Star Conflict OBT v0.7.10

This will re-iterate the problems already mentioned by others, but I wanted to chime in:

 

  1. Reputation gain nerf basically ensures that T4 blues are unreachable and T3 are barely reachable after year(s?) of grind for most people. Obfuscating this as a “buff” in patch notes and in game login screen was not really a smart idea either, nothing annoys people more then being taken for fools. You may wish to reconsider making this your primary grind/real money currency income mechanic. I’m T12 in one faction, and T9 in two others, giving me wide access to blue gear, and I’m feeling really sorry for most new people who will never be able to compete with me if this change is here to stay. It also ensures that I will have little motivation to ever do anything in T4, as I will have similar issues trying to compete with those who have R12 in most factions and appropriate gear to go with it.

 

  1. New font is painful at least for me on 1080p. Too thin, and some things look really weird in it.

 

  1. Speed cap was probably due to game engine not being able to calculate collision damage properly past 600m/s speed as was stated by devs a while ago. I have quite a few thud medals to show for it. That said, consider nerfing all speeds across the board to compensate rather then just instituting a flat interceptor nerf which makes them exceptionally vulnerable to fighters and frigates. It also makes them much weaker as “objective cappers” in comparison to fighters due to speed being a major factor there.

i like a lot of these replies they give me stuff to think about… i think that the maps need to be larger to encourage actual teamwork. nobody chats in local/battle chat unless the team is losing. there is not much strategy that is required. This could be the EVE Pilot coming out in me. but i think that the more strategy that is required the more loyal the players will be… if it is a mindless game like world of tanks where you follow the leader look for red things on map it will be fun for me and other players for the first few weeks or months… then we hit the top ship and kill lots of stuff then there is no more fun to be had… the reward should be having a team that works as one and organizes a good strategy, the reward would be fame within this community as the best team/solo-pilot/commander/tackler/etc.

There are a lot of good changes here… BUT I was hoping to play tier 2 with my friend… Now I’ll have to wait weeks for him to get there.  If the goal is to make money, instead of maikng it take longer to get up the tiers, make gold buy more credits or the liscenses give better bonuses.  When I started playing I was glad NOT to have to grind.  Now I have to complete another 450 contracts to get my next level… I play about 3 games a day so that makes it…  Oh yeah, I’ll be done with my next rank sometime in July…

 

Also, some people may like the new font, but I actually prefered the old one.  This is not anywhere near a top priority but, maybe an option for the old font would be nice?  It’s just very hard to read the new one.

I really dislike the loyalty thing…

I hope this patch is just an early April fool’s joke. 

Very disappointed with the loyalty changes.  It took me just two matches to put the only contracts that award a substantial amount of rep on cooldown for between 1-7 days.  Maybe I will login in 7 days and see if you have changed things for the better, otherwise, cya.    Oh, and like some posters above have said, don’t be fooled by the people who already have considerable amounts of rep supporting your change, this is clearly in their best interest and not unbiased feedback.

I’ve already made a post about the loyalty issue/rep issue, but i just feel it falls upon deaf ears, like you Solint, i think i’ll log back on in 7 days, see if the Devs realise the error of their ways, shame really, i kinda fell in love with this game. Real potential. But as i said, i just dont feel the right people will be reading this, or any of it tbh…

 

Adious

Yep, just tested it out. It’s terrible. (The loyalty/mission changes)

I just want to say that I really like this game.  I am generally against games with this style of pay model but I enjoy this game so much I was really considering buying a license.  I’m not the type of person who would ever spend money on the gold style items, but a license I could do.  I’m not opposed to subscription based gaming at all and I’m not opposed to people being able to buy comparable guns with no grind for cash as long as the grind time for me with a subscription is reasonable.  I’d buy a license if I gained loyalty for battles, or even half of reputation earned as loyalty.  In the current contract only loyalty system I can complete all of the contracts that have less than a day cool down and get barely any loyalty.  Why would I pay for a license when it grants me far less benefit than before.  Maybe double or triple contract loyalty if you have a license.  I understand encouraging people to spend money on your game, in your previous system I would gladly pay for a month or even 3 month license.  Now however I am really questioning it.  I love a reasonable grind, I like earning points and ships and items.  Contracts do not offer enough.

I like everything in the patch except the loyalty. Since it’s still Beta I will check in to see if this gets fixed but I’m done playing until it gets fixed. It’s bad enough now that you can’t get good teamwork but now with people having to get loyalty from doing contracts it’s going to be worse. You get loyalty from winning not doing things that take away from it. The game did so well the Developers went for the cash grab and now they want to get as much cash as they can.

Calm down guys, remember the game is in BETA. They are beta testing. This means that their new contract system can still be removed and is by no means permanent. Don’t leave the game based on things that happen during a beta. Your testing their game, now they know your opinion. That being said, it is still a terrible system. Nerfing loyalty gain probably isn’t a bad idea, in just a week or two I have gained rank 5-6 on 4  different sub-factions. While things do only progressively get harder, I can agree that this can be drawn out to add more meaning to blue gear. But the current system drops loyalty gain way too far in the other direction. In my personal opinion one of two things can be done here, either reset back to the old system, but lower the loyalty gain per win or loss by about 50% of what it was (and work it out from there), or seriously increase the loyalty you get per contract or reduce the time per contract. Personally, I would prefer the former system due in part to a final fault in the current system I have yet to mention: Licenses. I bought a license to get 50% loyalty gain among other things, and this is now worthless in the current system. Also, the old system put more focus onto actually playing the game to win (since you would get 100% more loyalty than a loss).

As for the interceptor changes, I guess it isn’t really specified if you did this as a balance issue, or a temporary measure until you fix the crash bug (or whatever it was exactly, I haven’t dealt with it). Personally I hope it is temporary since, as many others have mentioned, the main reason interceptors exist is for their speed, and it seems 600m/s isn’t enough to keep them alive.

 

(Oh and the new font kinda hurts, though I don’t really mind too much personally, I do find it a lot harder to read that the old one)

Otherwise the rest of the patch seems great, glad to see a new scenario in the mix, as well as the other fixes and changes. Thanks for keeping up with these regular updates :slight_smile:

Cheers,

           Flip

I’m sorry Stargem and Gaijin, but this patch and specifically the loyalty gain change is literally killing your game. More than half of my corporation members have announced that they are either leaving the game, or taking a break from it, the online numbers are dropping and i am considering switching to something else as well, same as many others.

 

The blatantly apparent business-model driven choice of changing up the loyalty gain is a huge, deal breaking mistake both for f2p and, especially, for your paying customers, who feel wronged and do not enjoy any benefits loyalty-wise over the free players. Killing the progression in a game where it is, literally, the goal of it, also is, at the very least, quite absurd.

 

The only way to remedy this would be to rethink the incentives you provide for acquiring premium gear (make mkIII a lot more expensive?) without hindering player progress like you have now and revert the changes you have made before it is too late and more and more of your hardcore player base have left the game. Or boost the new system drastically, to have the new rewards meet the previous level of loyalty gain (as stated before: removing the contract time restrictions, increasing the loyalty reward by 15-20 times and not by 2 like you have now, etc).

 

Also, the new font is too narrow and jagged, which makes it hard to perceive, an important quality to have in a fast-paced game like SC.

 

The reduced progression of T1 ships will merely incentivize people to get in-to T2 as soon as possible, even without being ready for it skill and equipment-wise to the detrement of their own enjoyment of the game and that of their team mates, and ignore T1 altogether, assuming they are stubborn enough stick around.

 

Also, the changes to the Jericho torpedoes were not addressed in the patch notes - not a very nice move.

 

Changes to the T2 map pool are ill conceived.

 

The 600m/s speed limitation, temporary or not, makes the federation interceptors redundant in T3 and T4.

 

Changes to the chat are most welcome, although why are we limited to only one language chat at the same time? Being able to select several for those of us who speak more than one of these languages, would be utmost helpful, while having no downside for those who don’t.

 

The patch notes also missed the fact that the PvP win streaks are displayed properly in player profiles (YAY!).

 

The “refined markers” should definitely be an toggle-able option for displaying it on either opponent, or allied ships, or both, or maybe even neither for those who prefer to have as little clutter on screen as possible.

 

Other than that, the bug fixes and graphical improvements are great.

The contract system is currently under rework.

In the old system many players did not pay attention to the contracts and everyone was just focussed on winning battles.

Therefore we will increase the new system a lot in the near future. There will be individual contacts, chain contracts and a new redesigned template, which you can pick before going into battle.

A return to passive loyalty earning is not planned.

 

The contract system is currently under rework.

In the old system many players did not pay attention to the contracts and everyone was just focussed on winning battles.

Therefore we will increase the new system a lot in the near future. There will be individual contacts, chain contracts and a new redesigned template, which you can pick before going into battle.

A return to passive loyalty earning is not planned.

 

While the cons for the old contract system indeed exist as you said, I think it would definitely more courteous to remove the old loyalty gain after each battle after or at the same time as you roll out the “new system”.  I know it’s still beta and that means the devs making big changes shouldn’t be a surprise, but before making further changes, please consider not to intentionally aggravate your beta testers without providing a detailed reason up front (not after 8 pages of rant).

 

Thanks.

The contract system is currently under rework.

In the old system many players did not pay attention to the contracts and everyone was just focussed on winning battles.

Therefore we will increase the new system a lot in the near future. There will be individual contacts, chain contracts and a new redesigned template, which you can pick before going into battle.

A return to passive loyalty earning is not planned.

  1. whats wrong on that players focussed on winning battles ?

  2. if you want make people do contacts add some green or puprle items like rewart

  3. its mistake not to keep the pasive gain of loyalty make it you can get a little but only if you win a battle or only for some type of gamemode realisitic or some boss battles

sorry for my english i do what i can but im from czech so my english suck

The contract system is currently under rework.

In the old system many players did not pay attention to the contracts and everyone was just focussed on winning battles.

Therefore we will increase the new system a lot in the near future. There will be individual contacts, chain contracts and a new redesigned template, which you can pick before going into battle.

A return to passive loyalty earning is not planned.

 

 

It’s certainly a better strategy for a team game to encourage people to behave in a manner that makes them less effective for the sole purpose of completing contracts. “Hmm… should I use a ship that will benefit my team? Or should I just try to xxxx some more loyalty points."

It’s quite unfortunate that you’re leaving us with an effectively a broken loyalty system that does little more than infuriate anyone who has been playing the game and had any aspirations to raise their standing with the respective factions while telling us not to worry you’ll completely revamp the system in the future (and hopefully not deliver an equally screwed system) and to just sit tight with what we’ve got because you’re not going back.

This train doesn’t have brakes, apparently.

 

The contract system is currently under rework.

In the old system many players did not pay attention to the contracts and everyone was just focussed on winning battles.

Therefore we will increase the new system a lot in the near future. There will be individual contacts, chain contracts and a new redesigned template, which you can pick before going into battle.

A return to passive loyalty earning is not planned.

 

First of all, its nice to see an attempt to rectify things on the next day. However…

 

Are you seriously risking the very success of your game because the Empire didn’t like it when people used non-laser weapons to win battles for them?

 

Like others have said, don’t leave a broken system in place until you come up with a better one.

I take those contract as a pedagogic means of inciting (not forcing, there are other contracts) players to try all the weapons.