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Messages - Hoja Lateralus

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991
Feedback and Suggestions / Make leveling more rewarding
« on: July 16, 2014, 04:56:26 pm »
Firstly - I know you'll say stuff like "Levels aren't important" or "It's just a number" but I think that we (players) care about them. Let me explain it with an example:
Recently I reached lvl11 in engineering, a rather high one. I was a bit dissapointed that all I get is just a badge. Please, throw in just something. I'm not saying much, because we know that you're a small company and the amount of content you have doesn't allow you to give it away all the time. But.... something. Like a dye at least. Another idea - maybe give some new voices on the higher levels, the hoarse voice of an experienced sailor.... that would be something.
Also custom voices availible in the store.... think about it ;)

992
I actually found out about them by complete accident like a week or two ago. Not so useful.
Thirded.

993
Feedback and Suggestions / Re: One year since Mobula added.
« on: July 15, 2014, 12:39:49 pm »
"Your focus determines your reality" - Qui Gonn Jinn

Firstly, on the matter of ships it's kind of hard to make up something really original and new now, without anyone saying something like "but it's just a ship X with a little more Y and little less Z". What is more important; wake up, game IS finished. It's beeing sold on Steam as a completed product, not beta or early acces or anything else, so basically Muse can just turn all their focus to making new things. The matter of patching or adding new content to the game is their decision. Of course it's in good taste to have some backup (or at least patches) for the game but it's not a must.
Secondly if you'd be enough interested to actually watch chat with devs you'd see that in spite of all that they DO make things for Skirmnish mode. They said that new update will be soon (like a month or so I think) and that it will do some changes to clan system and some changes in ammounation. Maybe more, but I just didn't remember ;) So be less demanding and more patient, my friend.

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Adventure doesn't even have a set release date
Well kickstarter page says it's in some time in 2015. It's hard to set a date because it's hard to tell percentage of work and I guess many things are rather in, let's say thinking-phase than doing-phase.

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Look at the suggestions/feedback forum. It is not full of suggestions for Adventure. Its almost all requests for content for skirmish
That's because
1. There is special subject for Adventure Mode suggestions
2. Adventure mode making is in so early phase that even Muse is not sure what exactly will it look like.

Muse is also working to make some of game modes from Adventure Mode to be availible to play in skirmnish, so with release of Adventure Mode there will also be some good stuff for Skirmnish too ;)

994
Feedback and Suggestions / Re: The Gunner "Problem" - Range
« on: July 14, 2014, 03:32:46 pm »
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new tool to replace the spyglass that only gunners can have
Not going to happen.

Muse strictly says that stays at "everyone can everything, we only limit number of slots" policy.
Maybe, just maybe, this is the way GOIO will have to be, because many times safety is more important than firepower. There are ongoing new ammo tests on DevApp and this is the solution we have to look for in first place because it's the least problematic one.

995
Feedback and Suggestions / Re: Sending messages to offline people
« on: July 12, 2014, 04:11:55 pm »
Maybe just another message tab in clan just for giving information to members, like "Private" but another AND with a notification to all the clan members every time it changes. It is some compromise I guess?

996
Feedback and Suggestions / Sending messages to offline people
« on: July 09, 2014, 07:34:04 pm »
Why aren't we able to do it? I would love to have such option, especially to do clan related stuff, like "I did X and therefore want you to do Y when you're online".

997
The Pit / Re: Pet peeves
« on: July 08, 2014, 05:25:47 am »
Crew members abandoning their positions with no reason (gunner on pyra going downdeck and doing nothing).

Pilots constantly using kyrosene/moonshine and forgetting that engineers can't constantly repair engines AND other stuff (not even mentioning chem-spraying....).

Engineers following me-engineer (or, going somewhere even when they see I'm there). I mean - you don't trust me? If I'm next to the baloon and waiting it means I'm repairing the freaking baloon and go f*ing repair something else, engines for instance. Gaaawd!

Pilots hitting rebuilded objects with spanner/wrench despite the fact that I'm standing right next to them with mallet.

PEOPLE REPAIRING THINGS WITH SPANNERS (especially engineers.... yup, it happens).

998
Feedback and Suggestions / Re: Control the lobbies
« on: July 08, 2014, 05:18:01 am »
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If you consider a publc lobby to be "serious" play, then in my opinion, you're doing it wrong

If you consider public lobby to be place with only players who want to play "non-competetive" and don't care about losing or winning and fun at all - you're doing it wrong, sir. Many players want to be the very best (like no one ever was ;) ) and public lobbies are the place where they can train themselves. Why do you see so many metamidions in pubs? Because with the random crew you don't have to worry - everyone can shoot gatling and almost everyone know (or will be explained shortly) how mortar should be shot.

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If you NEED a communicative crew in order to have fun, make sure you bring friends. If you need communicative captains on your team, make sure you form a multi-ship party instead of just bringing your own ship.

It is SOME solution, I'll give you that. That's why we need better clan system. Luckily I'm in a clan with almost 100 members so I usually can find a team to play with.

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If someone is going for an achievement, fine. I'll comment on how stupid I personally think the achievement system in this game is maybe, but I'll let them go for it. But if they don't even tell me that, then I'll have to assume it's just another unresponsive player like the dozens I've encountered, and if they don't prove their worth in the match, odds are I'll either leave that lobby, or ask them to leave.

This. Very much.

My two cents - the game is fun when everyone is doing their best and cooperating. The game is not fun when (even on enemy team) there's some low-lvl captain who rushes alone, not caring how many ships he encouters or where his ally is and does it with double-mortar pyramidion (sic!). As someone said - this game requires a lot of communication and cooperation - that's how it's made and that's why we love it so much.
Maybe we can make a system of commends for captain which would allow him to point a specific player and give him some order. Such pre-made communicates can be translated (at least the text) and therefore non-english speakers could understand them. It would require some UI work but it's doable (but maybe the effect is not worth the work).

999
Feedback and Suggestions / Re: List of suggestions
« on: July 02, 2014, 06:30:39 pm »
It's common courtesy not to post below our own post (in such case edit the previous post)

#1 - to use a flamethrower enemy ship has to be pretty close and the beam itself is pretty visible

#2 is good for tutorial purposes, I'll give you that

#5 changing ammo = reloading by definition
I see it this way: every gun has an unlimited resource of default ammunition and it is "programmed" to load itself alone - with the ammo it has. To load a different ammo you need a gunner - and he applies 1 clip of ammo at the time. This issue has been discussed, you can look it up on the forum.

#6 The Muse's idea is that every class is equal in a meaning that they have access to the same tools, the only difference is in the number of tools they can bring. This has also been discussed already and I don't see chances that it will happen (in the near future, at least).
BTW.
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Gunners are not needed at all; note: this isn't an opinion
- and that's your opinion ;) I can and will admit that engineers are more useful than gunners BUT the usual setup is 1 pilot, 2 engineers and 1 gunner. And I strongly believe there is a reason for that; I have some experience playing as a gunner and I know that sometimes having the right ammo and using it in the right time can win the game. Just a simple example - when flying a pyramidion and shooting hades for a long range I use lesmok (and then I can shoot effectively) and for short and ram range I quickly change to greased - because there's no problem aiming a ship being 20-50m in front of you and greesed increases your clip and fire speed. I know there are many guns that have "designed" one type of ammo that works best for them BUT depending on situation gunner can provide better firepower, and that's why there usually is one gunner in a crew. The issue of usefulness of gunner and engineer is being discussed over and over again and there are many posts and topics trying to tackle that problem.




1000
Feedback and Suggestions / Re: Captain Loadout Presets
« on: July 02, 2014, 05:36:15 pm »
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What's confusing about "Your captain want you to bring one of these 3 loadouts. Pick one!"?

Potentially nothing, but a complete greenhorn could see that this way:
"Okay, I joined some match and I'm in a crew. Um, what's that. Er... I don't know, I will choose this (total random). Why my equipment is changed (every match)? What are those tools/ammunition?"

It's a really strange issue for me, because I personally didn't have much problems with learning the game, but I see more and more people that do. I think this problem may be solved through better (mandatory) tutorials and/or feedback from experienced players. I've already posted about it - clans should have (better) tools to help unexperienced players.

1001
Feedback and Suggestions / Re: Captain Loadout Presets
« on: July 02, 2014, 06:19:57 am »
I actually think that experienced player do this subconciously, without any UI for it and, what is more important, it would make the game even more confusing for the new players.

1002
Feedback and Suggestions / Re: List of suggestions
« on: July 01, 2014, 09:48:41 pm »
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If I'm not mistaken, then these are 6- and 8-man maps. If they could get cramped down to 4-man maps, then that would be great.

Yeah, there were such voices on the forum. I hope Muse will use this idea.

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slow-moving meteor showers

I just don't see it implemented (in this game).

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If there's nothing going for Gunners, then there will be no use for them. One alternative ammo is eternally enough.

There are many threads tackling this issue. This is clearly a problem and Muse is trying to fix it using firstly possibly cheapest and easiest to implement metods. Therefore a call to try make up ammunition type that would be more situational and would make gunners a better choice. My favourite idea was a kind of "turret ammo" that would make gun continuosly fire untill the end of the clip and decrease its arc but increase damage / shooting speed. Situational, useful, interesting. There are tests of new ammo types in DevApp.

About the GoT reference - it's common courtesy (at least I think so) that you try to get you reference undestandable, and if possible give it directly. In this case, I'd expect mentioned fragment from a show, to show you example:
https://www.youtube.com/watch?v=XAOzMs9HbWg, around 2:28

The UI of health of ship parts is a discussed issue. I still don't get the fire problem. Usually you either prioritise things looking at distance (assuming everything or almost everything is on fire) or looking at importance of a part (for instance first hull and baloon, then engines and guns at the end - of course it depends on situation) or mostly combination of those two. I don't see how knowing for how long something has been on fire makes a decision easier. For me the fire part of UI works just fine.

When object is "alive" (not-destroyed) you have a cooldown, when object is destroyed (red) everyone can work on it and it will count. Such feedback should be given by tutorials and if not - by more experienced players. The (small) uselessness of tutorials has also been mentioned somewhere. Then there is also tons of guides on the internet; on the forum and youtube, but a difficulty in learning mechanics is a reall issue that breaks a lot of heads; it is annoying for the experienced players because unexperienced players go to non-novice games without a clue what to do and it's clearly bad for both sides. All we can do for now is provide information and guides, maybe hope to see better in-game tutorials in the future.

About the warmup - that's actually an issue that I've never had. All I can do is recommend you playing on the servers with best latency to minimize the loss.

1003
Feedback and Suggestions / Re: List of suggestions
« on: July 01, 2014, 08:23:04 pm »
Maps
So basically maps such as Water Hazard, Canyon Ambush and Labirynth (but new).
Edit: And Muse is working on maps as general, we have to give them time and be patient.

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slow-moving meteor showers
really?

Gunners
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Exclusive passives for Gunners only

Not going to happen, at least in the near future. Long story short - it's against Muse's idea of roles being 100% equal (and breakes balance and it's a bother to implement).

Visual and audible feedback
Yeah, because everyone watches Game of Thrones and will get that reference ;) Honestly I don't see a problem, I do engineering a lot and sounds are destinguishable enough.

Why do you need a visual feedback about how long fire is burning? Who cares actually, the UI now is clear because shows you only the things you're interested in - the stacks of fire and cooldown of an object.

Matchmaking system with matchmaking rating
Well, I'm sceptic about matchmaking idea as a whole, so I'm not going to comment it, except one sentence - I think lobbies are doing good and there's no need to change.

Warmup
But what for. You can't move your ship but can move a crew? Usually maps are so big that before you'll meet the enemy everyone will easily take their positions (and buff most important parts). I think most people would find it useless.


1004
Feedback and Suggestions / Re: List of suggestions
« on: July 01, 2014, 03:58:31 pm »
You have to aim at the enemy and press "B" when you're a captain (it "marks" ship this way even if it's not marked by spyglass).

I really think lobbies are useful at all, because then everyone can prepare, get right equipment (for the situation, meaning both our ship like enemies ships) and when the game starts - all the crew knows what to do and where to go.

I love Extra Credits :) Don't need to rewrite anything, I guess I just pointed it out because some of this problems are being already discussed a lot.

1005
Feedback and Suggestions / Clans - Trainee Divisions and Oficers
« on: July 01, 2014, 02:04:56 pm »
Hi there again. Lately voices can be heard about dealing with new and unexperienced players. Well, for those unwilling to cooperate (or even communicate) we can't do much. But for those willing - we can. My idea is that each clan may have a Trainee Division - a clan within a clan (yo dawg) for the, duh, trainees, unexperienced people who are willing to learn and this clan has decided to take them under their wings. Only people assigned by the clan leader would be able to have a look into the Division and there would be some limit to decide who is yet a trainee (on one hand a clan itself could decide it, but I think lvl4 or 5 in any class is a good enough limit). What is important - the trainees would be encouraged to join the clan but they wouldn't be forced (I even have an idea that they clan-tags wouldn't show, instead of that capital T for Trainee, because they're not officialy in the clan). There are many people that are intelligent and willing to cooperate but they are just lot at the start, so this could give them means to become better and finally show up on DevMatch ;)

Second idea is to bring ranks to the clans, but ranks that actually mean something - Oficers. I suggest three degrees: 1st Oficer, 2nd and 3rd where 1st is the most important and 3rd the least, and of course they may be multiple Oficers of each kind. Each of them would have different amount of power in the clan, and that amount should be decided by clan leader. For example 3rd oficers can only invite people to clan, 2nd oficers can also kick people out of clan and 1st oficers can also change messages on board. Depending on the clan, this may differ (for example in an elite clan with a few people recruiting members can be reserved to the highest oficer). This is how I would see it:
(of course other oficers below)
I especially added promoting, because it's also should be up to clan leader (of course oficers can only promote people to one lvl below themselves, meaning 3rd oficer cannot promote nobody, 2nd oficer can make someone 3rd oficer etc., 1st oficers are only promoted by clan leader). Function descryption is a made by clan leader message what such rank means (both responsibilities and power) and it should be availible for everyone in the clan. I'm really curious what will show up in clan overhaul that Muse is promising for some time :)

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