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Open question to Muse RE: December/November patches
dragonmere:
Many of the changes introduced in the last few months (ie: extreme close range combat nerfs, sniper mechanics buff, lobby overhaul, and especially MUSE's general stance on 'stacking') were geared explicitly to increase player retention.
Given that the decline of concurrent log-ins after the winter sale seems generally consistent with previous sales, coupled with the fact that you lost a small hand full of very devoted players (myself included):
Do you consider your November and December patches to be an overall success?
DMaximus:
I'm not sure about Muse, but I've really enjoyed the last few patches. There's always work left to do, but the range stratification work really made the game more interesting and varied. Both brawling and sniping are at better places now than they've been for ages. Ship swap is a freakin godsend, though the algorithm for doing so could be better. I haven't really noticed any vets leaving, at least not any I care about. I recommend logging in and giving it another chance with a more open mindset.
Skrimskraw:
there are more people online playing during eu times than before.
close combat is still viable?
Sammy B. T.:
Gat mortar is stronger than it ever was.
Richard LeMoon:
The largest problem is still a steep learning curve, and general gameplay quirks, not any of the changes (most of which I like). Small irks are making new players quit, as well as not understanding from the very beginning that Guns is a VERY team and communication oriented game. We have all seen the "ready up!" guys that have everything wrong in their ships or loadouts who ragequit after getting stomped. One of my good friends (and a great coder) quit after only a few matches because he kept getting stuck on stairs and other geometry, which still irks me as well.
Player falloff seems slower, so I would say the patches were a success.
I personally like the changes, as I have seen a lot of various ships being used with a lot of new gun configurations.
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