Official announcements for AstroFlux
#66185 by TheCen Wed Nov 30, 2016 2:13 am

#66187 by TheSpirit Wed Nov 30, 2016 2:41 am
Hi Devs,
Please read this
if u guys want to balance pvp here is an idea-
make XP means when u get 100 xp your 10%=10 xp gets capped that means highest u will lose 90 xp other 10 will be still there.This will be helpful in pvp because lots of high lvl ppls alt keep their lvl 97-99.SO they can reign in pvp.Even higher and powerful lvl players who deserve more doesnt gets stuff bcz of this alt so this xp cap will force them to lvl up and this will also boost lvl up.Thank you for listening.
#66188 by boogerrito Wed Nov 30, 2016 2:50 am
Cen, I agree with your point that, under the new system, volume will overshadow skill. That's not what we, or at least I was arguing about. The point I was making, to some degree, still stands: the game is fair because everyone starts at the same point and can choose what to do from there. Whether the game should become more or less forgiving to less dedicated players is up in the air.

Under the current system, in which the stakes are apparently high enough to scare away anyone who might lose, skill and creativity are certainly required to compete at the top level.

Also, I started playing seriously in April. It took me three months to become competitive at a high level and only one month more to reach the top. Supreme is correct on this, in my opinion: the game is still the same at that level; in fact, it's even easier to progress now with the recent changes.

#66192 by TheCen Wed Nov 30, 2016 3:40 am

#66193 by BrianN Wed Nov 30, 2016 4:03 am

“The only thing necessary for the triumph of evil is for good men to do nothing.” -Edmund Burke
#66194 by boogerrito Wed Nov 30, 2016 4:23 am
Sure, it isn't perfect.

I don't think art feeding was the way to make the game easier in the beginning, though.

I say it is easier now because players can no longer waste time begging for arts. They are forced into a more linear path, which is, in my opinion, a better way to play the game at that level. As one's level increases, a wider and wider array of enemies and artifacts become available, offering the freedom to explore. Now, by the time a player can use blob arts, they are more experienced than they would have been before the artifact limitation.

Is it as easy in the simplest form of that word? Maybe not, considering one can't play through the game skipping entire areas worth of artifacts. I think it's easier to see the path to power, though, and isn't that what we want?

Some people tend to complain that they're "stuck" and they've tried for months to get stronger, but they can't. This is an absurd mindset to have, in my opinion. There is always a way to improve: arts, leveling, grinding steel, testing setups, sparring with others. What better way to point them in the right direction than to constrain their options, such that they must kill certain enemies to progress in level and artifacts?

Also, BrianN, we apparently have different definitions of fairness. My perspective is that everyone should have the same opportunity, which we do by the nature of this game. Everyone can get the same stuff, provided they put the effort in. I think Nightsky believes the equal opportunity should be introduced right before PvP matches, which I disagree with on the basis that it marginalizes people who actually bother to put effort into grinding.

What is your idea of fairness?

#66195 by AC-Archangel Wed Nov 30, 2016 4:45 am
Ok for some of you this has degenerated into little other than name calling when you cant form a logical counterarguement. Just do the rest of us a favor and be quiet/dont post at taht point. Both sides do have valid points here...

@scythe yeah pvp hasnt given good resources for a long time now, and i cant figure why the devs havent fixed this. Id think the option to select just one lump of a given resource, or exp as a reward at the end of each match would be nice, but i shouldnt get 12k steel with my daily bonus active for a third place in dm.

@prickles lets be perfectly clear on this, if this is work for any of you, i want your job, probably less stressful than mine. :x

@whoeversaidthisicantremember yeah damage arts and damage in general just skyrockets compared to survivability, so what used to be fun is now over before i can get warmed up(pvp matches that is). Things just get worse as the actual level of the art gets higher, to the point where some people say trash tier starter weapons are good because they have 500% rof and 300% all damage.

@boogerito your going in the right direction but i'd say use the actual level of the art, not the potential, or maybe a combination of the two factors, regardless for us endgamers level means nothing...
Last edited by AC-Archangel on Wed Nov 30, 2016 4:54 am, edited 1 time in total.
#66196 by TheCen Wed Nov 30, 2016 4:49 am
You didn't ask me my fairness factor. I think when they did the art restrictions they should have cleared everyone's arts. Is that fair? Yes. Everyone should have had to replace their arts with what they can farm themselves. Instead a whole block of players completely skipped out of any art restriction. Be thankful that I don't get to make these kinds of decisions :D .

Also, pvp is always popular in a lot of games. In many games players are pitted against people of their same level/experience. In Astroflux... they are not. The tiers really need to be redone as Scythe has pointed out. I also think that arts shouldn't be applied in pvp. We'd really get to see who is skilled in pvp and who is depending everything on their arts/elite techs. Again, you guys be thankful I don't get to make these decisions. And I'm sure i'm not the first one to suggest such craziness in pvp.

Since the current system being discussed looks like is going to be a reality; skill isn't a factor anymore. Lets remove arts/elte techs completely and see what happens. But, of course this will never happen.

#66205 by bolbi Wed Nov 30, 2016 7:24 am
Well after reading all these posts, I can kind of agree with most of you on at least some parts of your arguments.

My sugestions would be to create 2 different kinds of PvP. One in which skill is much more a factor. And another that is more of just pickup games for the average player (the one that doesn't put as much time in a game as they could a job IRL)

For the first kind, my personal suggestion would be to make something where the arts, ships, and weapons you can use are the same for all players. And would be rewarded weekly with rewards similar to what is being suggested 1000 for first, so on and so forth.

The first thing that came to mind for me was something along the lines of this.

At the start of every week you get a new pool of, maybe like 5, random ships to choose from. Whatever ship you choose, you can use that ship's non-transferable weapon(s) plus any transferable weapons. You can only have 12 weapon/ship upgrades at level 6 and only 10 of those can have level 100 ETs. Then there should be either, no arts, a set collection of arts, or a set collection of arts that change from week to week (both of the last 2 would be the same arts for every player). Also anyone above level 50 can join, but everyone's stats would be that of a level 100 and troons would not have an effect. And you would only be allowed to reset these upgrades 2 times every week, to keep people from just using this to test Ships/Weapons/ETs.

Now as for the second type of PvP. I would say something like what Cen has suggested would be good (including some small flux rewards and/or better resources/xp than we get currently. Just to give some incentive to play it)

The first kind of PvP I'm gonna call it "Serious PvP," I think should be based on skill and should be rewarded decently. The thing I explained was just a suggestion of what could be done to single out said skill a bit better. Basically if you want skill to be the thing being rewarded then things like Level, Arts, Troons, Weapons, and Resources, need to be the same for all players participating. Otherwise the the ones who have all the Weapons and Ships in the game at their disposal, plus the Resources, Arts, and, to an extent, Skill to make said things useful will be the ones getting rewarded.

The second type of PvP, I'll call it "Casual PvP," I believe should cater to the player that doesn't have all the time in the world to play this game but still wants to kill people and have fun. As I said earlier I like Cen's Idea for this, and as the "Skilled Players" should be more focused on "Serious PvP" there won't be as much "curb stomping" as there is in PvP currently.

Sorry if this was a bit long but I just wanted to put my opinions down.
#66211 by traf Wed Nov 30, 2016 9:32 am
From a quick skim, sounds like the old arenas that were removed ages ago.

Please feel free to private message me!

"Do not rebuke mockers or they will hate you; rebuke the wise and they will love you."

“Don't write so that you can be understood, write so that you can't be misunderstood.”
― William Howard Taft
#66216 by Bellatrix Wed Nov 30, 2016 12:40 pm
I agree on this:

Make sure that there is a even number of players for DOM, should never be 3vs5

Include the handicap system suggested here: viewtopic.php?f=4&t=11359

Include "fictive" rewards for top PvP players each month, e.g. a skull next to their name. Same should be for top PvE players, but instead of a skull a cute alien (?). PVP rewards could be based on this new system, but as scythe said you would need to play alot to be top 10, not the best, just the one who plays the most...

Increase the rewards given from a DM/DOM game, so that it is worth to play pvp instead of farming cleaner...

People who are AFK or leave a DM/DOM >3 times a day should get a "ban" from entering a DM/DOM for 48 hours.

Make it so that you can not enter DM/DOM by being afk, standard answer should be no and you need to do an acitve choice to choose pvp.

After that we can all pew pew and have fun :)

Bellatrix, the shining star of Astroflux
#66227 by BrianN Wed Nov 30, 2016 1:59 pm

“The only thing necessary for the triumph of evil is for good men to do nothing.” -Edmund Burke
#66241 by boogerrito Wed Nov 30, 2016 4:44 pm
Nightsky, the analogy between athletes and players holds except for the aspect of natural talent, which was the entire point.

In Astroflux, everyone DOES have the same opportunity to get stronger, so they don't have any excuses to make besides "I don't play enough", and that's their fault, not anyone else's.

Also, yes, your posts are literally whining.

BrianN, I understand your frustration with collusion in PvP; however, you can just do the same to fight it. There is nothing stopping you. A lot of us have wanted true team/clan PvP matches for a while. Also, your idea of fairness doesn't seem to relate all that well with what we were talking about before. Talk to me in-game if you want to continue this discussion, because I sense it's going too off-topic.

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AstroFlux is a MMO space shooter with numerous weapons, upgrades and abilities. Explore the galaxy and collect space junk to gain resources for new technologies.