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Open question to Muse RE: December/November patches

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Omniraptor:

--- Quote from: Richard LeMoon on January 08, 2014, 07:35:57 pm ---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.

--- End quote ---

That's actually a very good point. Player movement still feels clunky. I've practiced with it a LOT, so I have little workarounds that don't always work. Notable culprits are the spire's central ladder (easy to get stuck when jumping down) and the mobula's stairs are too 'sticky'. Also, getting stuck on the goldfish's central drum is while trying to repair the hull is pretty common. It's probably a lot worse for people not used to it.

Dresdom:

--- Quote from: Omniraptor on January 09, 2014, 04:24:16 am ---
--- Quote from: Richard LeMoon on January 08, 2014, 07:35:57 pm ---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.

--- End quote ---

That's actually a very good point. Player movement still feels clunky.

--- End quote ---

Yep. I agree. There are places where you always have to jump, like when getting upper deck in a junker. I don't know about coding, but is it possible to add some kind of automatic movement in such places? Things like climbing a common edge (junker) or a foolproof stairs animation. The game is not about parkour but teamwork and airship madness. If Muse can solve the first one new players could enjoy better the other two.

About the ready up guys and the lonewolves who don't get the teamwork bit, I'd make mandatory to play the tutorials before joining your first match so everyone have a basic understanding of all the mechanics. A lot of impatient players log in, click quick join before even knowing about tutorials, shout "Ready up fags" a couple of times, get stomped, shout a bit more swears to the other players (noobs, fags and idiot team are usual choices) who usually are other novices who get very discouraged to keep playing (In my first match I got so insulted for bouncing our ship from mountain to mountain that I just keep playing because I LOVE steampunk, but I didn't take the helm again in a long time) and ragequit playing in frustration.
 
I also think it is essential to have a fourth tutorial about Crewsmanship: Quick orders and commands (It was hard for me to figure out how to use V, appoint a target with B etc...), teamwork, class roles and the importance of stick to them (I've seen a lot of lv1 engineers empty clips and clips harmlessly into the clouds while everything is on fire and the gunner is frantically trying to repair stuff with his hammer).

I also think a gunner should be able to take the guns from any other class as it happens with AIs, the pilot to take the helm, and the engineer hits should have preference over the other classes in cooldown terms ("please, stop hitting the hull with that pipe and go shooting stuff, I really need to repair it with the mallet and yout cooldown doesnt let me to do so... Does he even hear me?"). At least in novice matches.

Skrimskraw:

--- Quote from: Sammy B. T. on January 08, 2014, 06:47:14 pm ---Gat mortar is stronger than it ever was.

--- End quote ---

I agree the quickest kill in the game.

dragonmere:
Glad people are enjoying the patches and have varied opinions on close range combat. But that's not the point here.

There was a good deal of general aversion to most aspects of the more recent the patches. I could pull up plenty of form posts if needed. Generally speaking, every time, Muse's rational behind the need for a combat rebalance, 'scramble' feature, spawn system, etc. was that it was absolutely needed to secure new players. We have these systems now, they've been in place, and there is essentially no change in new player adoption. And to pretend that noone left the game is downright silly. Every time there is a major patch, some veterans leave. This has always been the case with Muse's extreme 'rebalancing' tactics; some people aren't going to like it, enough so to leave.

So the question remains; as a developer, does Muse think their patches are successful? Did they hit their mark? Do they care that they put-off some of their more supportive customers? Is the community progressing in the way that they want? Is this the way they intend to do business, or did they make slight errors over the last few months?

Since this community is so awesome and the developers are so involved, I'm sure they should be able to actually directly answer this question.

RearAdmiralZill:
Im also fairly certain they have an email for that. feedback@musegames.com

No offence, but they aren't going to answer every forum post. Every email is more realistic.

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