destroier6
Well-known member
- Joined
- Nov 4, 2016
- Messages
- 365
- Reaction score
- 81
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- Aurora
- Main Pilotname
- destroier6
Hello again, i will add few additional points to my feedback after further doing many many multiple CQs (lost the count but might be over 40).
8. Depletion of Areas
As highway mentioned on global chat, with the current system deployed on PTR, most areas run out quickly, leaving only 1 area for too long (20 minutes in case of a 5v5/6v6), that makes it quite repetitive and removes the strategy that could occur if multiple areas where still active, i think areas should start depleting way later, so its just a end-shift rather than a progressive depletion. Highway mentioned that this was a bug or something like that, but still worth to mention since its way more noticable in CQs of smallvssmall teams.
9. Ores dropped by players
Right now, unless the player u podded was flying the CQ Ship, u don't drop 100% of the times. That leads to some RNG situations were your win condition or a heavy advantage, can be really determined by pure RNG, in some fights u could wipe out the enemy team and they would always drop, and in others, it would be a "worthless" fight. I think we should not have such RNG, and players should always drop ores, but in a lower ratio, maybe half of the actual amount.
With this, strategies will be a lot more consistent and not anymore half-RNG based where one team could just win a CQ because "they were lucky". As an example, in some situations i killed someone with over 70 ores multiple times in a CQ, and he never dropped, the enemy side just stacked all the ores on him and only by RNG, we weren't ever able to obtain anything when killing him.
10. Gravitons
This is a never ending discussion, as we all know, but i would like to point out something, since the current CQ's last for 45 minutes, i would really prefer to see a 45 minutes cooldown in CQ rather than 30 minutes (or locked, but we know this isn't gonna happen). With the current 30 minutes cooldown, the gravitons don't even have much strategy, they are often used during the first 10 minutes of the CQ just so they can be used again in the last phase of the CQ, which basically removes any sort of strategy/joker playing just to obtain the maximum benefit out of the cooldown.
If the gravs in CQ planets would have 45 minutes cooldown, this situation would occur way less, and at least, players could only use 5 gravs during the full duration of the CQ, making it a bit less P2W
11. Respawn with energy
The actual respawn on spot mechanic lead to some situations where you can just be constantly rematting on the place just so the fight never ends in order to try to get a better chance, this isn't really fair since this remat is only doable with energy, which means that only users that paid energy packs could really abuse this mechanic, i don't have any idea to work around that, but this also occurs because in many situations it takes to long to get back from LZ to the areas that u were fighting, which makes respawning on itself way more time efficent.
Unreported Bug
Even tho that isn't feedback itself, i really couldn't add it as a bug report since i don't have any sort of evidence nor it happened to me. It seems there is a bug that many players experienced (even tho none reported it ) that basically forces the player to relog/recharge the area, when the enlist phase starts. that is because when this phase starts, for some players sometimes the pannel doesn't load up correctly and the players enlisted + the enlist button aren't showing for him. That is a bit annoying and i guess it would be good it gets fixed, but since i don't have any evidence since it never happened to me, i felt it was better to add it here
That's all the extra feedback i could have, im sure i might be missing some points, but maybe some other people could also bring their opinion. Thanks for listening to the community so much, it really shows a lot from the dev team
8. Depletion of Areas
As highway mentioned on global chat, with the current system deployed on PTR, most areas run out quickly, leaving only 1 area for too long (20 minutes in case of a 5v5/6v6), that makes it quite repetitive and removes the strategy that could occur if multiple areas where still active, i think areas should start depleting way later, so its just a end-shift rather than a progressive depletion. Highway mentioned that this was a bug or something like that, but still worth to mention since its way more noticable in CQs of smallvssmall teams.
9. Ores dropped by players
Right now, unless the player u podded was flying the CQ Ship, u don't drop 100% of the times. That leads to some RNG situations were your win condition or a heavy advantage, can be really determined by pure RNG, in some fights u could wipe out the enemy team and they would always drop, and in others, it would be a "worthless" fight. I think we should not have such RNG, and players should always drop ores, but in a lower ratio, maybe half of the actual amount.
With this, strategies will be a lot more consistent and not anymore half-RNG based where one team could just win a CQ because "they were lucky". As an example, in some situations i killed someone with over 70 ores multiple times in a CQ, and he never dropped, the enemy side just stacked all the ores on him and only by RNG, we weren't ever able to obtain anything when killing him.
10. Gravitons
This is a never ending discussion, as we all know, but i would like to point out something, since the current CQ's last for 45 minutes, i would really prefer to see a 45 minutes cooldown in CQ rather than 30 minutes (or locked, but we know this isn't gonna happen). With the current 30 minutes cooldown, the gravitons don't even have much strategy, they are often used during the first 10 minutes of the CQ just so they can be used again in the last phase of the CQ, which basically removes any sort of strategy/joker playing just to obtain the maximum benefit out of the cooldown.
If the gravs in CQ planets would have 45 minutes cooldown, this situation would occur way less, and at least, players could only use 5 gravs during the full duration of the CQ, making it a bit less P2W
11. Respawn with energy
The actual respawn on spot mechanic lead to some situations where you can just be constantly rematting on the place just so the fight never ends in order to try to get a better chance, this isn't really fair since this remat is only doable with energy, which means that only users that paid energy packs could really abuse this mechanic, i don't have any idea to work around that, but this also occurs because in many situations it takes to long to get back from LZ to the areas that u were fighting, which makes respawning on itself way more time efficent.
Unreported Bug
Even tho that isn't feedback itself, i really couldn't add it as a bug report since i don't have any sort of evidence nor it happened to me. It seems there is a bug that many players experienced (even tho none reported it ) that basically forces the player to relog/recharge the area, when the enlist phase starts. that is because when this phase starts, for some players sometimes the pannel doesn't load up correctly and the players enlisted + the enlist button aren't showing for him. That is a bit annoying and i guess it would be good it gets fixed, but since i don't have any evidence since it never happened to me, i felt it was better to add it here
That's all the extra feedback i could have, im sure i might be missing some points, but maybe some other people could also bring their opinion. Thanks for listening to the community so much, it really shows a lot from the dev team