Admin > Dev App Testing
"When Ambush Comes to Shove" -Week 3 Possibly final testing?!
DrTentacles:
Still don't think the Pyra should be a ramming ship. Hull buff is nice. Mobula nerf is acceptable, but I'd prefer a verticality nerf.
Flak change is acceptable.
The fact that you're proceeding ahead with all the other changes, Muse, is proof that you have literally no idea how to balance the game. You have done a beautiful job with art, molding, and coding, and design, but when it comes to balance, and working with the a community, this is your first big game. You've been at it a while, and it has evolved, but it feels like you're stuck right now. This isn't me being insulting--this is me stating the obvious. Have another round-table discussion. Figure out what you want out of combat in the game. Ask the players what they like, and don't like. Set up a poll. Co-Op will act as a band-aid, because it allows you to shift the focus from ship v ship combat to objective based gameplay, but right now, you need a consistent objective and direction for PvP combat. You plainly do not have that.
I really want a mission statement for what you want to see out of combat in this game--what is your direction for balance? Where do you see tactical depths coming from in combat? Where do you see counterplay emerging? What are the strengths of sniping, and brawling, and how should they be represented in guns and ships? What are each ship's strengths, and what are their weaknesses? What separates a novice of each class from a veteran, and what separates a PuB from a team? What role does ammo serve? Does stamina serve? How will each of those be used by a novice, or a veteran?
You need to have solid, consistent answers for all of these for the game to have *depth*. Right now, most of the depth is in the teamwork, which is awesome, and very little is in the gameplay. This is a turn-off for many people--probably the biggest turn-off after the simple "knowledge cap" to play, because of poorly explained mechanics.
I do not believe you have answers to these questions--if you do, I would be happy to hear them. I desperately want this game to be played--to last. I do not have your in-office perspective, but I have the perspective of a long-time gamer. It does not appear as though you have a coherent balance direction. Please explain to us where you want this game to be. Kevias, I'll probably email, but I'll take a PM. I am deeply concerned about the apparent lack of direction, and would like to understand, and help, if I can.
Dementio:
The only change from last week to this week, is the Mobula's bottom guns are turned outward even further. Is that the resulting feedback from 2 weeks?
I hope Muse won't be surprised if I copy-paste my feedback mail from last week at the end of this week.
BlackenedPies:
--- Quote from: Dementio on March 12, 2016, 02:50:31 pm ---The only change from last week to this week, is the Mobula's bottom guns are turned outward even further. Is that the resulting feedback from 2 weeks?
--- End quote ---
I'd like to hear the feedback that warranted this change
Daft Loon:
--- Quote from: -Muse- Josie on March 12, 2016, 01:48:40 pm ---...
Lochnagar Shot reduced clip size reduction to -50% from reduction to 1 shot, reduced rotation speed reduction to -80% from -90%, changed damage to gun model so that is deals proportional damage per shot until gun is destroyed e.g. if gun has 2 shots then each shot deals 50% damage vs a gun that has 4 shots were each shot deals 25% damageāto ensure that Lochnagar has use cases after Heavy Flak changes
...
--- End quote ---
This is not the same as what is active in the dev app
-60% clip size
+62.5% damage
-70% rotation speed
-70% recoil jitter
100% self damage etc
-60% arming time
-50% AOE
GurasOguras:
Thank you for making Spire turn as fast as Galleon now.
It's going to be a sad patch for brawlmob, but it's gonna be replaced by brawlsquid so I don't care that much.
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