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Messages - Plasmarobo

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46
Feedback and Suggestions / Re: Unlocking Certain Achievement Classes
« on: August 23, 2013, 04:25:25 pm »
Honestly I feel they should still be locked/gated in the way they are, but ordered in terms of relative difficulty.
It is somewhat aggravating when one achievement takes a month, but the next I get in one match.

But I would challenge you to learn how to be effective with the chieve loadouts while still being an asset to your team.
I've never chased engineering achievements and I still randomly get a good number of them. It does take longer.

I do agree, some of the ordering makes very little sense from a progression standpoint, but remember the levels aren't supposed to be some kind of linear progression indicators. They mean very little outside unlocking costumes and are a pretty poor measure of how good someone is.

47
The Cantina / Re: The Skies have no Limit
« on: August 23, 2013, 03:58:07 pm »
--Narrator--

The day drew to a close, as darkness closed around Spoon's mind. His final view of the inn was of an alarmed patron staring at his falling body. Then blissful black.
Newt catches shouts at BdrLine for a moment, possibly only because shouting at Spoon is pointless, and then gruffly tells the group it's about time they got up to their rooms anyway.

But it's clear he is rather pleased with the way the situation played out, if only because it meant no calling of guards or mopping of blood. He gives the last call to the customers, and begins to set chairs up on tables. Stopping to examine a poster on the bounty board. He shakes his head, but leaves it posted.

With the thread of the Birdmen finished once and for eternity, things had begun to settle back into the natural pattern of the Wild Winds. The news of the victory was spreading in whispers through the city. The only information they seemed to have was the the Yeshan Nobility were involved, and the bounty at the Wild Winds had been claimed.

The last man out of the Wild Winds, a traveler in a desert wrap paused outside, glancing up at the second and third floors of the building.

Man of Dust
"They have done well. They will be useful."

He nods to a stray gazing curiously up at him, before departing into the night.

--End of Day 9--

Musical Interlude

Never gonna give you up!
Never gonna let you down!
Never gonna run around and-

Click

--Start of Day 10--

--Narration--
The next day dawns blearily. Rain beats down from dark clouds that arrived in the night. The streets are small rivers where paved, and muddy paths where not. Few folks and fewer ships are out and about in such depressing weather. Plasma limps down from his room early to open the bar and the trading counter. Newt is nowhere to be seen, and Plasma lifts a note off the counter.

Plasma,

Taking the day off.
New girl will start later, she'll come find you.
You're on your own until she get's here.

-Newt

P.S. I want to know what happened to Emily eventually.
In your own time.


--End Narration--

Plasma puts down the paper, muttering something under his breath. He sets the tables, clears up a few documents at the trading counter, and unlocks the door.
Immediately several regulars stampede into the room. The small porch over the door does little to protect more than two or three people. Plasma sighs and begins to take drink orders. Then grabs a mop, morosely wiping away the intrusion of the weather.

48
The Pit / Re: The Skies have no Limit Discussion
« on: August 23, 2013, 02:56:40 pm »
Brain damage imminent!

49
The Pit / Re: The Skies have no Limit Discussion
« on: August 23, 2013, 12:48:57 pm »
Day cycle imminent!

50
I'd reduce AoE or just not change it. That way you still need the skill index to use it. It should make it possible, not easier, to hit a long ranges.

51
The Pit / Re: First Thought Game
« on: August 22, 2013, 12:29:41 pm »
Dang it!

This is worse than when somebody told me the end of that "Lincoln" movie.
Yeah, one of the main problems when you are interested in history is that you've pretty much spoiled yourself. xD

First thought? The silliest wars!

Stop stop stop. This thread has gotten too silly!

52
The Pit / Re: Weapons that suck
« on: August 22, 2013, 12:26:20 pm »
Mashed peas


Creamed corn
A mix of Oxygen, Nitrogen and other trace chemicals: Air.

53
The Cantina / Re: The Skies have no Limit
« on: August 20, 2013, 03:10:54 pm »
--The Northern Docks--

The Starlight sets down with little fanfare. Plasma, mostly recovered, limps off the ship and engages in conversation with one of the guards. He produces some small object which the guard briefly examines. They exchange nods and the guard leaves with a brisk stride.
Plasma turns to BdrLine who's followed him off the ship.

Plasma
"Hopefully that'll be the evidence they require. They'll send the payment to the Wild Winds, and we can divide it up."

He limps over to the door and throws it open, stumbling into the street.

--Wild Winds Inn, a few minutes later--

The door of the Wild Winds swings open, and a slightly battered Plasma stands in the threshold. He glances around the room, nodding to those he recognizes, gaze sticking on Spoon. He exchanges a quick glance with Newt, pointedly Jerking his head over to the erratic man before beelining to the door and ascending the stairs to his room.

Newt rolls his eyes, but puts down the tankard he was cleaning. He moves over to the table Spoon sits (for lack of a better term) at. He glares around at the other men. Slamming a large hand down on the table.

Newt
"You've won enough of this one to be getting on. I think it's time you paid for those drinks."

The men grumble, and pool some coin before shoving it at Newt.
He turns to Spoon after pocketing the money. Slapping him awake.

Newt
"Looks like you've come a long way. Might want a bath, and some Laundry. I know folks who can take care o' both those things for you. You're also welcome to a room, seems to me you could use a bit of rest. Welcome to the Wild Winds."

54
Hey Kharthynogus, it's always nice to see new ideas on the forums!

I suppose you've got a bit of a point, but...

After hearing you out, I am going to refer you to the authenticity vs realism debate.
Muse works pretty hard to keep the guns balanced, and having greased rounds serve in the roll they do is more important than the rounds behaving as if they were actually greased. Remember this is a fantasy world, not an extension of reality. If you are willing to accept the complete re-writing of physics to allow the boats to fly in the first place (these ships and the way they fly are pretty much entirely impossible) then why not accept that the ammo types are just interesting names for certain functions?

Muse is more concerned about making the game fun than they are trying to keep it real. I'm no munitions expert, but I think heatsink clip would actually raise the rate of fire on some weapon (like the gat) by keeping the barrels cooler. Point being, it's sort of pointless to attempt to apply physics or realism to anything in the game. The two questions that need to be asked are: 1) Is it fun? and 2) Is it balanced?

(Honestly, if it were realistic, long range weapons would be the be all end all, and once your balloon was out, it'd be all she wrote. I'd worry less about realism, and from a gameplay perspective, I think greased plays a very important and distinct role.)

55
The Pit / Re: The Skies have no Limit Discussion
« on: August 18, 2013, 12:29:26 pm »
The RP has been Plasma lite because studying for Finals. Hard to find time to post.

56
Feedback and Suggestions / Re: more diverse mines
« on: August 15, 2013, 09:28:56 am »
The only problem I really see with this is that's not how the ammo works. I would involve writing an entirely new set of rules for ammo just for the mine launcher. I think some of the ideas might just work (incendiary maybe?) but the effects are a bit more subtle than you want.

Adding different kinds of mines (*cough* skytorpedo *cough*) could be cool to see though, and might be able to better realize your ideas!
Additionally I doubt the chem-spray mine will happen unless guns can add negative fire stacks. (Cue everyone shooting chemwachas at allies).

57
Feedback and Suggestions / Re: Tutorials NOT optional
« on: August 15, 2013, 09:22:38 am »
You could have a giant "NEWBIE" label stuck onto anyone who doesn't complete the tutorial. Maybe force their clantag to say n00b until they do.

That started as a joke, but now I like it.

58
Gameplay / Re: awkm is op
« on: August 15, 2013, 09:20:26 am »
Why not allow adding restraints manually, through a GUI, where you can limit ammo counts, ship types, ship loadouts.
Currently the ship types and loadouts gets done by reaching agreement in or prior to entering, a match lobby, why not formalise it - whoever starts a Match lobby has the option to leave everything alone or place limits.
I have strong feelings against limitations of any kind. While it might be effective I resent the loss of choice. And why shouldn't anyone be able to choose anything? It's how you learn: experimentation. Sometimes, other people's experimentation.

I honestly feel there should be massive skill continuum in the game. I don't think it should be weighted. I think there should be a few easy to use guns, a few middle o the ground type guns, and some very difficult guns. Newbies should be provided the easy guns by default. This only becomes a problem when more experienced players pick on newbies (to which I say: fix the community, not the game). For comp matches... I should hope everyone would be mature enough to agree on limitations and self-impose them. We don't need a system of censure.

There are definitely some guns that could be improved, but I understand Muse is working on it (and lots of other things). The recent changes went in to fix a very real problem at low level play, with the understanding that it would shake up the comp world, but we should be able to adapt. As far as I know, the fix has solved the problems in beginner matches (which is discussed to death elsewhere).

That said, the CAs and some folks are working pretty hard to train up newbies, and drag them into the more advanced parts of the game. I know tutorials have been touted, but honestly with so much going on with Muse at the moment, I think we need to do the best we can ourselves. Obviously they've seen this thread, so we know that some things are coming.

I sound like a broken record lately, but these things do take time. Patients is required.

59
Gameplay / Re: GUNS & GUNNER SKILLS Balance Discussion v1.3.1
« on: August 15, 2013, 09:02:58 am »
I think it'd be cool to give the gunners back the ability to preload guns, or something tangental to actually doing damage.
The problem being, even with two engineers I can barely keep up with both the component damage and hull damage at the same time. On a Galleon, I could see having two gunners some day.

Thing is, I don't think the classes need to be that important. The only distinction right now is the tools they carry. I love that. It means to play to your skill and the class is a title more than anything else. There is no reason why I can't gun primarily as an engineer (other than the fact that I'd be limited by ammo selection). I'd hate to see the classes get any more or less specialized then they already are. I think this a good example of something that works and should be kept incredibly simple.

I don't think the classes need to be balanced, cause really, there isn't much to balance (and I like that). The preloading thing is an excellent idea though.

But this is my opinion, obviously, and I never gun.

60
I think this is a nonissue.

I dunno about the rest of you, but comp play represents about 1% of my actual time. When I complain about something it's across the game. I don't think comp should be singled out as a discrete phenomenon. The game has a skill continuum. Comp just sits from the middle to the edge.

I play comp because it's fun. I play pugs because they are fun. I use the same tactics (minus the silly ones) for both. Granted I usually engineer. Point being I think you guys feel there is some kind of fundamental disconnect between the two. I don't think there is. I think the game is the game, and if something is ruining most peoples enjoyment of it, it needs to be fixed.

The comp players are usually the high skill/high time investment. We just care is all. If someone wants to make a stink, they will do regardless. It's just people venting frustration. Remember: it's easy to be loud. I think we're just experiencing a little turbulence, and I expect things to be calm again in a week. We're an emotional lot.

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