Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: Moo on May 01, 2013, 01:30:06 pm

Title: My list of problems/anomalies/suggestions.
Post by: Moo on May 01, 2013, 01:30:06 pm
Here's my list of mostly minor things I feel could be improved. I waited until the update to see what would change before posting, and a few things were fixed. I think I checked them all but maybe some others have been fixed already too.
I put numbers so it's easier to refer to things (but maybe not easier to read, sorry). If anything isn't clear, please say :)

Title: Re: My list of problems/anomalies/suggestions.
Post by: Clara Skyborn on May 01, 2013, 01:54:44 pm
Wow! I've already forwarded this along, but when you compile lists of stuff like this, please send it to us directly at feedback@musegames.com so the right people see it and can get to work on fixes.

Good work and great feedback, thanks!
Title: Re: My list of problems/anomalies/suggestions.
Post by: Moo on May 01, 2013, 02:16:56 pm
Like I said in game yesterday, I think forums are much better for such things, as it allows discussion from other people, and saves people wasting time reporting stuff that's already known. If the "right people" don't read the forums, perhaps its time they did ;)

Quite a lot of my list is my opinions, and not bugs per se, so...
Title: Re: My list of problems/anomalies/suggestions.
Post by: Meibes on May 03, 2013, 07:50:22 am
i generally approve of most of your points, the ones i think are important are marked with a +1 and on some others i have some suggestions


"Matches" screen: Currently red for "waiting" games and green for in-progress. I would think the other way round would be more logical? Normally one would want to join a "waiting" game, I would think.

i think it's fine as it is - new games are on top and actually running games are on the bottom - i usually only join running games and "green" means i can start playing instantly while "red" means i have to wait for the lobby to fill

my suggestion:
red - waiting for lobby to fill
yellow - game starting (loading screen) - new
green - game running

There is no way to see who or what is in a game other than by joining it, which means lots of unnecessary joining and leaving. It would be nice if there was a popup or something to show at least the ships and their crews before joining. It could go in the space currently taken up by the create-game stuff, and have a button or tab or something to switch between them.

+1

my suggestion on top of that:
"Quick Join - Options" where you can select which gametype/map you'd like to play most or which ship - maybe even the possibility on which map/ship you actually don't wanna play on because you don't like it e.g. i hate Spire and for one achievement i have to play on Galleon and Flayed - Flayed is pretty easy to spot in the gamelist, but for the Galleon i need to join every game and that isn't much fun

When the match actually begins, everyone spawns in the same spot, which means you end up seeing the insides of the other crewmembers. It'd be better if there were 4 spawn spots (one for each crew position) arranged near the current single one instead.

+1 this way it would be easier for beginners

When engines are destroyed etc. during a game, it shows the name of the particular engine. These aren't shown on the blueprint page for each ship, or anywhere else that I know of.

wonderd about that too

my suggestion on top of that:
add new icons/descriptive texts to the engines for repairing - e.g. "main/thrust engine" or "steering engine" so it's easier to beginner to choose which to repair/buff first, if all engines are destroyed

It is easier to see if a part is completely repaired if you're not standing right by it, which is rather odd. The way the bar works, you can repair something, think it's fully repaired, walk away, and the icon appears showing it's still damaged slightly. It would be better if the "repair display" would make it obvious whether something is damaged or fully repaired. Maybe have the bar in green when fully repaired?

+1

In the game lobby, and social screen, player ranks are shown by number. In game (player labels/score display) and all chat, they are shown by title. I think there is enough room for both, in all these places, so why not show both for all of them? If not, some more consistency would be nice. Maybe only show the rank title, as the numbers can be seen by clicking on the player name (except when playing).

+1 it's not easy for beginners to see which player has more experience ingame, especially for not-english speakers who have to look up most of the rank names (at least in my case)

my suggestion:
display rank and rank title everywhere and add an option to display it ingame under the name (why did you remove it anyway?) - if you're under fire and see someone repairing the hull you might wanna go on and repair the engines but if you take a short look at the leaderboard and get to know that the one who is repairing the hull is a "powder monkey" you might wanna tell him to mount the gun and start firing - this takes up time and can mean the difference between win and death

When voting for a map, the "click to vote" text, or the image, can be clicked on to vote, but the text showing the map name can be highlighted and clicked on and does nothing.

there is also a bug - if you vote for a map and click on "progress" (or maybe other tabs) and switch back to the lobby, your vote is gone

When you are waiting for a game to start, you have regional, team, and crew chat. No chat for only your game, which would be very useful. The "Regional" channel does different things at different times, which can be confusing for new players. Perhaps the Regional channel could be split into two. A Game or Match or something channel, which was for only your game. This would be the one that was available during a game. This could be the one on J. While waiting for a game to start, it would be available, as well as a Global channel (on H?), which is equivalent to the current lobby-regional one. This would solve (35) too.

+1
my suggestion:
change it to one button for chat and implement commands like "/crew /team /lobby /all" and save the last picked option, also make it able to change the adressed people via mouse - while you're chatting you normally don't need your mouse to navigate or use a hash and numbers to speed things up - "#1" - crew "#2" - team and so on
of course one button for each chat is faster, but you don't want to have 5 buttons mapped for chat o.o on top i haven't yet figured how to send personal messages and messages you get while joining a game are lost too o.O

The number of kills/points required to win a match isn't displayed anywhere.

+1 basic stuff ^^

Unable to "unclick" the thumbs up after giving it. Also the receiver is notified immediately, which isn't great if it was accidental.

+1 you should be able to remove your commendation

my opinion:
the whole commendation system is hilarious because you get achievements for it
e.g. (made up story) there was this really annoying guy who did flame all the time but in the end i gave him a commendation - and why? because i get achievements for it and i want to unlock a new piece of cloth - so where's the point in this system? you can also receive commendations if you haven't used the (voice-)chat once - because ppl knew you're a really good person and you don't have to say a word
just the same as "if you like me on facebook, you'll get $5" - who wouldn't like him?

greetz
Title: Re: My list of problems/anomalies/suggestions.
Post by: Lord Dick Tim on May 03, 2013, 08:13:42 am
I'm glad we have people in the community that can make an extensive break down like this, because its generally beyond my scope of notice.  It goes to show how years of being a Can Do SeaBee has really made me blind to some rather obvious, now that you pointed them out, flaws.  Just so use to making do with what's at hand, good catches all around, even the suggestions, that's what the feedback forum is all about.

And you can be sure any suggestion presented intelligibly will be looked over, I've got to see this dev team really apply player feedback to the continued mechanism of this game.  Salute for you sir!
Title: Re: My list of problems/anomalies/suggestions.
Post by: Redorio diVario on May 09, 2013, 10:28:38 am
Wow! I've already forwarded this along, but when you compile lists of stuff like this, please send it to us directly at feedback@musegames.com so the right people see it and can get to work on fixes.
It may sound odd and off-topic but in that case what's the point of posting suggestions on forum if the only way to make Muse know about them is to send it directly to them? I mean, it's the first time I see a notification saying that suggestions were forwarded. I bet Muse developers read the forum (at least I hope so) but how do we know which of the suggestions they approve on and want to implement in the game so that we don't have to post them on and on?
Title: Re: My list of problems/anomalies/suggestions.
Post by: Moo on May 09, 2013, 03:21:07 pm
^ Exactly.
Forums > email for such things.
Title: Re: My list of problems/anomalies/suggestions.
Post by: N-Sunderland on May 09, 2013, 03:49:57 pm
...

It brings it to the attention of the entire team, and it lets them have the list in a place where they can find it instead of searching through the forum every time.
Title: Re: My list of problems/anomalies/suggestions.
Post by: Helmic on May 09, 2013, 03:56:57 pm
...

It brings it to the attention of the entire team, and it lets them have the list in a place where they can find it instead of searching through the forum every time.

Or search through that email's inbox.  Copypaste exists for a reason, I doubt the extra convenience on their end means as much as our ability to give the yay or nay.  Wouldn't want them to implement something from this list that we all passionately hated.
Title: Re: My list of problems/anomalies/suggestions.
Post by: Meibes on May 09, 2013, 05:57:30 pm
...

It brings it to the attention of the entire team, and it lets them have the list in a place where they can find it instead of searching through the forum every time.

that's why i suggest a sticky topic where all suggestions/bugs should be put in... see bug forum for my attempt
Title: Re: My list of problems/anomalies/suggestions.
Post by: Moo on July 13, 2013, 11:11:52 am
Aaand some more. Should all still be relevant.


57. New for 1.2 I think: When adding someone as friend from a game lobby, the name doesn't go green until you click on it again. Similarly when blocking someone.
58. Ship screen: When first viewed, ship has engines, some guns, etc. Switching ships causes the engines to disappear until screen is reopened. Changing a gun makes guns disappear.
59. I've seen people using ships named as other ships before, but I had assumed that was on purpose. But now my Galleon is called Pyramidion, and I didn't do that on purpose. So there may be a bug that results in one ship name being copied to another. It may have been fixed already however, as I don't know when these things actually occured. 2013/05/25 My ships are all now called "Squid", except my Galleon, which is still called "Pyramidion"...
60. It would be good to be able to skip the "match will begin" countdown when playing a practice game.
61. Re #6 and #7: Almost no more black screen, but still have strange "exit game" buttons on the loading screens. One on connecting screen very briefly changes to "Exit to Lobby" or something. Why exit game anyway? If you really wanted to do that you could always alt-F4... So exit to lobby would be much more useful everywhere.
62. It seems to always show "connection failed, reconnecting" very briefly when starting a game.
63. Relax/remove chat message length restriction for CAs etc?
64. Icons for players in Social page could maybe have one for "spectator"? Also, what is the black square next to each name? Placeholder for user icon perhaps?
65. Look page: The Facial Detail icons don't really reflect the scars visible on the character model very well.
66. Report screen: One of the options is "match name", but without seeing them do it, you can't be sure who created which game. So for reporting match names, there should probably be some other mechanism, tied to the match itself rather than a player, and the server would need to remember who created it.
67. The status of the ship name display isn't correctly stored between spectating sessions, so if you turn it on in one match, you need to toggle it twice in the next match to see them again.
68. Clicking anywhere in lobby cancels a pending message. This isn't very helpful.
69. Social page: When scrolled down in the "people" lists, updates to the list will show the top of the list, without actually setting the scroll position to the top.
70. When the enter password screen is shown for a private match, the password entry box isn't automatically highlighted, and text chat can still be started, which looks strange.
71. When you are in a match lobby, you apparently can't join another match from a player-popup without first leaving the lobby.
72. Can do team/crew/etc. chat in game list but nothing happens.
73. Location filter in games list has options that aren't available when creating a game.
74. When sending a second report about one player in a day, the text in the message that appears doesn't fit in the box.
75. The "X for voice chat" now doesn't appear when voice isn't available. But sometimes it gets out of sync and appears at the wrong time. (May be fixed in 1.3)
76. Game sound can be heard very briefly as the countdown starts when starting a game. Also I often hear a "clang" when the game does start, as if everyone else was hitting something...



Model/animation related
81. Heavy guns don't have new handles, and characters' hands aren't aligned well with the existing ones.
82. Small/inner barrels of Mercury are often misaligned vertically.
83. Artemis model begins match incorrectly configured, part way through reload. Also reloading manually makes the loaded rocket disappear.
84. Hwacha similar sometimes? Or may just be #93 problem.
85. The flags to the front, top, and bottom of the Goldfish are held by metal poles. These poles become very bent when the ship has sustained damage, but the flags don't change accordingly, and are held up by nothing.
86. Menu background scene: Some of the rubble is very "low-res", texture-wise. Some is very angular, and some bits clip through the propeller blades at the left, plants at the right, other bits of rubble, etc. The brownish bits are fine, it's the greyish bits that look wrong.
87. Character hair... Lighting makes it look very strange (http://s5.postimg.org/4kx9hp4g7/2013_05_12_00002.jpg) sometimes.
88. Fixed 1.2.1?: Top hat (gents): Hair part is placed too high, clipping through hat at back and revealing "default hair" on head. Bowler hat (gents): Gap showing head between hair and hat. Removing that "default hair" brownish colour on the head itself would probably be a good idea too, as that shows with other hats etc too.
89. For many if not all guns, the reloading animation plays all the way through twice. For some of the guns, in the first of the two animations, part of the middle of the sequence is skipped - this can most easily be seen by the two nested covers on each barrel of the heavy flak opening gradually then suddenly appearing fully open. The second time the animation plays through, this doesn't happen. This seems to happen almost always in sandbox, but only some of the time in real matches.
90. When holding the handles of a (light) gun, characters still sway with the ship. This means the hands move around and don't stay on the handles. Either they shouldn't sway, or the hands should be fixed in place with only the rest of the body swaying.
91. Galleon: Medium-sized/front balloon seems to be positioned too high. Were it a bit lower, it wouldn't clip through the diagonal rope (http://s5.postimg.org/etyxf079j/2013_06_04_00005.jpg).
92. Galleon: Tube going between "balloon machine" and balloon itself disappears in lower LOD version. Likewise for other ships, but less noticable.
93. Sometimes high and low LOD versions of guns are out of sync, with one showing the wrong reload position. A (http://s5.postimg.org/h8m7loy4n/2013_06_06_00002.jpg) and B (http://s5.postimg.org/7zompbemf/2013_06_06_00003.jpg)
94. Flamer: The "mount" animation for the handles is bad. The parts that connect to the gun slide backwards during the unfolding animation, separating (http://s5.postimg.org/db84nrq2v/2013_07_01_00004.jpg) from the gun completely, then jump back to the correct position. This seems to vary based on something... Angle of the gun perhaps?
95. Other light guns: I didn't test with all of them, but happens on a few at least. Less obvious than the flamer problem, but the inner front part of the handles are at the wrong angle (similar direction to the gun) during the opening animation and snap to the right angle (straight along the handle) at the end. The handle parts jump forwards and backwards too.