Midnight44
Staff Sergeant
Reputation: +6/-505
Offline
Posts: 332
Midnight44
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« on: May 01, 2015, 04:51:25 PM » |
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Here is the message I sent emi regarding the issue, and it clearly shows that even after 7 years the PvE aspect of the game needs vastly improved and can be done with one or a few simple solutions:
"Well after this last one emi I'm too frustrated to play at the moment. The fleet power of the ships I sent in were 1.5x the fleet power of the encounter. And if you include the stat boosts from my commander stats it was almost double. With my stats and a 1:5 attk:hp ratio of my ships there is no reason 4/5 of them should have blown up. I love the game and I enjoy playing, but you're going to run off the few players that are left on here if something regarding PvE isn't adjusted. Here are my proposed solutions:
1.) Limit the PvE ship designs that spawn to between a range of 12:1 and 1:5 effective att:hp ratio. and/or
2.) Eliminate all PvE designs below 10k cost from spawning.
and/or
3.) Factor all or a portion (25%, 35%, 50%, 75%) of swarm bonus stat increase into fleet power of PvE fleets. This would reduce the number of ships in each fleet, more so in ships that are below 62 space (which are generally killer fleets).
and/or
4.) Eliminate all designs from PvE spawn list that have 0% abs. This would remove all swarmers below 200 fleet power, thus making it a more even and fairer fight. Since superships require massive amounts of energy for shield systems, the enemy should too.
and/or
5.) Limit the effective attk:credit ratio (after swarm bonus) of spawned PvE ship designs to 4:1. This will prevent the spawning of designs that slip through the cracks of the fleetpower formula and are extremely power-deficient.
and/or
6.) Add a feature that tacks a 10%, 20%, 30%, 40%, 50% penalty on rewards (Alien/Mission/Encounter) for a progressively decreasing (5%, 9%, 12%, 14%, 15%) hitpoint boost. You could call it CHOAM Defense Support contracts. Or something of that nature..
and/or
7.) Spawn PvE fleets in descending order of total effective attack, as opposed to fleet power. This will ensure the proper fleets engage eachother.
and/or
8.) Add an additional feature that allows you to engage a portion of a proposed Alien/Encounter. Allows you to reduce it to 90%, 80%, 70% while affecting rewards proportionally.
I can go all day emi... This kind of thing should not be happening and will cause you to lose loyal well-paying customers/players:
First SergeantMidnight44(#7144) Black Hole
Vs. Hide
Invader Midnight44 (#7144) Hide
Engaged Units Fleet Name # of Units Attack Defence Hitpoints ?? Veracon v9.4 1 31.533.396.735+ 0+ 121.262.942.598 ?? Veracon v8.4 1 24.280.898.735+ 0+ 83.922.020.026 ?? Veracon v7.4 1 17.117.206.786+ 0+ 57.539.549.300 ?? Veracon v6.4 1 11.786.564.173+ 0+ 39.642.356.679
Defender Unidentified Fleet (#) Hide
Engaged Units Fleet Name # of Units Attack Defence Hitpoints The Dirty Fear MK 13 383.992 23.287+ 24+ 1.320 cost= 3,815,344,512 credits
The Poison Pearl of the North MK 9 22.004.844 126.058+ 0+ 9.724 cost= 66,300,594,972 credits
Nodetors MK 9 16.166.824 89.507+ 0+ 10.095 cost= 60,221,322,550 credits
Sphinx-monsters MK 8 16.166.798 89.507+ 0+ 10.095 cost= 60,221,250,550 credits
Our long range scanners report 3,168,697,358 enemy fleet power!
Midnight44(#7144)'s 1 / 1 (100%) ?? Veracon v9.4 are destroyed during battle. Midnight44(#7144)'s 1 / 1 (100%) ?? Veracon v7.4 are destroyed during battle. Midnight44(#7144)'s 1 / 1 (100%) ?? Veracon v6.4 are destroyed during battle. Midnight44(#7144)'s 43.361.748.121 marines where killed in the battle.
I also lost Veracon v5.4 to something similar, minutes before this.
Needless to say, the PvE fleets in this are absurdly imbalanced. Fleet number one "The Dirty Fear MK 13" costs almost 1/20th of the bottom 3 fleets, but yet my lead ship was the one to engage it!!?? Yes, I understand it had more fleetpower, so it engaged my lead, but the fact it had more fleet power at 1/20th of the cost is the entire reason for my anger.
Emi, I have spent weeks, hundreds of hours and over $20 to get to this point. Like I said, I love this game, and I have always been impressed with what a great job you've done on making this game. But, I was so pissed when I lost these ships that I was very close to just walking away from SO despite all the time and effort I've spent. Sadly, I'm not the only one who has been experiencing losses that are- well, unacceptable considering my ship designs (hp:attk ratio aside) are at bar none, the PINNACLE of SO Supership design. I dare you to try and create or find a design that has more, effective attack, effective hitpoints, and ancillary energy allocation than my Veracon shipline. I have spent days on end perfecting every aspect of my designs, whether it's 5% or .0005% EVERY design of equal cost ever created in SO, compared to any Veracon ship, is INFERIOR. Yet despite that, they are worthless against an imbalanced PvE system and will inevitably be destroyed. I understand that you have worked very long and hard on refining the fleet power formula, and I am not asking you to change that. But I hope that (in fear of sounding condescending); by sending you this I have made it MASSIVELY evident the scale of which the PvE system is flawed.
I know it sucks, but, I beg you to come to terms with the fact that improvements still need to be made in the game. I have alot invested in this game, both time and money, so if I need to retire for a round to assist you in accomplishing said improvements, I will.
Please inform me of what you decide."
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