#Omega Strikers Feedback Document

195 messages Β· Page 1 of 1 (latest)

wanton crag
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Spent some time typing up a decently-sized document with feedback on the game, trying to basically dodge anything related to game balance because I figure the devs are probably in a better spot to address that with all of the changes coming to live than I could possibly be. Feel free to let me know your thoughts on anything in here, maybe I'll revise it before I inevitably ping Aesop with it.

sweet knoll
gray gazelle
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Reading through it, most of it seems fine

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I disagree with making Static Cam the default option as it acts as a gateway to the game, there's less to focus on with Dynamic Cam, helping new players get a feel for it. Once people feel comfortable enough to turn it off, they can but having it off by default could be very overwhelming for new players trying to keep up with their character

wanton crag
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Fair enough, but in that case dynamic needs to not be literally unusable on anything not 16:9 aspect ratio

gray gazelle
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yeah and that'd probably be fixed with graphic settings and such so I doubt it'd be kept how it is now

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BIG ORANGEANDBLACK5 W TAKE

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It ain't that serious but like, definitely should look into changing them so they're less demanding. Especially pass

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Let us change character while queueing as well

wanton crag
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True good idea

gray gazelle
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Okay so

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About the hard reset on ranked

wanton crag
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I'm aware it's not the consensus take and I'm willing to discuss it but I'm also pretty firmly set on the idea personally

gray gazelle
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I think this needs to be chall and above

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Let diamond be the peak of low elo as it is now

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A lot of diamond players aren't super serious about the game and that's okay, don't need to make them feel like they HAVE to play daily or even weekly (I know a longer time but still)

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Chall and Omega tho definitely need it because holy fuck the 2900-2910 sitters part of omega was like 8 pages long or something

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play a few games, loss streaks happen

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+10 at least

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If I get +1 I'm writing a nicely worded message in the #πŸ§Άβ”‚feedbac-archive channel

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smile

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This is already on the way I believe

wanton crag
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I thought it was just for your own team

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Could be wrong

gray gazelle
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uh pretty sure I saw a screenshot where you could see the entire lobbies rank as you loaded in

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I can probably find it hang on

wanton crag
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This is what was in the blog post

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only your own team's ranks

gray gazelle
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Also I don't think this is good. The entire point of the new systems is to add another layer of depth to an otherwise simple game. A part of the skill ceiling should be knowing what characters work well with various buffs and which ones don't and if you put this in one game mode (Casual) and it doesn't translate to ranked it can feel like a different game entirely

wanton crag
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I get that and yet I still hate the idea of having the entire meta warp around whether you've randed one map buff or another

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We'll see how it plays out, most likely

gray gazelle
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I'm noticing a lot of people have this opinion where RNG is bad for ranked and I agree for the most part. RNG in game is bad, however, RNG before the game, where you can pick based off of it (and ban if your ban idea goes through) is healthier for the game than just straight up keeping it where it is now

wanton crag
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I agree to a point

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Orbs are some RNG element

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Maps are another

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Future maps are way crazier from what we've seen

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So that's already a fair amount

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But also adding in game buffs on top seems to me like we've extended beyond the point where it's a reasonable skill check

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And into the territory of just being crazy random for the sake of diversity

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Personally I'd still be playing even on only Origin with orange orbs (the worst ones) so I'm definitely biased here

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But I do think there is a line where pre-match RNG is too much

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And I'm afraid game buffs in particular will cross it

gray gazelle
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Yeah it definitely needs to be seen, but the game does need to change. Currently, too many games are decided based on who can win strike wars and that needs to tweaked in some way.

wanton crag
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Agreed

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Although isn't that one of the goals of the core flip mechanic

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Which seems like a much better attempt at a solution than "throw random modifiers at the wall and see what sticks"

gray gazelle
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okay so I see it and I imagine the ones that are the main culprits here are:
Era base
Era Vamp
Estelle Nurse
Underworld Kai
X + Skins

wanton crag
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Estelle/Juli/Asher base all prolly also count

gray gazelle
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And I agree Era is weirdly shown off (Go you, girlboss queen) but like for Nurse Estelle I think its fine, it's very tame honestly. Underworld Kai is pretty tame as well but I can see it, and X is part of his identity

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But yeah I can see it being a slight problem

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I dunn oif its to the level where people are gonna be like "Oh this is WAY to much fanservice, I can't play this" but something to keep an eye on

wanton crag
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I don't think it's like, incredibly distracting or horrible, and I don't think any one skin is in and of itself over the line

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But the fact that that was somebody's first reaction is, imo, telling

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And frankly I've known that person for a while and they are not particularly prudish

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arguably quite the opposite

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something I think is worth keeping in mind

gray gazelle
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Yes please for the love of god

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take training out of the shop

wanton crag
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this is the only change I suggested that I think is explicitly helpful to smurfs

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But I don't care it's just necessary lol

gray gazelle
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I mean yeah but its like

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If you make the game more accessible to new players

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it does the same thing to smurfs

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that's bound to happen

wanton crag
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ye

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and I'm not like, fundamentally entirely against the idea of ever alting ever

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I literally made one

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But it's still something I think should be mechanically discouraged where possible

gray gazelle
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I mean for the most part the majority of it looks good the only one's I had a problem with was the reset but even that's fine

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Oh and new map stuff

wanton crag
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ye fair enough

gray gazelle
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also its so cool that I get put in stuff by the community now lmao

wanton crag
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I strayed almost entirely from the particularly hot topic of game balance so I'm not expecting a lot of heated arguments over most of it lol

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like who would read "make game work better on ultrawide monitors" and say "no" lol

wanton crag
gray gazelle
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I actually have two

wanton crag
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Yeah I remember the first one too but you were only dia

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so the gap was smaller

wanton crag
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Like if you have infinite players matchmaking is always fast and pairs players with roughly even skill levels

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Reality is much more messy and it's easy to forget that when designing a system

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Anyways it's late af so I'ma go to bed but ty for reading it over and giving feedback on the feedback, appreciate it

gray gazelle
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NP ima do you a favor and ping him so he shall see it

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otherwise this gets drowned out and unseen adn I think it needs to be at least recognized

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@vernal quiver

gray gazelle
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Appreciate it Nillun

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doing gods work keep it up gamer

covert plover
bold dew
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was omega, TIL stagger swagger heals when you're low and not when you're healthy

round lake
tight canyon
versed cloud
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holy shit the amount I agree with this entire section

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want to add to the aspect ratio part, playing on mobile is much harder because your fingers will block at least half the goal for the enemies, which can make it harder to play fwd, and having an option to zoom out the camera/change dynamic's zoom amound would make playing fwd much easier

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wait did someone actually get +0

wanton crag
versed cloud
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yikes

hearty lily
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Losing 0 also happens too kekw

wanton crag
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I don't think anybody is going to complain about that tho

hearty lily
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I mean I'll take it

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But it shouldn't happen

south python
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Okay read throught he whole thing, pretty much agree with everything!! Approved! JulietteThumbsup

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Good work Orange for summing everything up nicely JulietteRave

still pelican
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I think most of the doc is pretty solid

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Personally I don't think static camera should be default. I play on dynamic with no issues and think it looks nice. Obviously static is more competitive but since there's already an option to enable it I don't think it's an issue.

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it's kind of a whatever point tho tbh we already have the option

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I'm pro-crossplatform as well. Yeah, some platforms have clear advantages over others, but ultimately in the grand scheme of things I don't think that separating the playerbase will do good. And having a variety of systems to opt-in separating platforms seems....like a lot of unnecessary back-end work for the devs

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fuck trainings in the shop tho u absolutely right about that

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I'm fine with trainings having tons of power but not so much with them being locked behind currency

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Maybe locking them behind player level is fine but I'm even against that tbqh

wanton crag
versed cloud
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Eventually, it might become a mess of " hit lv 40 to get this training" though, depending on if they keep adding more or not

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Though, it really shouldn't be a 12k grind for one training

latent void
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Keep ranked Best to 5 - win by 2

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πŸ™‚

wanton crag
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for what it's worth I do think first-to-five-win-by-two works very well with the current setup

I do see a world where the new mechanics like core flip and goal barriers could lead the devs to want to change it, and I don't think the current system is so immutably perfect that no change could ever be an improvement

but in general I'm still pretty iffy on goal barriers in the first place (might change my mind to play with them, we'll see) so anything that would be a response to them feels a bit hasty to me personally at the moment

hearty lily
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i think just keeping them in the shop but making trainings cheaper is better

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like 2000-3000 gold

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5000 gold felt fine to me but that's my experience, the 15k trainings felt absolutely ridiculous

still pelican
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I'd be okay with 3k trainings

wanton crag
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I think the issue is that as a new player spending gold on trainings feels like sacrificing a new character (because it is) while once you get out of being new you have literally nothing to spend gold on

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I'm pretty sure I have several hundred thousand on my main lol

hearty lily
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i was never a fan of leveling up to unlock certain trainings, it feels better to me to pick a training i want and spend a bit of gold to get my desired loadout faster

wanton crag
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frankly I'd rather have the "too much gold, not enough to spend it on" issue than the "new players can't buy trainings they need to match others' performances" issue

and it's not even close

hearty lily
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its just that they were too expensive

still pelican
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Ideally we have free trainings but idk if that'll happen

wanton crag
hearty lily
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there's no reason to spend my gold buying every character when im only going to play a certain few

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if training mode lets us try characters we haven't unlocked yet at least

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free trainings would be nice too tho

wanton crag
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I think that free trainings is an inevitability to be entirely honest

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And the faster we move there the better

hearty lily
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perhaps

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i just like the warm fuzzy feeling of unlocks

south python
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I understand the argument for having the trainings in the shop for a little gold
Helps new players not be as overwhelmed with choice during their first matches but it definitely should not have to be a decision of choosing a training over a character to buy
Like I think even 3k is too much

still pelican
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3k is like 10 games with a 50% winrate

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that's not the worst

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still think it shouldn't be in shop but I don't think 3k would be awful

hearty lily
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i just think either free or very cheap in shop is best

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i hate the idea of level based unlock trainings

south python
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Yeah it's not awful I will say, nothing will be worse than the 15k gold, everyone knows its a bad idea

still pelican
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15k is KaiThisIsFine

hearty lily
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at the end of the beta i had only bought 4 or 5 characters

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and all the trainings

still pelican
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You had to play like 55* games to get a 15k training

wanton crag
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oh shit now that corestrike is back up I lied

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it was 74% not 75%

south python
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Sorry orange, you have to be banished for that lie πŸ˜”

broken tulip
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okay, I read the entire thing and must say there's a lot of good and clever takes in there
so yeah, rly nice professional feedback πŸ˜„

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that said there were a few minor parts where I was either a little confused or might slightly disagree:

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for example, I really don't understand the entire thing about linear/nonlinear speed/haste and diminishing returns/less than actual percentage part. Why wouldn't speed just be a numerical value and haste a multiplier?

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that said, I completely agree that these terms need to be communicated better and I completely agree with your next point of character stats needing to be available in-game. If the stats are shown in-game and the speed stat is clearly labeled "speed", then I think everything from there should make a lot more sense. (haste should probably be explained somewhere more clearly as percentile increase to speed regardless though)
but yeah, I don't know how many players have never seen a stat sheet like this (https://docs.google.com/spreadsheets/d/1m5ML1Z4xzDA3Npqy1ciosyMRXbxa-dABZOwa3B5DorY/edit#gid=0), and imo that's pretty critical info to withhold. So if there were some form of that in-game that would go a huge way, esp. for clarifying speed vs. haste. or +power vs. +X% power

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also one thing about the stagger bar is that visually it very clearly depletes from right to left. I think if Ody for some reason doesn't want to use the word health or any equivalent and stick with "stagger" instead, then imo it might even make sense for the stagger bar to fill up from left to right instead πŸ˜‚

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I'm also a little curious about what you envision when you mention a "ability direction indicator" for controller. Would it perhaps be an indicator always showing you which direction your right stick is aiming to on screen at any given time?

wanton crag
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that's going to lead to very fast people if you start stacking hastes

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the way the devs currently account for this is making hastes have diminishing returns - ie, if you have two hastes, your final speed stat will be significantly lower than you'd expect based on their listed percentage values

broken tulip
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oooh, I get it, and it isn't clear if it's X% of the increased speed or of the base speed at your current level, got it ^^

wanton crag
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my argument is that this approach is silly and that 30% should be 30% but 1000 speed should not be twice as fast as 500

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which resolves the issue of having stacked multiplicative buffs being more and more powerful

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without trying to redefine what a percentage point is

wanton crag
broken tulip
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so you're saying don't make speed linear, I get it

wanton crag
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pmuch, because the alternative is making hastes nonlinear and as those are measured in percent, which has a standard meaning, making hastes nonlinear instead of speed is super confusing

broken tulip
# wanton crag yes, if that already exists then lolme

no it doesn't just the normal ability indicators that kbm also has access to. I just wasn't sure what you meant. If it's an indicator that doesn't cost me casting time I might even try it out in case it gets added xD

wanton crag
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yeah that's what I had in mind, just a little arrow showing what direction your stick is pointing in

broken tulip
broken tulip
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might rly help if you have time for lining stuff up though, which currently is pretty impossible

wanton crag
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It doesn't need to be way less effective, and yeah obviously changing how Speed works from the ground up would require tweaking basically every single speed and haste number currently in the game to maintain the desired end result - but I do see what you mean about just always operating off of base speed.

My fear is that without nerfing the haste buffs by some things I can see worlds where Era-in-particular becomes way too fast from applying the haste from her ability and multiple haste-boosting trainings, and while making the percentage hastes additive instead of multiplicative does mean it won't be quite so bad, I'm still pretty sure that it'll be overboard if Speed is left as is and hastes are converted to straight percentages.

That's really something only the devs could test though, I have no ability to run those numbers and try the systems out.

gray gazelle
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I think it just needs to be cleared up that anything granting Speed is flat, so Stacks on Stacks will grant you the same move speed regardless of how fast you are

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Haste is a %

broken tulip
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ok, for fun I kinda wanna do the little math to see how far I get. Let's for now just assume there's a Super Surge Era and Kai both lvl.5:
Era uses Flutterfly and Kai uses Blazing Pace, how fast does Kai go?
His base speed at lvl.5 is 500, he grants himself a 35% haste boost bringing that to 675, then Era further boosts him with a - okay - here I see a lil problem in figuring out how super surge boosts hastes but I'm guessing that 50% faster hastes just is an actual multiplier here, so instead of 40% starting haste, Era grants a 60% haste to Kai. Now my guess for not making everything go multiply crazy would have been to take the 60% of Kai's base lvl.5 speed which is 500, so 300 to be added on top of the 675 speed that Kai is already going at, which would push him to 975 speed?? which I think is already about the highest ever recorded Kai speed ever recorded, and the Kai didn't even have super surge or lvl.10 yet, so I guess I don't get how hastes work after all 🀣

wanton crag
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yeah

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the reason the math fails

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is because a X% haste is currently not a X% increase to your speed

broken tulip
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yeah, seems that way πŸ€”

wanton crag
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ok here: your movespeed should be ~1100 with super surge but its 937 iirc

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basically, long story short, that is a silly solution to the problem of excessive speed

broken tulip
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yup ok xD
you have me on board now xD

gray gazelle
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The issue is that tweaking those could break Kai and Era

broken tulip
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quickly some more thoughts I had, those are more of the slight disagrees I had when reading:
Touching on ranked decay, I really don't like the idea of decay because I think that it can lead to frustration and frustration can lead to toxicity which Ody made really clear that they are trying to avoid but if decay is only applied in the highest ranks (chall & omega) as Fwop also suggested earlier, I think it could definitely do a lot of good for the game.

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when it comes to rank resets upon full release, my personal take on it is:
I'm fully on board with a hard reset. Honestly, when I started playing on the first days of beta, I had no clue who the people on top of the leaderboard were yet, but it was super exciting for me regardless to keep checking the leaderboards and to see what rank the highest ranked players had gotten to yet. Who would be first to hit omega basically, so I'd absolutely love to see a race like that happen again, though that's maybe more of a personal argument.
When it comes to how I'd solve the rookie vs. very experienced players issue, I'd personally solve it like this:
"Are we beta players rookies?" No. So just let us skip rookie and reset everyone to bronze. That way ppl must get at least ~5 ranked wins before potentially being matched up with one of us. I kinda like having access to ranked very quickly after installing the game but that may be just me.

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also when it comes to the "keep ranked simple" section, I also agree with what Fwop said earlier. I think Ody made it very clear by taking down the beta version that they want to implement more diversity and I'm pretty sure that ranked is the place for it, I was also scared at first but I'm kind of anticipating it now getting to see how it'll play. That said I'm someone who mains at least half the roaster and is looking to add more and more mains, so if I see a "ult boosts size", red orbs map, well maybe I wanna try out X and punch people. So for me trying to make the most of that variability is pretty exciting. I completely get how it can feel completely rng to the majority of the playerbase though who only have a few mains.

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okay, and this is the one thing you suggested that actually has me a lil scared:
queue accepts πŸ₯Ά
I think if we have a big enough playerbase, afkers shouldn't happen nearly as much anymore, and then waiting for ppl to accept the q just adds unnecessary extra time to each match, when I would prefer to transition from one game to the next fast-pace and fluently. And on the other hand, if there are less queuers (either during demon hours or at very high omega rank), then I think that a lot of people might tab out, stand up from their seat etc. and if the queue accept time is short and there is some punishment for it, that could be an issue. Speaking for myself during beta I was tabbed out / afk a lot while queuing but with very very few exceptions I always made it back to my matches on time - sometimes the first players had already picked their characters, and sometimes it maybe even auto-picked Juli for me but still... I'd rather have that than not getting matches cause I have to accept them manually. But maybe I'm just the problem in that case πŸ˜‚
If there's no penalty for not accepting a queue, then I don't really mind it that much, but I certainly wouldn't love it, and I'm really hoping that the game develops to a point where queues don't even take that long. Imagine clicking queue and having to confirm the found game 10s later every single time. idk if that's my dreamworld but yeah, and also probably I'm just the problem here, not your idea xD

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but finally with all of that said, I really gotta say that there are a lot, a lot of good ideas in there and I still agree completely with the vast majority πŸ˜„

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esp. the bringing back the battle pass from beta was something I even was planning to write myself in the feedback section xD
but yeah, really nice work
prayge for implementations

wanton crag
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#πŸ§Άβ”‚feedbac-archive message