a decrease in FPS ?

It’s hard to say, because this game runs well on a toaster. My machine runs at over 100 FPS on average.

It’s hard to say, because this game runs well on a toaster. My machine runs at over 100 FPS on average.

Unless you have a 100Hz screen, you’re not seeing them.

This is not entirely correct. You should get more synergy due to scaling mechanics - the tougher your enemy is - the bigger is your synergy gain. 

I will try to confirm it a bit later. 

Antibus, the problem is that we only get more synergy due to scaling when we kill the enemies, but T3 ships are unkillable by T1’s, so we dont get better synergy because if we miraculously win it is because we aimed for objectives when the enemies focused on destroy the T1’s for free frag.

Unless you have a 100Hz screen, you’re not seeing them.

Right, thanks for sharing.

 

Hint: not everyone is running vsync and you can in fact see more frames per second on the slower refresh screen. I’ll leave you to research the actual details behind this one.

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!

^^ had the same thoughts on the above “bold” a while ago. it does seem like they have brought in new people sort of speak.

 

honestly couldnt have said it better myself :)  by playing a few games today (“resident” can agree he saw me) it seems at first glance things are better :slight_smile: you guys are getting there but the guards “mass slow” needs a little twicking maybe another 5 to 10 percent more (deduction).

 

i cant say i have squaded up yet do to the fact all the people i fly with are gone atm :confused: (not game reasons, but personal reasons) so when there back i will try out the new squad system (i’m just dreading this after reading what everything people are saying about it)

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!

 

This guy is on the right track. If the DEVs don’t listen to him (and the rest of us) then this game is done!