Author Topic: Release 1.4.1 Notes  (Read 117102 times)

Offline Dev Bubbles

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Re: Release 1.4.1 Notes
« Reply #30 on: April 30, 2015, 12:43:46 pm »
@hamster, damn it, I might need to get you one of those massage ball things. 

Offline DrTentacles

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Re: Release 1.4.1 Notes
« Reply #31 on: April 30, 2015, 01:34:22 pm »
Well. This patch feels hamfisted. Multiple nerfs, from multiple directions, to the same guns.

If it's worth doing, it's worth overdoing?

Offline Fynx

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Re: Release 1.4.1 Notes
« Reply #32 on: April 30, 2015, 01:34:36 pm »
Love new buffed moonshine stamina squid rams. I don't recommend them though.

Offline DrTentacles

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Re: Release 1.4.1 Notes
« Reply #33 on: April 30, 2015, 01:49:50 pm »
I still intensely dislike the UI. Only change I've seen from Dev-App is the compass pips, which are nice, but don't change the main problem if it being less thematic, and more obtrusive than the previous UI.

Offline Dev Bubbles

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Re: Release 1.4.1 Notes
« Reply #34 on: April 30, 2015, 02:17:24 pm »
@DrTentacles, would love to have you try the guns and see what your thoughts are.  And there are definitely some good points raised about the UI, and we're reviewing them.  Thanks a lot! 

Offline Mezhu

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Re: Release 1.4.1 Notes
« Reply #35 on: April 30, 2015, 03:07:16 pm »
In fewer words, game has been dumbed down quite a bit.

Offline DrTentacles

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Re: Release 1.4.1 Notes
« Reply #36 on: April 30, 2015, 03:10:22 pm »
I admire your ability to be patient in the face of criticism, Bubbles, even if I disagree with the direction this patch went.

On an unrelated note, how do people joining mid-match affect underdog status-I could see a possible way to exploit this if it doesn't affect ranking.

Offline Silent Marauder

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Re: Release 1.4.1 Notes
« Reply #37 on: April 30, 2015, 03:25:48 pm »
- Stamina:
All stamina effects are only active when the stamina key (default: left shift) is being held down and stamina gauge has not been depleted.  All effects will stop when the key is released or stamina gauge is depleted.  When stamina is active, it will deplete the stamina gauge.  Stamina gauge will refill over time.  Gunners will get a small bonus refill if they destroy components while Engineers will get a small bonus refill if they rebuild components.  Everyone on the ship will get a bonus refill when their ship gets a kill.
  -- Pilot: +125% ship thrust , +125% longitudinal drag,  +150% climb force, +150% descent force, -20% vertical drag, +15% angular drag. 
  -- Gunner: -25% reload time, +30% rotation speed, +20 degrees yaw arcs (not percent!), +40% pitch arcs
  -- Engineer: +85% movement speed and jump height

- Heavy Carronade
  -- Increased jitter to 6 degrees (from 4)
  -- Pitch arcs reduced to -20 to 10 (from -30 to 15)
  -- Reload time increased to 7.5s (from 5.5)
  -- Range reduced to 400m (from 425m)
  -- Direct damage increased to 17.5 (from 17)
  -- AoE damage reduced to 10 (from 18)

- Carronade
  -- Direct damage reduced to 6 (from 8 )

- Heavy Clip
  -- Reduced jitter reduction to -70% (from -100%)

No. Just no. I'm done. What is this... Just... No... Please, no...


Offline BlackenedPies

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Re: Release 1.4.1 Notes
« Reply #38 on: April 30, 2015, 03:51:35 pm »
After testing I'm not too concerned with the addition of stamina, but in some cases engi stamina isn't useful.
I think a small repair bonus should be added to give the option to move faster or repair faster. This would benefit stationary positions like balloon engi on pyra. The bonus should be small like 10-15%.

The biggest change is really how ammos react. They stay perpetually loaded in which can add interesting gameplay strategy. It'll take time to get used to, along with the stamina key which I ran out of good buttons for (have to use middle mouse).
Burst hwatcha also got a big buff- maybe a bit too big. Now there's even less reason to bring a gunner and the +25% reload bonus is hardly notable. Gunners are only marginally improved with stamina.

I'm under the impression that growing player base is more important than appeasing vets so even though I dislike the inclusion of stamina I think it could help the community.
I was deeply troubled when I first saw the changes but overall it's ok. Kinda like my reaction to MM: "oh no Muse broke the game I'm not playing anymore, oh it's not that bad and maybe it's good for new players."
« Last Edit: April 30, 2015, 03:54:39 pm by BlackenedPies »

Offline Sprayer

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Re: Release 1.4.1 Notes
« Reply #39 on: April 30, 2015, 03:53:16 pm »
- Stamina:
All stamina effects are only active when the stamina key (default: left shift) is being held down and stamina gauge has not been depleted.  All effects will stop when the key is released or stamina gauge is depleted.  When stamina is active, it will deplete the stamina gauge.  Stamina gauge will refill over time.  Gunners will get a small bonus refill if they destroy components while Engineers will get a small bonus refill if they rebuild components.  Everyone on the ship will get a bonus refill when their ship gets a kill.
  -- Pilot: +125% ship thrust , +125% longitudinal drag,  +150% climb force, +150% descent force, -20% vertical drag, +15% angular drag. 
  -- Gunner: -25% reload time, +30% rotation speed, +20 degrees yaw arcs (not percent!), +40% pitch arcs
  -- Engineer: +85% movement speed and jump height

- Heavy Carronade
  -- Increased jitter to 6 degrees (from 4)
  -- Pitch arcs reduced to -20 to 10 (from -30 to 15)
  -- Reload time increased to 7.5s (from 5.5)
  -- Range reduced to 400m (from 425m)
  -- Direct damage increased to 17.5 (from 17)
  -- AoE damage reduced to 10 (from 18)

- Carronade
  -- Direct damage reduced to 6 (from 8 )

- Heavy Clip
  -- Reduced jitter reduction to -70% (from -100%)

No. Just no. I'm done. What is this... Just... No... Please, no...



Another one bites the dust...

On another note: first hotfix was already released, I demand changelogssssssssssss
« Last Edit: April 30, 2015, 03:55:46 pm by Sprayer »

Offline DrTentacles

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Re: Release 1.4.1 Notes
« Reply #40 on: April 30, 2015, 03:54:12 pm »
How is stamina good for new players?

Offline BlackenedPies

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Re: Release 1.4.1 Notes
« Reply #41 on: April 30, 2015, 03:57:49 pm »
Quote from: DrTentacles
How is stamina good for new players?

Makes things a bit more interesting. As a new player I held down shift in the hope that I ran faster.

If Muse really wants stamina then complaining won't help, suggestions will.
« Last Edit: April 30, 2015, 04:01:29 pm by BlackenedPies »

Offline DrTentacles

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Re: Release 1.4.1 Notes
« Reply #42 on: April 30, 2015, 04:04:44 pm »
I don't think lack of excitement that's turning off new players. In fact, one of the biggest problems is the many, many complex and poorly explained mechanics that contribute to a steep learning curve, something that this aggravates.

The entire system fuels comeback difficulty, (stamina refuel on kill) and is just going to confuse and frustrate new players.
« Last Edit: April 30, 2015, 04:10:05 pm by DrTentacles »

Offline Dev Bubbles

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Re: Release 1.4.1 Notes
« Reply #43 on: April 30, 2015, 04:06:14 pm »
@DrTentacles, yeah it is one more thing to learn for new players if they want to use it.  To @blackenedpies's point, it could be interesting.  But we don't mind doing something for experienced players for a change hahaha, considering we get yelled at for doing stuff for new players anyways.  Well, I guess we get yelled at for just about everything.  I kid I kid. 
« Last Edit: April 30, 2015, 04:08:23 pm by Dev Bubbles »

Offline BlackenedPies

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Re: Release 1.4.1 Notes
« Reply #44 on: April 30, 2015, 04:12:21 pm »
Stamina isn't very complex. Yes it does need to be clearly explained in game but it's not complicated: press shift to run faster, make your gun better, or boost your flying.

Yes it will increase difficulty for some, and non English speakers may have a problem, but I don't think it will reduce player retention. I will ask newer players how they feel about it.