The exact numbers of how to increase it and further suggestions of nerfing rewards for PvE to incentivize queuing up for PvP (whether it be flat-out more rewards or unique things like cosmetics and emotes) would take a lot of fiddling with to get right, but would be an excellent step towards making the antagonist system, and the game as a whole, feel even better.Ģ: Separating the queue. This is a very simple idea that has been thrown around often, and is a suggestion that could help enjoyment of the game even if Antagonist remained forced. Let's discuss the ideas both sides have given, argued for, and suggested to Mercury to help with the idea of 'making it optional would kill the Antagonist queue'.ġ: Increase rewards for Antagonist and Raiders who queue for PvP. This does not, however, mean the system is fine, as even many pro-PvP players will agree. It is true that the game has always been designed around and marketed in this way, with a few hiccups along the way of the devs encouraging it to be used in manners such as trolling/griefing/'toying' with the Raider team (and a few mechanics that actively encourage this). I am not against the concept of PvP, but the way that Spacelords implements it is as many will agree, unbalanced, or at worst, very poorly implemented. We're all aware and, as many pro-PvE arguers have experienced, have been told again and again by MS that the game is and has always been marketed as a 4v1 PvEvP game. The primary reason I believe the game has failed let's get into what seems to be the most controversial part of the game, the Antagonist system. The rest of this focuses on my criticisms of the Antagonist system, and while a bit disorganized and perhaps a bit focused on solely the Antagonist system, I still believe it is one of the reasons why Spacelords never stuck with most players. Although, even if it did remain PvP, these numerous other issues (that it is incredibly difficult to balance a PvP mode like this, that MSE has rather poor communication with their players outside of their Discord, or that MSE has a tendency to be vague and ignore highly suggested player feedback for years) have fed into the game's sinking just as much if not more than the Antagonist system has. Although it is a fair point that the game was designed with PvP in mind, it is at least one reason why many players dislike it, and it does not mean it can't have a PvE-only mode. I will begin with noting that although I haven't played much of the game in its infancy, and only for about a year after it became Spacelords (plus some extra months late 2020/2021), I've attempted to gather an understanding of why exactly it is that Spacelords has never gained a substantial playerbase, and probably won't.Ī edit note while I still believe the antagonist system played a large role in, at least, why the game cannot retain players (it is not a bad idea, but many of its ins and outs are poor at best), it must be said that I have neglected to bring up other issues - as others have said - that contributed heavily to the game's failure, being MSE's lack of communication, the lack of advertising, and the developer's in-general lackadaisical attitude to do something to keep the game alive. This is a masterpost of what I, personally, think went wrong with Spacelords/Raiders of the Broken Planet.
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