Info > Feedback and Suggestions
List of suggestions
Safewood:
Short and simple. List of suggestions I feel is strongly needed in the game.
- Maps with a lot of objects to fly around, so that you can have other ways to outplay and bait your opponents.
- Gunners with only, but different benefits on ammunition. Currently there's really no need for Gunners, since you can have your alternative ammo on your Engineers, which is only needed in close range combat.
- Viewmodel and projectiles are completely off from each other. The projectiles come from the upper-left corner of your screen, while your turret and crosshair is in the middle.
- Matchmaking system with matchmaking rating.
- Visual and audible feedback when you can or can't repair or out of range with wrench, hammer, etc. E.g. highlight the machinery, different sound effect, etc.
- Either stronger colours or bigger size on the sails to easily distinguish between Red and Blue, because most ships has a red-ish colour palette already. You already have the map, but it's rather a hassle than adding to the game. Spyglass' only purpose should be to keep your opponent targetted, because you could be out of range when you try to target someone.
- Remake the party/lobby system like every other competitive game has it, such as League of Legends, Starcraft 2, Counter-Strike: Global Offensive and so forth.
- Ladders feel really clunky, such as, you can't strafe onto the ladder (e.g. run towards the ladder pressing W and D, though I'm not talking about Quake/Source engine ladder strafing, just easier to hit the ladder that way), and you sometimes fly up in the air when you hit the end of the ladder; makes me completely disorientated.
Dementio:
A few have already requested new maps, but it takes a bit of resources to make those and MUSE is limited. "Recycling" current other ones has been request as well. https://gunsoficarus.com/community/forum/index.php/topic,3827.0.html
Making gunners more "attractive" is currently looked into.
Matchmaking is on the way.
When you hit something with a wrench or a hammer it should make a different sounds from not hitting something. When you hit something there is also cooldown that is visible visually. When hitting something while it is on cooldown shouldn't do anything but make noise.
I am not sure, but I think all those engineering tools have their own sound too.
The enemy looking like your ally because of his color as been mentioned too. To counter this problem, for the moment I suggest, simply make more use of the map and see if your ally is over there or if he is next to you, then you can be sure it is an enemy.
As far as I know you cannot be out of range to spot something with a spyglass, however the enemy could be so far away that he isn't rendered for you and thus you don't see him. The spyglass purpose, in my opinion, is to tell your team the position of the enemy, what are they looking at and where are they moving to.
Targeting is done by communication or by the captain using a special targeting system, I believe the button for that in default is "B". This captain target thingy is not permanent though.
Alternetely you can use voice signals with through "V" and navigating through them with "WASD".
Safewood:
Alright, I assumed map making was similar to other engines, such as Quake, Source, Spark, etc. Which makes map making a breeze, unless you make it incredibly detailed.
I haven't actually noticed that, except from the Fire Extinguisher, but I would then suggest to make the audible feedback more distinguishable. A clearer visual feedback when you can repair or extinguish the fire, such as highlight the machinery (similar to how Bioshock highlights items).
On a related note, they should also make a clearer visual (and perhaps audible) feedback by how much you extinguish the fire.
I've already rebound the map to the "V" key for easier access, since I use microphone anyway.
You can't use the spyglass to tag your opponents? I'm pretty sure you can tag your opponents with the spyglass, unless the timing between me trying to tag them and the captain tagging them has been mere miliseconds similar scary amount of times.
Dutch Vanya:
--- Quote from: Safewood on June 30, 2014, 10:37:22 pm ---Alright, I assumed map making was similar to other engines, such as Quake, Source, Spark, etc. Which makes map making a breeze, unless you make it incredibly detailed.
I haven't actually noticed that, except from the Fire Extinguisher, but I would then suggest to make the audible feedback more distinguishable. A clearer visual feedback when you can repair or extinguish the fire, such as highlight the machinery (similar to how Bioshock highlights items).
On a related note, they should also make a clearer visual (and perhaps audible) feedback by how much you extinguish the fire.
I've already rebound the map to the "V" key for easier access, since I use microphone anyway.
You can't use the spyglass to tag your opponents? I'm pretty sure you can tag your opponents with the spyglass, unless the timing between me trying to tag them and the captain tagging them has been mere miliseconds similar scary amount of times.
--- End quote ---
I would love some more audible feedback to the engineering tools, and some pertaining to guns. I still want to hear bullets hitting and ricocheting when someone shoots a gatling gun at your ship. Especially since gatling guns are so common, and very important to notice.Overall i feel like good sound design is under-appreciated in games.
Dementio:
--- Quote from: Safewood on June 30, 2014, 10:37:22 pm ---You can't use the spyglass to tag your opponents? I'm pretty sure you can tag your opponents with the spyglass, unless the timing between me trying to tag them and the captain tagging them has been mere miliseconds similar scary amount of times.
--- End quote ---
What I mean is, once you spot something with a spyglass it is forever spotted and marked on the map until your entire time loses visual sight of it. If you spot 2 out of 2 enemies from the enemy team then who do you target?
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