Star Conflict v.1.1.4 Discussion

[RennieAshII](< base_url >/index.php?/user/251370-rennieashii/)

Thank u for explanations!

about MM, we r constantly working. i will tranfer ur suggestion about using equipment evaluation in it, but i can’t guarantee anything.

the display, i would recommend u to make a bug report about that. 

Imagine if Drone’s Tackler Players stop dropping their drones in front of the ennemy but start dropping them on the flanks, above and belows their targets.

That would mean that they can THINK! But if they could, the won’t play the drone popper style won’t they?

That would mean that they can THINK! But if they could, the won’t play the drone popper style won’t they?

I have to admit, drone pooping is fun or rather convenient. But now it is even more fun hunting for drones and stuff with a system hacking module.

No patch today :frowning:

Once I scored 5600 by drone pooping ;p But I’m not the type that usually just flies by pooping drones then vanishes to reappear on the other side of the map ;p I like to use the drones as damage dealers and a distraction. 

I have to admit, drone pooping is fun or rather convenient. But now it is even more fun hunting for drones and stuff with a system hacking module.

And killing the tackler that just drone poop without even looking at your screen… Priceless.

Thank u for the comment.

1)about dreadnought defense%. it should grow. there is a guide in the forum with exact numbers if needed. if it doesn’t, please leave a bug report.

  1. alright. there is some mismatch in understanding this phrase. What was implied is that u still have to be at the doc at the moment when the collecting resources for constructing starts, but u don’t have to wait in it till the end of collecting.

 

Thank you for the clarification.

It’s good to see new staff joining the team who are able to communicate with the English fan base. I think that is a step in the right direction in getting the dev team to be more responsive to certain community concerns.

 

Unfortunately, I personally find my interest in the game waning, so I may not be active in the game for much longer. Looks like I’ll never leave T3. =P

 

My recommendation for improving both MM and queue times is mixed tiers, by which I mean T1-T5 battles. Right now competitive players can face off again and again against the same people depending on who is online at a given time (which can be fun for personal rivalries and to fight familiar faces), but I’d rather see the big battles come back with a wide range of players from new to veteran. For balance, I would give an incremental HP buff, e.g. T1 ships would get 5x-10x HP in a match with T5 ships (T2 ships would get a lesser buff, etc.), with maybe a slight dmg buff as well. A T5 should be able to kill a T1, but it shouldn’t be an insta-kill.

 

The main concern is not necessarily perfect balance, but simply to address the issues of player engagement, long queue times, and small/repetitive matches. Anecdotally, LAMPA has said that their player retention rate is very low, and from watching new players try out the game on Twitch, I would agree that retention of new players is not high; lately, the game pop feels like it has declined slightly as well (just based on my friend/watch lists, and T3 PvP matches).

 

Also, dreadnought matches are a novel mode, but need more work to make them actually fun, in my opinion. In any case, I would prefer not to see this game go the way of GoD Factory, Strike Vector, etc., but the clock is ticking and newer games are going to continue to be released.

 

Good luck!

It’s good to see new staff joining the team who are able to communicate with the English fan base. I think that is a step in the right direction in getting the dev team to be more responsive to certain community concerns.

 

Unfortunately, I personally find my interest in the game waning, so I may not be active in the game for much longer. Looks like I’ll never leave T3. =P

 

My recommendation for improving both MM and queue times is mixed tiers, by which I mean T1-T5 battles. Right now competitive players can face off again and again against the same people depending on who is online at a given time (which can be fun for personal rivalries and to fight familiar faces), but I’d rather see the big battles come back with a wide range of players from new to veteran. For balance, I would give an incremental HP buff, e.g. T1 ships would get 5x-10x HP in a match with T5 ships (T2 ships would get a lesser buff, etc.), with maybe a slight dmg buff as well. A T5 should be able to kill a T1, but it shouldn’t be an insta-kill.

 

The main concern is not necessarily perfect balance, but simply to address the issues of player engagement, long queue times, and small/repetitive matches. Anecdotally, LAMPA has said that their player retention rate is very low, and from watching new players try out the game on Twitch, I would agree that retention of new players is not high; lately, the game pop feels like it has declined slightly as well (just based on my friend/watch lists, and T3 PvP matches).

 

Also, dreadnought matches are a novel mode, but need more work to make them actually fun, in my opinion. In any case, I would prefer not to see this game go the way of GoD Factory, Strike Vector, etc., but the clock is ticking and newer games are going to continue to be released.

 

Good luck!

Thank u for noticing our work. i really appreciate that.

About the MM. It might be an interesting idea. We’ll discuss it, but i’m conserned about possibility of kind of shocking new players if making them fight with experienced ones. The buffs might help a bit but still the gap between skill levels is too big i’m afraid. 

After launching the season 2, according to our statistics there was actually a big wave of new players registrating in the game. We r doing our best to give them maximum convenience for leveling, so give them some time and they’ll reach ur level really soon)))

Regarding experienced pilots, there are already new missions, modes and yes the dreadnought battle (which r working on) and even more upcoming soon. so i’m sure u’ll get a second breath soon.

It’s good to see new staff joining the team who are able to communicate with the English fan base. I think that is a step in the right direction in getting the dev team to be more responsive to certain community concerns.

 

Unfortunately, I personally find my interest in the game waning, so I may not be active in the game for much longer. Looks like I’ll never leave T3. =P

 

My recommendation for improving both MM and queue times is mixed tiers, by which I mean T1-T5 battles. Right now competitive players can face off again and again against the same people depending on who is online at a given time (which can be fun for personal rivalries and to fight familiar faces), but I’d rather see the big battles come back with a wide range of players from new to veteran. For balance, I would give an incremental HP buff, e.g. T1 ships would get 5x-10x HP in a match with T5 ships (T2 ships would get a lesser buff, etc.), with maybe a slight dmg buff as well. A T5 should be able to kill a T1, but it shouldn’t be an insta-kill.

 

The main concern is not necessarily perfect balance, but simply to address the issues of player engagement, long queue times, and small/repetitive matches. Anecdotally, LAMPA has said that their player retention rate is very low, and from watching new players try out the game on Twitch, I would agree that retention of new players is not high; lately, the game pop feels like it has declined slightly as well (just based on my friend/watch lists, and T3 PvP matches).

 

Also, dreadnought matches are a novel mode, but need more work to make them actually fun, in my opinion. In any case, I would prefer not to see this game go the way of GoD Factory, Strike Vector, etc., but the clock is ticking and newer games are going to continue to be released.

 

Good luck!

You can give tier 1 ships 20 X HP than they have now, and they will still be useless against a tier 5 ship.

 

It is not about the EHP (My rockwell has less survivability than my Fox) but about modules, implants, passives…

 

Player retention in this kind of games is always low, but since a lot of people try it (it is free after all) the few that remain are enough. 

 

All I can see you is that now I can play 12 v 12 games in tier 5. That was not possible before.

What I see is that new players want fast, largish battles, often with their friend or friends. They also don’t wish to grind too much although I can understand that they also need some time to gain experience, as well as the fact this is meant to be a pay to grind less type of game, so some incentives need to remain.

The most common complaint I see with new players in chat is “why can’t I play?” or "why is it taking so long to find a battle? " Now I tell them to switch server region to any to help reduce that excess wait but I think for lower tiers there needs to be a very short wait if possible. The longer they are impressed the more likely they will stay :slight_smile:

On the plus side there does seem to be more activity in the higher tiers than a while ago.

Player retention in this kind of games is always low, but since a lot of people try it (it is free after all) the few that remain are enough. 

 

ah, an interesting remark, that makes me kinda reply, even if this gets a bit off topic…

 

don’t know exactly what you mean; there hasn’t been a free space shooter which provided servers for gameplay, and mmo lobby until now, at least not fully working and with an active development team. most of those projects didn’t die of player retention, and player retention in space games is usually very, if not extremely, high, since it’s the major genre in pc games next to fantasy (mmo)rpgs and puzzle games. Usually, the games survive longer than the companies who produced them!

 

if you mean f2p games, I also can’t agree, most figures in the business are from experiences with mmorpgs gone f2p, usually *after* they failed to sell, which didn’t make them better in f2p model either, so the calculated lifespan of a f2p game at this moment is around 7 yrs., but it smells like BS to assume that for me, since f2p is still very very new. In fact, modern software goes by the idea of “as long as you maintain your code, your code stays alive; as soon as you package it and sell it, it will have a lifespan” - while game titles more and more rely on the actual game world they create (since it spawns fiction, fandom, etc.)

 

where you are right, is pay to grind less models, since usually, the answer of the market is to bring out more games which have even less microtransactions for game elements; or the newest trend to promise f2p and earn box sells via early access; a lot of projects now grow which are more fuzz than actual code. but that means, SC simply has to pivot (yay a manager word!) in a couple of years, to get less grindy, and more microtransaction for visuals and gimmicks kind of model, expanding with secondary games in the same universe or similar steps. that is entirely a management thing. even large companies now started creating f2p games, and open their boxed games with f2p gameplay (like sc2 being fully free for arcade or playing tournaments, but disallowing map editing or single player campaign, or the new moba from blizz coming out, entirely f2p and no grind-less solutions, entirely built around “don’t grind at all or buy skins for money”. )

imho, SC is unique atm. at the market, and playing on that strength is the way to go, and the quality of the game is the sole deciding factor for player retention over the long run.

To become as self sufficient as other team arena games like WT, the playerbase simply needs to reach a critical level; after that retention would not be a problem, at all.

 

Sry, I don’t exactly contradict you, I just found this statement interesting to iterate upon :slight_smile:

Where is today’s weekend sale?

It’s starts every Friday.

Eviscerador, I agree with you, but as I wrote the key concern is NOT balance between a T1 and a T5. The T5 should beat the T1 in a 1v1. Even with a massive HP boost, lower rank ships will still have significantly lower relative speed, damage output, and of course modules (and implants). Essentially, from a higher tier player’s perspective, the lower tier players replace the NPCs from matches, which thankfully were removed a while back. The main objective is to get players into matches painlessly and quickly, so that they actually play the game instead of sitting in hangar waiting to play the game. In such a case, to make the PvP gameplay more reasonable, the lower tier ships should not be one-shot (or two-shot, three-shot, etc.) by higher tier players; they should not be a threat to higher tier players on their own, but with numbers they should be able to pick away at other players’ HP and help the higher tier players on their own team.

 

The reason more players are in T5 now is probably very much in part due to the VE sale, in my opinion. But on the flip side, on recent weekends I’ve been forced into RUS matches in T3 on prime hours US-side. So the overall player population is probably not much changed, but the internal demographics are. This would mean there are fewer players in the lower tiers, which is not good either; watching new players in repetitive PvE matches is boring, both for watcher and for player. To Aliskosan’s comment on Dreadnoughts’ impact to the player population, that is very reasonable, but I also suspect a lot of players left again after trying it (or finding they could not try it due to the corp-limitation); however, it was a good idea to start dreadnoughts with T3, I think.

 

Edit: I should add; in the tutorial, you play as a reasonably capable ship. Going back to T1 after that is a bummer. By playing with higher ships in mixed tier matches, that should hopefully provide motivation to get more capable ships.

Where is today’s weekend sale?

It’s starts every Friday.

 

We r changing the policy of sales. now they will be mostly connected to holidays instead of weekends.

We r changing the policy of sales. now they will be mostly connected to holidays instead of weekends.

How about both?

We r changing the policy of sales. now they will be mostly connected to holidays instead of weekends.

 

0fc.gif

 

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How about both?

No, now we will get scrubs and no more bread.

Well, I got enough of both. :wink:

No, now we will get scrubs and no more bread.

Well, I got enough of both. :wink:

Well, I got enough of both. :wink:

 I got enough of both

 I got

 I

C’mon, don’t be selfishly, there are people who still want both.

I never said or implied that I am selfish.

I simply stated that for me, it is no longer relevant.

 

Look at the mirror! See yourself, not me!