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Messages - Clara Skyborn

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61
World / Re: Perils of the world-Life of a Sky sailor
« on: May 17, 2013, 01:05:22 pm »
Maybe. Been a while. Hmm.

62
World / Re: Perils of the world-Life of a Sky sailor
« on: May 17, 2013, 12:50:46 pm »
Original GoI had rigging and hull both, both essential to survival. More ways to die!

63
General Discussion / Re: An idea for teaching mechanics
« on: May 17, 2013, 12:44:57 pm »
Question two: should the teaching track open up at a higher level? Right now it opens when you hit level 4  in any class. If you can earn "teaching" credit just by playing with your level 3 friends who are just a bit behind you, it kind of defeats the point of having high-level players spend time with much newer people.

What do you think about starting Teaching at, say, level 6 in any class?

64
World / Re: Perils of the world-Life of a Sky sailor
« on: May 17, 2013, 11:57:32 am »
Rejected developer terms for airship components: "gondola" (oh, yes), "lifting envelope"

Also the regrettably misapplied term "zeppelin" for the balloon, which still slips out once in a while (that's what's in the code).

65
World / Re: The Arashi League
« on: May 17, 2013, 11:50:44 am »
The Mercantile Guild named the desert, but the Arashi were stuck living in it.

66
Gameplay / Re: Achievement system flaw
« on: May 17, 2013, 11:48:35 am »
to come back to what clara skyborn said, as long as flayed gives us the horrible slowmo/laggs, those achivements are a pain in the arse to do.

Yes, and I know the big CP achievements, particularly Flayed, are causing some pain and gating progress. However, I haven't made changes to these because this is a map/optimization/performance problem, and to some extent a population problem, rather than an unfairness in the achievements themselves. I'd rather address the underlying causes that make these maps unpopular/difficult to play (which we have been doing, with performance improvements and of course a big population boost, and we're still working on it) rather than say "ok, then don't play those maps." In the meantime those will remain more difficult to achieve than the others, and for that I apologize.

67
General Discussion / Re: An idea for teaching mechanics
« on: May 17, 2013, 11:45:01 am »
Just to clarify, the four hours in Sandbox is cumulative, it doesn't have to all be in one session!



Now does that count for when you're not in that achievement?

I have spent more than 4 hours teaching my friends, who just got the game, the ropes in sandbox, but since I'm still at get 20 commendations from level 1-2, 10 from level 1-2 engineers, well I doubt it would count for that sandbox one since that's a few tiers down the road.

Let alone, I have been trying to jump into games with level 1-2's...but getting a full team of them seems near impossible (and if you ask me, should be more like level 1-3 at the least)

No, Teaching achievements are gated. The only ones that can be achieved out of order right now are Tutorial achievements. Some achievements can track global cumulative stats, but that one is only open while the achievement is in progress.

Could you elaborate on why you think it should be opened to level 3? For just that achievement, or for the teaching track in general?

Do people feel like at level 3 you've "graduated" from noob, or are level 3s still pretty green? Discuss. :)

68
General Discussion / Re: An idea for teaching mechanics
« on: May 17, 2013, 11:40:39 am »
Right...it wouldn't be handed out as a matter of course. Teaching achievements might be too easy to accomplish, but we might look at them as a way of precertification for manually distributed Teacher privs or something. Like I said, we're still looking at how to do it and how the Training Days and teaching track develop in general.

69
We could probably make some guesses based on IP, but we don't have specific country data. Glad to hear the Polish Steam group is gaining momentum, though!

If there are enough requests for a particular board, we'll certainly consider it. Encourage your fellow Poles to come here and post! :)

70
General Discussion / Re: An idea for teaching mechanics
« on: May 16, 2013, 11:28:21 am »
Just to clarify, the four hours in Sandbox is cumulative, it doesn't have to all be in one session!

There is a "Teacher" privilege that allows high-level players to enter beginner-only matches, which would be the best place to achieve these higher-level teaching achievements. Right now the privilege is only available to devs and CAs, but we're looking at ways of granting it to other players, possibly as an unlock for one of the earlier teaching achievements.

if you have more ideas on how to improve the system, please share!

71
The Lounge / Re: Silly Ideas That Would Break the Game
« on: May 16, 2013, 11:22:09 am »
You know, when I check in with this thread I often forget it's the "Silly Ideas" thread and mistake these for real suggestions, which leads to frequent minor heart attacks. Sometimes the line is very thin.

72
Gameplay / Re: Achievement system flaw
« on: May 15, 2013, 05:34:32 pm »
I haven't jumped in before now because I'm interested in getting a variety of different perspectives on this, but I should say something before we all retread the same ground over and over too many times.

The leveling system is definitely unusual in that it's a hybrid of achievement and mission systems, and for the most part I'm satisfied with how it's working. It's meant to encourage experimentation HOPEFULLY without requiring any behavior that's outright detrimental, and while it's meant to take a while to progress through, you shouldn't have to go too far out of your way to do it, and you shouldn't have to grind. In other words, it should nudge you toward varied but not unnatural play. The system itself is not likely to change.

What I do want to hear about though are the points of frustration where a particular achievement is a roadblock to progress, or encourages unnatural or detrimental play. Sometimes this is due to a bug (ramming, anyone? Sorry...), sometimes it's due to balance changes and the evolution of meta, sometimes it's just down to a bad guess, and I've certainly made plenty of missteps before. I'm always collecting feedback and have made frequent adjustments to the achievement objectives, and I'm working on another pass right now in preparation for new levels. (Also sorry about the gunner extinguishing...again, down to a bad prediction about balance. I can't remember when I looked at that one, but if it's not removed already it'll be gone in the next update.)

So please, tell me about the achievements like that one that you feel are unfair or broken, and I'll take a look and do my best to address them.

Thanks!

EDIT:

You might want to check your future achievements, I think I remember Muse saying you can earn points towards future achievements before you get to that achievement.

Nope, this is incorrect. All of the progression achievements are gated and you can only progress on the currently unlocked one.

Some future non-progression achievement tracks will be un-gated, though, so you can complete them in any order. The only one that currently works like this is the Tutorial track.

73
Feedback and Suggestions / Re: Future of mapvoting
« on: May 15, 2013, 03:51:46 pm »
Map vote always has the last played map as one of the options, so you can keep on playing the same one if everyone's into it. If it doesn't offer the same map again, that's a bug (goodness knows map vote has been bugged plenty).

74
World / Re: The Anglean Republic
« on: May 15, 2013, 03:41:36 pm »
Awaken some of the old world superstitions, Anglean raiders riding in on Fenrirs great howl from the north, that brings with it to the Yeshan north the first frosts of winter.

Blue painted madmen in heavy armor slogging up earthen entrenchments wielding trench axes and one shot carbines that crack like lightning into a thin line of Yeshan militia unprepared for the sudden and explosive violence of an Anglean Berzerker screaming curses like a Swedish pagan storming the shores of ancient England.

I can imagine war drums thundering from the decks of long ships, with great sails unfurled with the emblems of Nordic heraldry and symbols blazed across them.  The fires ignited in the hearts of men and shield-maidens as the first bloodshed waters the ground for a grim harvest of the north with it's human scythe.

It would seem like, to those that fell victim to these raids, that the entire world was ending.  They would be lightning fast and leave ruin behind them, never allowing an organized military counter attack before.


Hey, Tim...UR WRONG! :P

I knew this would happen if I said Vikings...why'd I have to say Vikings? It's a pretty handy parallel for describing their political and economic situation, but not their aesthetics. They're really not barbarians, they're pretty damn organized and "civilized" (they just don't like you much!). Just try to get all those bearded Norsemen and dragon longboats out of your head, they're only confusing everyone. :)

75
Feedback and Suggestions / Re: Quick Join Sabotage?
« on: May 14, 2013, 12:43:36 pm »
In fact, Quick Join will always drop a level 1-2 player into a beginner match, and will create a new beginner match for them if the existing ones are all full. Low-level players can only join a non-beginner match manually.

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