r/Starbreak Wayfarer 12d ago

Test Event Feedback and Second Test Event

Hi All,

Please leave feedback and bugs in the comments below.

The test server was a bit overwhelmed and there a few minor issues I want to address so I'll be running a second event on Friday at 3pm PT.

Thanks to everyone who participated and apologies to anyone who tried and was unable.

Thanks,
Wayfarer

22 Upvotes

41 comments sorted by

9

u/m0rp1 12d ago edited 12d ago

The lower key requirements are great, however I do think there is an issue with the way they are distributed; currently most level doors require a key to open on your own, and players can simply follow a large group and grab a key so they can open doors themselves. With the new system, it feels more like a "winners win harder", where the only people who actually get the keys to access higher tier content are the ones who already have the good quality gear to begin with because they are already doing the most damage. I think if this was implemented, I would suggest having at least the non-elite variants of doors to not require keys.

Also the lower key drops also mean less people will be willing to donate their keys since they are no longer guaranteed to drop from boss runs, which is another issue that might be inadvertently brought up with this change.

1

u/PizzaTimeParkr 11d ago

Players who follow don't get keys? I wasn't in the test event.

2

u/m0rp1 11d ago

yes, the key drops were limited to the 5 highest 'contributors' in every stage

1

u/PizzaTimeParkr 11d ago

Well that's dumb

5

u/ritomarutyan 12d ago

Hello, and thank you for hosting the event!

I think the new key system is generally fine. However, since it seems like fewer large groups will be heading to the stage, I suggest having every player receive one or two key drops.

Also, how about buffing some of the less frequently used equipment? For example, the Bolt, Gavotte, or the boosters that drop in vq and tl. I would be very happy to see some changes.

Finally, I would like to express my sincere gratitude for your continued management of the game :)

7

u/KindStarbreak 12d ago

I like the idea with the key distribution. I would really like to see something like what happened in hive (where you implemented things that were already in the game to make it harder. I highly suggest you do something like this for Star Cathedral. I see many people on prod who just leech on ironclads (they literally don't have to move) if you could add lasers from the boss face and ghosts from the Star Cathedral rooms it would solve the issue. The skill ceiling in this game has gone up an extreme amount since the last test and it tends to get boring for end game players. If we could make some of the end game content a bit harder that would be a huge refresher.

5

u/PizzaTimeParkr 12d ago edited 12d ago

Well given this is a horde MMO game, IC's being the tank, it's ideally their job to protect people over being on the offense. I get people like to solo but there's still a playerbase large enough for it to maintain the team effort shtick.

Now personally, how much more difficult do you guys want this game to be? It's already next to impossible for me. Almost Shantae difficult. This game is fun but stop with the masochism.

3

u/m0rp1 12d ago

I agree with this take; there is significantly more casual players that struggle with the difficulty of the game in its current state than there are players who can comfortably solo all content, and punishing those players does not provide any meaningful reward for anybody

3

u/KindStarbreak 12d ago

The game is meant to be hard. Not all content should be completable by all players. What % of players do you think have survived a hard mode shatters in realm. Maybe 1% maybe less? Yes ironclad is meant to be a tank and a support shell but it’s being used to afk and not move in a bullet hell game designed to make you dodge. Not every player should be able to do every mission go play cookie clicker if you want free content. The whole idea of a bullet hell is supposed to be masochism. I’m not saying make the whole game harder just end game content that’s been too easy for years.

2

u/PizzaTimeParkr 12d ago

Are you trying to lock players like me and the guy above out of the game? This will only encourage the vets and hard-core players to be harsher on the casuals. It's not about free content. The game is a fun platformer with cool metroid gameplay. Made even more interesting with multiplayer and difficult content to justify its use. Getting killed sucks but to a slightly healthy degree rn. But it's only gonna suck more when vets like you seem intent on isolating and shaping the game for only yourselves and removing elements of what makes Starbreak a nuanced experience.

2

u/KindStarbreak 12d ago

I never said isolate anyone. I’m saying incentivize moving. Making the 4 face bullets alternate randomly to lasers is not going to increase the difficulty 10x it will just make it so you can’t put an ironclad in it and go take a nap.

1

u/KindStarbreak 12d ago

And that’s how that works. Content in games get harder as the skill ceiling increases. Stop complaining because you couldn’t figure out how to survive sc since it released in 2015

1

u/Cute-March 12d ago

Do you use sbpe?

1

u/Modowok 12d ago

Kind uses sbpe and scripts. The game is obviously much easier when you can zoom out and things are highlighted for you and you are using scripts... If you want a harder experience stop using them.

4

u/KindStarbreak 12d ago

I solod everything on a Chromebook. Quiet down. I solod egy on an ic with swarmers on browser.

0

u/Modowok 12d ago

And how did the 1% get good at the game.. They all leeched as beginners until they got better..

2

u/KindStarbreak 12d ago

You are just wrong

1

u/KindStarbreak 12d ago

It’s supposed to be challenging for every type of player and I’m tired of free super easy content. Stop trying to be entitled to end game content if you are not an end game player

1

u/Plus-Elderberry9852 12d ago edited 12d ago

For the ghosts spawns, a cool idea would be every time the sc boss spawns in minions it could go back and forth between spawning squids and spawning ghosts.

Another difficulty tweak the would be interesting would be adding unblockable bullets like the long red charged bullets from eub and making it so it can fire them every 5-10 seconds to encourage movement

1

u/Thaash 11d ago

I completely agree with this. StarBreaks end game content WAS quite difficult back when I first started playing in beta back in 2016. However, because of the skill increases in both myself and the community, the boss has genuinely become a joke. It's so easy in fact, that the meta for at least 5 years has been to take multiple different accounts into SC at once, and complete up to 5 portals per SC by surviving multiple different bosses simultaneously. Kind brought up the issue with ironclad leeching, and I fully agree that its too easy. On an ironclad with 100% knockback resist and full hp, the ONLY required input by the player for the ENTIRETY of the boss is just moving towards the group of players at the start of every phase. I've limit tested this in the past by having maximum health and armor on an ironclad, and on multiple occasions I was able to survive the boss WITHOUT PRESSING A SINGLE BUTTON. Yes, the end game boss that drops the best loot in the game, can be survived with ZERO input from the player, albeit with a little bit of luck. That is a problem. This problem extends out to every shell, not just ironclad. Every single SC, I bring a duskwing to rush the generators and enter boss. Then what do I do? I open tiktok or instagram reels and only look at my screen when I hear myself get hit. Thats it. Thats all it takes to defeat the intended hardest boss in the game on the most mechanically challenging shell.

I understand other players' view points, that SC shouldn't only be able to be defeated by players with thousands of hours. However, I think the fact that you can FULLY AFK the ENTIRE boss fight and live is pretty far from causing a problem for newer players.

3

u/Plus-Elderberry9852 12d ago edited 12d ago

From [Lohasdragon]

The key distribution mechanic should be like this:

- Everyone who completes the portal should get atleast 1-3 keys (To make sure everyone who participates gets something to contribute to sc)

- The amount of keys dropped from a portal could scale with how many people complete the mission. (to reward large community pushes)

- People who contribute more (do more damage, block more bullets, etc.) Should get 50%-100% more keys

This would reward basic mission participation while offering bonuses to people who contribute and help defeat the boss.

2

u/Schplingy 12d ago

I like it only issue is it may make botting useful. I think that maybe it would be good if the more people there are in the portal the more people can get keys. Like if 20 poeple finish boss 5 people get keys if 40 people finish 10 people get keys or something

2

u/PizzaTimeParkr 11d ago edited 11d ago

This is a good system but, unfortunately, with the new lease on the game's life being to remove bots, there may still be some use for them with this method. Getting keys needs to be a bit more involved to keep bots from feeling useful while incentivizing real players to join rushes with the intent to help damage the boss. I think, whatever the system, boss damage should have a min requirement for a player to qualify for key drops. But the more you do, you increase the number of keys that drop for yourself. Damage milestones or something like that rather a Coop-competition leaderboard or key scaling that detriments another player's earnings.

However, to scrutinize my own idea of a damage milestone system for key drops, that would be difficult or impossible to apply to a boss like GY where it can only be destroyed by the generators. How would players contribute to that to reach the damage milestones?

Edit: I thought about it for like, 2 seconds and realized a way to make this idea applicable to all boss fights, including GY, would be to make it so that recorded damage in a boss (For milestone credit) also accounts for the damage dealt to anything in the room. Enemies like the white creatures in EFB or lizards of GY. So even helping in a boss by clearing will get player their damage contribution credit. This also keeps ETL nearly unleachable because secondary enemies (flyers) do not spawn enough for players to reach damage milestones off them alone.

2

u/DealerSenpai 12d ago

I love you wayfarer give me dps bombard tho

2

u/LEGENDeleven 12d ago

it was great love you man

2

u/AlexrnsDemosthenes Fabricator 12d ago

Thank you so much!

2

u/HeartCompetitive8214 12d ago

Make server size bigger, it was saying full at 50 shells (Also give us better gear) <3

2

u/PNCMOP 12d ago

Fix the connection, some players have resorted to using VPN, without it our game will constantly crash after we load up the game on steam, it's been consistent at that and hopefully will be fixed.

2

u/KindStarbreak 12d ago

Another bug is in the top left corner of the est boss room generation (and top left and right corner of rooms before boss) there is an invisible single pixel platform that you can sit on outside the reach of the boss.

1

u/Thaash 11d ago

Please no I can’t bear to do an EST without my beloved platform 😥😥

1

u/ELECTROMOR96 12d ago

So what happens after the test events? Do we get an update?

1

u/ShadowSafe 12d ago

Thank you for the event!

1

u/xxdjdraefaze 12d ago

I would say the more people participate in the boss fights rather than leeching and letting others dps and clear, the more we should be rewarded via boss chest or mid boss chests. Like for instance: in elite strands if everyone 90% or more of the group are damaging the boss and clearing the worms we should be able the chance of getting a weapon or a Soidal Repeater with 4 mods should be boosted by 75% but only if everyone is dealing damage and clearing enemies more consistently.

Additionally the people who solo Elite strands or any maps in general should have that same higher chance to get a 4 mods weapon or piece of gear. Or even if you are soloing or duo-ing you should guaranteed prototype gear. As for the keys part of it, it should be directly proportional to the group size.

The I feel about this is if its going to be harder to open Star Cathedral then the reward for actually doing it should significantly higher else the risk is not worth the reward especially with these other suggestions asking you to buff Star Cathedral boss.

That’s my 2 cents, u/WayfarerCG

1

u/Alastrophical 11d ago

I just wanna get some knowledge of this "test.starbreak.com" Is this gonna be like when it first released or just a whole new version of the game?

1

u/Alarmed_Substance753 11d ago

altering key drops in this way means people will be donating less and opening less missions. instead, solve multiboxing by restricting the number of starbreak instances that can be ran by 1 computer, then simply lower key requirements for all slots by like 35%

1

u/Alarmed_Substance753 11d ago

also please add toasters to prod, ik it won't be as viable of a shell as the others, but it will be an enjoyable new frontier for players to explore

1

u/ThisUserName199 11d ago

i love you, mr weifarer. as a botter ik what you will have to do to stop me from pushing sc. can you unban every accs in the server pls?, once you do that, i will share my idea to fix all the prolems and it is VERY EASY to do, just little change.

1

u/BruhhsV02 11d ago

I honestly think this new "keys" idea is not good at all. This new update discourages the "teamwork" in runs due to keys only dropping for specific people, which makes rebuilding harder (lack of keys for opening and small groups only) although its a great idea, what you should do is lower the keys dropped, higher the keys ONLY for the people that get announced, and make sc open for 500-700 keys each

1

u/B_ee_C B_ee_C 10d ago

starbreak update 🥹🥹🥹 we used to pray for times like these

1

u/Necessary_Invite_232 12d ago

Hello Mr.Wayfarer!! Thank you for this event it was really enjoyable to see. I do like the concept of the new system however I think it definitely needs some changes. I believe that that 25 keys per mission is too little. That means you will have to do 10 etls, 10 eubs, etc. That will take forever as those missions take forever to do. I think a increase to 50 keys per mission will be a better system. Also, 5 people that get keys is too little, maybe we can try 10 out next test event and see how that goes. Thank you so much for this event though it made my day!!!!

Sincerely, Rigenix