Poland
Well-known member
- Joined
- Sep 14, 2010
- Messages
- 650
- Reaction score
- 292
- Server
- Askone
- Main Pilotname
- JustaRavenPL
- Rank
- 95
- Clan
- Death Watch
Hello @Highway , rest of devs and the Pirates. Thanks for mentioning the stream @Fission and the problem with the performance during the streams. Yes, that's right, my FPS drops were more drastically noticeable than on in my regular gameplay or different streams hosted on the channel. Either on first PTR CQ so Iga, and the second one on Ob, I had problems with performance not connected to the coder overloading, but because of the game itself and the GPU overload.
However I couldn't reproduce it later on while recording the Valkion 25v25 Conquest that will be soon ready on my channel. I'd need to check data while the CQ on-going to the above mentioned planets once again, since it may be a problem with the visuals right there too. Additionally, I agree with Fission, that this problem had happened before with harvester shooting. I may try to reproduce the problem with warscore grinding on live servers later on and will provide feedback about this case in the Feedback section asap.
But back to the point. The Conquest Rework update is outstanding. You can feel really good competition vibes while playing the Conquest in this shape, especially on the last 5 minutes, when everything can change, because of last decisive clash of two almighty forces ^^ Mechanics are really good, easy to understand and opens a lot of ways for various tactics to shine around. Of course, my clan Crit Happenz wasn't really coordinated as we tried to gather some randomly picked members to make bigger fights so we could test the performance and other various elements and this tests went mostly positive, excepting this performance issue mentioned before.
I pretty like the Conquest Ship that is not able to use gravitons anymore. In this state it is right now, as it is powerful monster wandering around, it'd be unbeatable with usage of gravitons. I can't even imagine that blaster powered up with Red Graviton, when it already kills most of the ships by few shots... That's why as well, Conquest Ships shouldn't be allowed to land when there are less than 8 or 10 enlisted people. Because i.e. on Vega, it will lead just to rampage of the CQ Ships and rest of clanmembers having no fun at all from the Conquests...
We couldn't really test the other items for CQ Ships so the BP Variants. Some of my members tried to drop some cyan BPs but with mere result. Here, I would like to suggest CQ BPs droprate increase, so that new clans may be able to compete more against other clans that are flying around for longer time. (Ah and by the way, Conquest ship shouldn't be able to be rematted. It didn't happen on my CQs but I heard from other players that CQ Ship can be easily rematted by engineer class or Materializer users, skipping 3 minutes of the rescue time. That shouldn't happen and I think this is the thing to be changed )
The rewards of the conquests are for sure better than the ones from the previous system, still on-going on the live servers, however I am really missing one thing here, so the leaderboards revamp. I feel that the leaderboards are still Beta, like it says on the right top corner of the window. Additional competition would occur between clans if there'd be additional rewards for week/month CQ participating than only Gold Skull. It could show up on PTR lately, when there was a competition between clans cross-server to win against each other or the Colossus that unfortunately I couldn't really attend (but I heard about huge german teaming against everyone and being unfair). Everything like this makes it more fun for the players and more PvP vibes are happening here or there. Additionally I must write that we can't really compare the PvE and PvP Cryonite gain. One of the viewers on my stream calculated that in 20v20 fight, if we distributed that Cryonite won by the members, you could get 103k cryonite without the booster for 45 minutes. That's around 137,3k cryonite per hour of grinding. But we can't compare it, because Conquest is something that you play to feel the PvP vibes, to do something else only than meaningless shooting monsters. Additionally, if clan gets more ores, then result in the end is better, sometimes beating most of players' average grinding speeds without boosters (I have to admit here that buying cryonite booster by each member participating the Conquest, the reward increases as well...)
One more issue that I could see on the PTR testing were clans blocking other fleets from participating the Conquests. However, I think that it's only the PTR issue. If it's said, that only 10 Mining Tickets (MTs) may be stored in the clan on the live servers when the update will be there, then this issue will be solved. With 99 MTs and 15 daily, the issue happens, because of more variety of numbers of MTs stored in the clans. Tbh, I have even met the spies trying to get to clans just to view the history and the amount of MTs paid for the Conquests That's why, hiding the clans' history is an one nice big step forward in this case too.
Assuming, the Conquest Rework update is itself amazing and the ideas and thoughts behind it are pretty good in case of changing a lot of broken stuff according Conquests on the live servers. However, much things are the cases to change and expand, implement or adjust. I must agree with the previous speakers as well, like with Landing Zone camping (instead of 25% of HP to 100% of HP rematting on Landing Zones with Zone Protection) or changing ship after Conquest has started but on orbit (Destroier6 couldn't find the solution but I think, the mechanics to remove all pilots with wrong tech automatically 1 minute before Conquest starts and unavailability to enlist anymore in the moment when they have tech not corresponding to the tech level required & additional mechanics to disable hangar on the CQ planet when the Conquest starts would be enough). So a lot of aspects to change, but I think community really likes the update and stuff around it!
Greetings, RavenPL.
However I couldn't reproduce it later on while recording the Valkion 25v25 Conquest that will be soon ready on my channel. I'd need to check data while the CQ on-going to the above mentioned planets once again, since it may be a problem with the visuals right there too. Additionally, I agree with Fission, that this problem had happened before with harvester shooting. I may try to reproduce the problem with warscore grinding on live servers later on and will provide feedback about this case in the Feedback section asap.
But back to the point. The Conquest Rework update is outstanding. You can feel really good competition vibes while playing the Conquest in this shape, especially on the last 5 minutes, when everything can change, because of last decisive clash of two almighty forces ^^ Mechanics are really good, easy to understand and opens a lot of ways for various tactics to shine around. Of course, my clan Crit Happenz wasn't really coordinated as we tried to gather some randomly picked members to make bigger fights so we could test the performance and other various elements and this tests went mostly positive, excepting this performance issue mentioned before.
I pretty like the Conquest Ship that is not able to use gravitons anymore. In this state it is right now, as it is powerful monster wandering around, it'd be unbeatable with usage of gravitons. I can't even imagine that blaster powered up with Red Graviton, when it already kills most of the ships by few shots... That's why as well, Conquest Ships shouldn't be allowed to land when there are less than 8 or 10 enlisted people. Because i.e. on Vega, it will lead just to rampage of the CQ Ships and rest of clanmembers having no fun at all from the Conquests...
We couldn't really test the other items for CQ Ships so the BP Variants. Some of my members tried to drop some cyan BPs but with mere result. Here, I would like to suggest CQ BPs droprate increase, so that new clans may be able to compete more against other clans that are flying around for longer time. (Ah and by the way, Conquest ship shouldn't be able to be rematted. It didn't happen on my CQs but I heard from other players that CQ Ship can be easily rematted by engineer class or Materializer users, skipping 3 minutes of the rescue time. That shouldn't happen and I think this is the thing to be changed )
The rewards of the conquests are for sure better than the ones from the previous system, still on-going on the live servers, however I am really missing one thing here, so the leaderboards revamp. I feel that the leaderboards are still Beta, like it says on the right top corner of the window. Additional competition would occur between clans if there'd be additional rewards for week/month CQ participating than only Gold Skull. It could show up on PTR lately, when there was a competition between clans cross-server to win against each other or the Colossus that unfortunately I couldn't really attend (but I heard about huge german teaming against everyone and being unfair). Everything like this makes it more fun for the players and more PvP vibes are happening here or there. Additionally I must write that we can't really compare the PvE and PvP Cryonite gain. One of the viewers on my stream calculated that in 20v20 fight, if we distributed that Cryonite won by the members, you could get 103k cryonite without the booster for 45 minutes. That's around 137,3k cryonite per hour of grinding. But we can't compare it, because Conquest is something that you play to feel the PvP vibes, to do something else only than meaningless shooting monsters. Additionally, if clan gets more ores, then result in the end is better, sometimes beating most of players' average grinding speeds without boosters (I have to admit here that buying cryonite booster by each member participating the Conquest, the reward increases as well...)
One more issue that I could see on the PTR testing were clans blocking other fleets from participating the Conquests. However, I think that it's only the PTR issue. If it's said, that only 10 Mining Tickets (MTs) may be stored in the clan on the live servers when the update will be there, then this issue will be solved. With 99 MTs and 15 daily, the issue happens, because of more variety of numbers of MTs stored in the clans. Tbh, I have even met the spies trying to get to clans just to view the history and the amount of MTs paid for the Conquests That's why, hiding the clans' history is an one nice big step forward in this case too.
Assuming, the Conquest Rework update is itself amazing and the ideas and thoughts behind it are pretty good in case of changing a lot of broken stuff according Conquests on the live servers. However, much things are the cases to change and expand, implement or adjust. I must agree with the previous speakers as well, like with Landing Zone camping (instead of 25% of HP to 100% of HP rematting on Landing Zones with Zone Protection) or changing ship after Conquest has started but on orbit (Destroier6 couldn't find the solution but I think, the mechanics to remove all pilots with wrong tech automatically 1 minute before Conquest starts and unavailability to enlist anymore in the moment when they have tech not corresponding to the tech level required & additional mechanics to disable hangar on the CQ planet when the Conquest starts would be enough). So a lot of aspects to change, but I think community really likes the update and stuff around it!
Greetings, RavenPL.
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