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Clouds are getting riddiculous

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Hoja Lateralus:
There is a legend that every patch Muse adds a new cloud to every map.
This is getting out of hand. Canyons used to be a fun map but now it's just....awkward. Same goes with paritian and labirynth. Also clouds are buggy by default (as Devs say), so decreasing their amount could be healthy to the game and fps stability.

What do you guys think?

Kamoba:
I agree so very very much, what's the point in all the art on the maps of you can't see them?! :'(

Hoja Lateralus:
That's one thing, I also think that maps for GOIO were created by artists, not designers, and that's not really a good thing.

But if we get to the point were you can 'only' avoid hitting buildings on paritian when you're using the map every 5 seconds (no, this is not a hyperbole), I consider it a design failure, unless your game is called "Silent Hunter"

Kamoba:
Yes the map is meant for tactics, not basic travel...
Maybe there should be one map where the visibility is so bad you cant see well, but not most of the maps.
As for artists versus designers, still the same point of, we cant see the hours or work someone put into the map :(

MagKel:
I don't know how it was before, I personally like how canyon ambush is really "ambushy"

but please please give the flare gun an arming time (to reduce or increase with ammos) so that we don't flare ourselves on invisible clouds and instead we reveal enemies in the proper cloud. Or even better make it go through the clouds and reveal in a sphere radius during its flight for a brief moment the ships, making it less of a static asset of the battlefield.

and last thing: can the AI fire on ships only marked by the human crew or B command of the captain?

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