Guns Of Icarus Online

Info => News and Announcements => Release Notes => Topic started by: Grixis on September 16, 2015, 04:44:09 am

Title: Version 1.4.3 Release Notes
Post by: Grixis on September 16, 2015, 04:44:09 am
New features/content:
- Optional DirectX 11 mode (improves performance on supported systems)
- Vet game system: for players with level 30 and higher, available when enough qualified players are online.
- New map: 3v3 Paritan Rumble
- UI Map and Deploy Screen Redo (grid size on maps adjusted to a fixed length of 500m)
- Clan Leveling System
  - Clans have 5 levels (more to come later), each with required XP which can be contributed by clan members finishing matches. XP is adjusted by the number of active members in the clan.
  - Clan member can earn their personal reputation by finishing matches too. Bonus will be added if you play with your clan mates in the same crew, and more bonus for playing with clan mates 10 or more levels lower than you are.
  - Each clan level provides a reward with a reputation requirement. Players joining a new clan will have their reputation cleared.
- Spam protection for captain’s suggestion
- New achievements for playing with novice players and in vet games.

Changes:
- TAB won’t block movements and actions anymore (to reach the old functions select Scoreboard in the ESC menu)
- When accepting recommended skills the game will put the same skill at the same slot, if the skill is currently in your selected loadout
- Altitude meter recalibrated: now uses map boundary as minimum
- Underdog achievements are no longer granted to mid-match joins
- Updated help text in gunner tutorial

Bug fixes:
- Gun UI ammo icons are pixelated
- Clan leaderboard panel text width fix
- Gears are not animated anymore on the Mobula
- Camera issues with Spyglass and Rangefinder
- Outfit list shows first dye twice instead of the second dye
- Inconsistent costume piece order in outfit list
- Engine running sound when ship respawning
- Gun UI not always showing the new ammo
- Capture Point stuck on compass
- Wrong figurehead and decal shown in some cases
- Projectiles explode too late
- Texture setting has effect on crosshair
- Typo in achievement description (The Art of War)
- All the lamps on galleon are floating
- Misplaced steam when rebuilding engine
- Firefighting tools' animation skipped when using two times in a row
- Flag is not waving on Northern Fjords
- Changing tool while falling restarts the wind sound effect
- Grabbing the ladder while falling doesn't stop the falling sound effect
- Battle on the Dunes’ warship collision issue
- "New unlockables available" icon doesn't disappear on rewards tab
- Railing intersecting wall on Galleon
- Invisible impacts on Duel at Dawn
- Checkmarks occasionally missing in tutorial
- Flickering around the body of chem spray
- Repair tools have no effect on components yet animation and sound feedback suggests it does and vice versa
- Dummy shots on certain guns when leaving right after reload
- Engine smoke is instantly removed when ship dies
- Red health bar always on top of blue in spectator
- Balloon decal doesn't appear properly when joining mid-match
- AI switching tools too quickly cutting off animations
- If the gun gets destroyed while reloading, the reload animation restarts
- Voice chat is not working if you enable it during match
- Registration screen related menu issues
- Show what hotkey closes the achievement panel
Title: Re: Version 1.4.3 Release Notes
Post by: -Anakin- on September 16, 2015, 05:01:32 am
I enjoy the sassy new tip box.

(http://i.imgur.com/P4Q3udX.png)
(http://i.imgur.com/UZJWq7c.png)

Small typo in this one, chaps:

(http://i.imgur.com/tEBbbDv.png)

I'm excited to try the new vet system and explore the clan reputation features.

Fingers crossed that 3v3 Paritan works out.
Title: Re: Version 1.4.3 Release Notes
Post by: Daft Loon on September 16, 2015, 06:30:24 am
- New map: 3v3 Paritan Rumble
- When accepting recommended skills the game will put the same skill at the same slot, if the skill is currently in your selected loadout
- Capture Point stuck on compass
- Projectiles explode too late
- Changing tool while falling restarts the wind sound effect
- Grabbing the ladder while falling doesn't stop the falling sound effect
- Invisible impacts on Duel at Dawn
- Repair tools have no effect on components yet animation and sound feedback suggests it does and vice versa
- Dummy shots on certain guns when leaving right after reload
- If the gun gets destroyed while reloading, the reload animation restarts

All particularly appreciated.


However
- Spam protection for captain’s suggestion - Spamming suggested loadouts was a solution not a problem

-I distinctly dislike the lobby colours and the new engine noises

-Having the map off center might continue to be annoying but i might get used to it.

-500m grid seems a bit small for the larger maps and might tempt me towards spreadsheet-lumberjack sillyness
Title: Re: Version 1.4.3 Release Notes
Post by: BlackenedPies on September 16, 2015, 10:43:37 am
- Spam protection for captain’s suggestion

If someone refuses to bring a loadout without reason and refuses to leave they are trolling. The only option as a pilot is to leave yourself which isn't fair to anyone. Spamming loadouts is unfortunately the only thing that sometimes works to get these trolls to leave.

I don't see what problem this fixes. If you're refusing a loadout you're trolling. Captain spamming isn't good but there's NO alternative. Why are we protecting trolls.

Quote from: Daft Loon
Spamming suggested loadouts was a solution not a problem
Title: Re: Version 1.4.3 Release Notes
Post by: Spud Nick on September 16, 2015, 10:48:27 am
"Invisible impacts on Duel at Dawn" I enjoyed watching ships run into this not knowing what happened.
Title: Re: Version 1.4.3 Release Notes
Post by: Mezhu on September 16, 2015, 11:26:22 am
I don't see what problem this fixes. If you're refusing a loadout you're trolling. Captain spamming isn't good but there's NO alternative. Why are we protecting trolls.

Not everyone refusing to play by your standards is trolling. I, too, get frustrated when people refuse to grab the suggested loadout, but truth be told they don't really have to. The captain's authority is some sort of silent agreement within the community but it's not enforced by the games rules anyhow- if that was the case, there would be no suggested loadouts but rather forced ones.
Title: Re: Version 1.4.3 Release Notes
Post by: Queso on September 16, 2015, 11:36:48 am
Woooo, I got like one thing into this patch!

Now if you'll excuse me I have a quidditch team to run, zombies to run from, and a lot of homework. College is weird.
Title: Re: Version 1.4.3 Release Notes
Post by: BlackenedPies on September 16, 2015, 11:51:32 am
The change doesn't help anything except trolls. If you join a ship and the captain tells you to bring something and you explain why you disagree but nothing changes, LEAVE. It adds pointless conflict to the lobby that carries over into the match. Creating conflict that disrupts everyone's game is trolling regardless of the fact there is no official mechanism for removing them.

There's no difference between disagreeing with a loadout and not leaving, and refusing a loadout and not leaving. If I join your ship with chem ext buff and refuse to change you're either gonna have my loadout or you'll have to leave. That's trolling and not fair to anyone. If you explain exactly why you need a specific loadout and they refuse it's the same thing creating pointless conflict.

It's perfectly fine to add protection against spamming IF there is any other way to discourage trolling.
Title: Re: Version 1.4.3 Release Notes
Post by: Skrimskraw on September 16, 2015, 12:25:47 pm
captains are privileged players who are valued above all else, if you do not cohere to their will you are a troll and must be forced to submit to their extraordinary intellect that is the salvation of mankind.
Title: Re: Version 1.4.3 Release Notes
Post by: DrTentacles on September 16, 2015, 12:45:22 pm
When I'm on someone's ship-even a novice, I'll either accept their loadout, or leave. I'd like the same on my ships. The captain decides the loadout, and presumably-though not always-has an idea of how they'll be used.
Title: Re: Version 1.4.3 Release Notes
Post by: Kamoba on September 16, 2015, 01:00:37 pm
To be honest if captain recommended loadouts have been "fixed" to avoid spamming, so should the clan invites to stop those annoying GROX clan guys spamming the shit out of people not in a clan!
Title: Re: Version 1.4.3 Release Notes
Post by: BlackenedPies on September 16, 2015, 01:10:56 pm
A simple fix to recommended loadouts is automatic acceptance with the ability to change. Instead of accept and decline there would be an OK button. You're still free to change but it sends a clear message this is the required loadout.

Same thing should be applied to joining a captain slot. It should automatically switch you to pilot with the ability to change class. This would cut down on non-pilot captains who often leave early and discourage others from joining.
Title: Re: Version 1.4.3 Release Notes
Post by: greendra on September 16, 2015, 01:29:29 pm
A good reason to get back into grinding? I think so!
Title: Re: Version 1.4.3 Release Notes
Post by: Dryykon on September 16, 2015, 02:08:08 pm
I always accept load-outs regardless of who it is. Then change my equipment back to what I want. 

Quote
XP is adjusted by the number of active members in the clan.

It would be great it based off the number of total members so hordes like GROX are forever level 1; make them pay for having bloated masses of uselessness.  ;)

Also, please fix lobby colours... the previous, more dull tones fit the rest of the game perfectly. These colours stick out like sores.






Title: Re: Version 1.4.3 Release Notes
Post by: DrTentacles on September 16, 2015, 02:25:05 pm
+1 to changing color back. Doesn't fit game tone.

(Also, define active? I'm picturing a hilarious world where GSR is going to be grinding achievements faster than other clans, because we've got like 5 active people.)
Title: Re: Version 1.4.3 Release Notes
Post by: Squidslinger Gilder on September 16, 2015, 04:31:17 pm
#BringBackOriginalParitan

All I'll say on that.

Then, what kind of DX11 improvements are there? Is it just performance related involving the rendering? Is it base 11.0 or is it 11.1/11.2?
Title: Re: Version 1.4.3 Release Notes
Post by: Daft Loon on September 16, 2015, 04:41:32 pm
To be fair i should wait and see what exactly 'spam protection' means. If it allows 2-4 and then calls it spam im fine with that, by then ive given up anyway.

As far as things that need spam protection
-Why does block not work on pre-recorded commands
-Why does invite to clan need to be a thing at all, you can invite people by inviting them to apply and if they dont care enough to do that they don't need to join.
Title: Re: Version 1.4.3 Release Notes
Post by: Dryykon on September 16, 2015, 04:52:52 pm
Looks like I can't edit my previous post... odd...

Anyways, it currently looks like the larger clans are having a harder time of leveling, which makes sense. Though I figure larger clans will be able to support a more active player base... so leveling will likely go:

1. Small and very active clan (small size lends them higher match/player ratio than larger clans)
2. Large and very active (too many members that hop on for 1 or 2 matches then leave for a few days)
3. Large and less active (members act as a safety barrier; there will always be members playing)
4. Small and less active (rip)

Also, this:

(http://i.imgur.com/i3CJuyk.png)
Title: Re: Version 1.4.3 Release Notes
Post by: BlackenedPies on September 16, 2015, 04:53:37 pm
Quote
To be fair i should wait and see what exactly 'spam protection' means. If it allows 2-4 and then calls it spam im fine with that, by then ive given up anyway.
As far as I can tell it adds a period before you can recommend loadouts to anyone again. I wish there was any option for discouraging trolling but now there's not the last resort.

The stated goal was to prevent harassing of players who refuse to cooperate. Well what else are we supposed to do after we explain everything and the player decides to harass us and force us to leave? Why is it more important to protect trolls than protection from trolls? If there were ANY other option this would be fine but there isn't. Simply make recommended loadouts automatic and the problem is largely fixed. If the player knows their loadout will automatically change then they'll be less likely to troll. It adds a first step of defense that benefits everyone.

99% of the players in game understand this. The others are not the community. The only way to learn is cooperating with experienced players.
Title: Re: Version 1.4.3 Release Notes
Post by: DrTentacles on September 16, 2015, 05:05:55 pm
Alright. So I'm just going to have to block, report, and leave a massive amount of matches now.

Or just fly with full-clan ships, and stomp.

I enjoy teaching people. I actively try to seek out ships with new players, and talk to then. Usually, 2/3 players on the ship are enjoyable company. The lone troll will either leave, or accept the loadout when spammed. Either outcome is manageable.

Now, the only thing I can do is block, report, and leave. Maybe I can some of the non-trolls to follow, while I go find people with green names, and fly with them. Still, I leave, avoid new players, because a troll poisons the whole ship.

How is this desirable?
Title: Re: Version 1.4.3 Release Notes
Post by: Squidslinger Gilder on September 16, 2015, 06:03:45 pm
Doesn't matter to me, I recommend once. If they don't accept, block list.
Title: Re: Version 1.4.3 Release Notes
Post by: Hoja Lateralus on September 16, 2015, 08:40:32 pm
What I like:

- New 3v3 map, yay! Played few matches on it and I like it so far. Keep it up, we need 3v3/4v4 maps, especially for non-DM modes. (Edit: although 4v4 Firnfield DM would be nice)
- In some cases new, prettier map pictures. GOIO became more pleasant to the eye. Also map UI is kind of nice (although I'd like map to be in center, and perhaps a bit larger, but that's nitpicking).
- New tipbox stuff, some of it pretty fun. Although the longer messages are visible for too little time to actually read them.
- Fixed sound bug. Seriously, as an engineer I rely very much of the component sounds. Glad it's gone.

Mixed feelings:

- Clan leveling. On one hand - you do something with the clans, which is cool! On the other... rewards are usually some dyes, a decal and the last level is some title I guess? It feels not really worth the effort for me, I was expecting more. If you really want to make it count you should make some new content (outfit stuff?) availible only through that way and shop. Also, I know you'll be pretty reluctant to the idea - but how about one level of the reward would be a coupon for like 1-2$ of purchases in shop? Then you could also get people hooked, they could browse the shop thinking "Ohh, this outfit is actually pretty cool, I can give 4 bucks for that". So, summary - basically good idea but you have to take it one or even two steps forward.

- Vet game system. I didn't have an opportunity to check it, but I like the idea. Also, how the level is counted? Is it the highest level? The lowest? The level of class we're currently playing? I'll tell more when I actually test it.


On the subject mentioned above, players feel powerless against the trolls/uncooperative players/morons especially since they can ruin your game so easily. If I have 3 people on my ship and one random you-know-which-clan guy appears* being a 2nd gunner and not responding to ANY form of communication, more often than not blabbering asking for different loadout or other stuff. All I can do is block, report and naively hope that Muse & Friends will sort this thing out...somehow. Half jokingly - half seriously I say: just implement the votekick already and let's be done with it. Being perfectly serious now - this is a problem that will not fade away and my experience shows that currently "we rather encourage than punish" approach is not as effective as community needs. What are we supposed to do? Form a pirate bands and just follow after the trolls to every lobby and crush them or at least go to their ship and troll them back? Fight troll with a bigger troll? Well, I know such cases, especially since GOIO is cheap on sale and it's easy to just buy different account for this purpose. This also encourages flying with clans and effectively stomping (because cooperation and ACTUALLY DOING YOUR JOB is kinda op), which makes people leave the game. Sooner or later you're going to have some kind of system, because with 4000 players best-sale-ever-prime-time (or even 1,5-2k during regular sale) you just will not have enough of manpower to handle this through CA's and mods.

*I would lovely write which one, but then I would be reported for hatred speech and insulting clan/players.
Title: Re: Version 1.4.3 Release Notes
Post by: Keyvias on September 16, 2015, 08:51:03 pm
@Mr.Disaster,
Completely agree on clan leveling! We made the system quickly to make sure it worked and as we tested out how quickly people leveled and the pace we wanted we could look at adding more levels with bigger rewards.
Title: Re: Version 1.4.3 Release Notes
Post by: Hoja Lateralus on September 16, 2015, 08:53:06 pm
Glad to hear that. Also, while you wrote this message I edited my post and added some grumpy monologue, sorry for that.
Title: Re: Version 1.4.3 Release Notes
Post by: Extirminator on September 17, 2015, 07:39:47 am
I never knew why people did not code those tool tips to have an interactive show time matching the amount of words in it. It is not particularly hard to code in, and a lot of games simply don't have it - including goi.

If you just say that the average reader read 200 words per minute, which translates into 3.33 words per second give or take a few seconds for people who are non-native speakers - you could just make the amount of time per tool tip to be:

tooltip_timer = ( word_amount / 3.33 ) + constant_for_non_speakers

and depending on how in-depth you wanna go, you can make it so that constant is influenced by the amount of words too.
Title: Re: Version 1.4.3 Release Notes
Post by: Mezhu on September 17, 2015, 08:54:20 am
Just add a veteran matchmaking leaderboard now and we're cool
Title: Re: Version 1.4.3 Release Notes
Post by: Daft Loon on September 17, 2015, 09:24:40 am
Not in the notes for some reason but aside from the engines the new sounds are great.
Title: Re: Version 1.4.3 Release Notes
Post by: Dryykon on September 17, 2015, 09:44:31 am
Instead of vet matches, I vote for ranked matches. (With the similar 30 level minimum.)  ;)
Title: Re: Version 1.4.3 Release Notes
Post by: Kamoba on September 17, 2015, 05:29:07 pm
Emailed Muse, most likely my.most colourfully worded email I've ever sent them.regarding captain recommended loadout changes...

Title: Re: Version 1.4.3 Release Notes
Post by: Easha Dustfeather on September 17, 2015, 05:57:46 pm
[...]
Also, please fix lobby colours... the previous, more dull tones fit the rest of the game perfectly. These colours stick out like sores.
This!

The sound changes are quite admirable, besides the chopper sounds of the engines. Changing them back would be great.

About that suggestion issue:
No problems with trolls so far. The mayority of the players accepts the loadout if you exlain why you want to have it. Reasonable arguments do work actually - excluding real hardcore trolls who are very rare imho.
Title: Re: Version 1.4.3 Release Notes
Post by: BlackenedPies on September 17, 2015, 07:03:24 pm
The mayority of the players accepts the loadout if you exlain why you want to have it. Reasonable arguments do work actually - excluding real hardcore trolls who are very rare imho.

Yes, it's very common for people to decline loadouts the first time and accept after they understand why the new loadout works better in this circumstance than the old. This happens all the time and helps everyone learn. Then there's the few that won't change no matter what, and spamming often gets them to leave.

Problem is that captains were spamming crew, probably without much explanation, and the players complained. So now we're stuck with slow spamming and delaying the match before we're forced to leave.
Title: Re: Version 1.4.3 Release Notes
Post by: Daft Loon on September 17, 2015, 09:26:14 pm
On the subject mentioned above, players feel powerless against the trolls/uncooperative players/morons especially since they can ruin your game so easily. If I have 3 people on my ship and one random you-know-which-clan guy appears* being a 2nd gunner and not responding to ANY form of communication, more often than not blabbering asking for different loadout or other stuff. All I can do is block, report and naively hope that Muse & Friends will sort this thing out...somehow. Half jokingly - half seriously I say: just implement the votekick already and let's be done with it. Being perfectly serious now - this is a problem that will not fade away and my experience shows that currently "we rather encourage than punish" approach is not as effective as community needs. What are we supposed to do? Form a pirate bands and just follow after the trolls to every lobby and crush them or at least go to their ship and troll them back? Fight troll with a bigger troll? Well, I know such cases, especially since GOIO is cheap on sale and it's easy to just buy different account for this purpose. This also encourages flying with clans and effectively stomping (because cooperation and ACTUALLY DOING YOUR JOB is kinda op), which makes people leave the game. Sooner or later you're going to have some kind of system, because with 4000 players best-sale-ever-prime-time (or even 1,5-2k during regular sale) you just will not have enough of manpower to handle this through CA's and mods.

I have an idea that might even make kicking palatable to muse. Limit it to a number of uses in any given length of time and since the recent theme is encouraging people to play with novices tie the number of uses to the number of novices you have played with in the past X days say 5% (in effect it will be a lot less than 5% of novices being kicked when you account for unused kicks and non-novices being kicked). The biggest stated problem - people routinely kicking novices for just being new - would be impossible under this system. As far as rewards for being nice to novices go the ability to get rid of the small minority of trolls (or for some points of view the worst of the large minority of trolls) is i think unmatchable.
Title: Re: Version 1.4.3 Release Notes
Post by: Dryykon on September 17, 2015, 10:16:10 pm
Clan rankings work perfectly in my opinion... proof:

(http://i.imgur.com/d8aroMp.png)
Title: Re: Version 1.4.3 Release Notes
Post by: Extirminator on September 17, 2015, 10:27:22 pm
...
XP is adjusted by the number of active members in the clan.
...
Title: Re: Version 1.4.3 Release Notes
Post by: Kamoba on September 18, 2015, 02:14:19 am
The mayority of the players accepts the loadout if you exlain why you want to have it. Reasonable arguments do work actually - excluding real hardcore trolls who are very rare imho.

Yes, it's very common for people to decline loadouts the first time and accept after they understand why the new loadout works better in this circumstance than the old. This happens all the time and helps everyone learn. Then there's the few that won't change no matter what, and spamming often gets them to leave.

Problem is that captains were spamming crew, probably without much explanation, and the players complained. So now we're stuck with slow spamming and delaying the match before we're forced to leave.

Assuming you can delay the match, yesterday each match I played with pub crew (before crew forming with friends because it sucked so much in pubs compared to before) each pub match had one crew member who would decline loadout, which i sent after explaining, and with everyone else readied up, and no one adding time I got left with a gimped ship each match.

[...]
Also, please fix lobby colours... the previous, more dull tones fit the rest of the game perfectly. These colours stick out like sores.
This!

The sound changes are quite admirable, besides the chopper sounds of the engines. Changing them back would be great.

About that suggestion issue:
No problems with trolls so far. The mayority of the players accepts the loadout if you exlain why you want to have it. Reasonable arguments do work actually - excluding real hardcore trolls who are very rare imho.


Being a CA I do my best to explain why I am sending loadouts, hardcore trolls are rare, but there are a lot of idiots who will refuse without reason, or intent to troll, then the added problem of people who decline by accident.

The new system is fucking shit if any reasonable captain wants to try and pub without a regular crew.


Edit: And the change to make it just a little bit better would be to give captains the ability to send the loadout two or three times in a short period, then add the delay, that way if someone declines first time by mistake, or before they listened, there is still the chance to send it a second time.

I can understand some people would have abused the old system, and can understand why crew members would be pissed off with that, but the change is too extreme against those who were not arseholes.
Title: Re: Version 1.4.3 Release Notes
Post by: Squidslinger Gilder on September 18, 2015, 02:21:40 am
Might want to look at clan leveling systems in MMOs for ideas for later levels. Usually they have XP boosts or some clear reason for people to grind up to max level.

I really don't get the vet matches. Maybe if you want to sit there any wait for awhile for one to fill but there just isn't much reason beyond that. It isn't a hardcore mode, its just MM for 30+ folk. Rather than vet MM, I'd like to see an actual hardcore mode that unlocks at 30 which is faster, fiercer, and more intense than regular.
Title: Re: Version 1.4.3 Release Notes
Post by: MightyKeb on September 18, 2015, 04:12:32 am


I'd like to see an actual hardcore mode that unlocks at 30 which is faster, fiercer, and more intense than regular.

"1.1 Mode. Only available for levels 30+, Gilder, and any aspiring squid pilot"
Title: Re: Version 1.4.3 Release Notes
Post by: Extirminator on September 18, 2015, 09:03:50 am
Vet mode is only for hopefully not playing with people who have zero experience in the game. It still compares to nothing like a game for people who have been playing the game for years rather than the couple of weeks it'll take to get to level 30.

Also while we're at vet matches, I had some thoughts about it:

First of all, it is still not a viable source of matches that can be had, because it is not accessible for 50% of the day, and for the remaining half you will have to wait between 15 and 30 minutes to get a match going. Even in the absolute peak times it is not possible to get a match at a sane wait time. Vet matches are simply not made for the amount of player-base the game has at the moment.



Now, I had some questions that question the system of the vet matches even further, which arise solely from the fact it has a limit to when it is active, that is determined by the amount of 30+ people online. I am not saying that this limit should be removed, I am saying this limit is needed for the success of the mode but at the same time creates a few flaws in the system.

First, the limit will have to be counted for people above lvl 30 that are not currently in a match obviously, but I am just throwing out likely scenarios of why it has such a large wait time at the moment.

Second, lets say the limit of lvl 30+ people is quite border-lined achieved, and every small shift in the amount of people will throw it off - the game might think that the game has enough people to start running the vet matches, but a large portion of those people flagged as vets will be either idle, or go for normal matches - resulting in longer than expected wait times for vets.

Third, say the limit of lvl 30+ people is quite border-line again, what will happen if people go into vet matchmaker, but meanwhile some of the people will leave, and the option to use vet matchmaker will get disabled again, will the people in the vet matchmaker just sit there until the number of 30+ players in-game rise back to normal state and the matchmaker will be opened again?



This system makes quite a bit of predicaments arise, especially when the player base is low enough to not fully support it... I like the system, but the current state of the game does not deal well with it.
Title: Re: Version 1.4.3 Release Notes
Post by: Omniraptor on September 19, 2015, 03:44:52 am
Extirminator, if there is not enough to fill it up a lobby can be opened up to low-level people. Solves the issue mostly.
Title: Re: Version 1.4.3 Release Notes
Post by: Mezhu on September 19, 2015, 07:03:45 am
snip

Even though it may take a while to find a vet game or get one going, a single lobby could potentially survive for quite a while. The problem is, in my opinion, our inability to host a custom game, then open it up to vet queue only. I wouldn't mind the 10' time it takes to gather people, if the future of the lobby was ensured, and I'm pretty sure many people think the same way.
Title: Re: Version 1.4.3 Release Notes
Post by: MightyKeb on September 19, 2015, 07:56:55 am
snip

Even though it may take a while to find a vet game or get one going, a single lobby could potentially survive for quite a while. The problem is, in my opinion, our inability to host a custom game, then open it up to vet queue only. I wouldn't mind the 10' time it takes to gather people, if the future of the lobby was ensured, and I'm pretty sure many people think the same way.


Actually, it's very possible to host a vet custom game. I'm not sure why you've had problems with it, but perhaps there's a higher player requirement for hosting vet lobbies than it is to be able to queue for vet lobbies.
Title: Re: Version 1.4.3 Release Notes
Post by: Mezhu on September 19, 2015, 08:51:49 am
I'm saying we should be given the ability to open custom-hosted lobbies into the vet queue.
Title: Re: Version 1.4.3 Release Notes
Post by: Dementio on September 19, 2015, 09:38:07 am
When you create a custom game you can check a checkbox that says "Vet game". I believe once it is a vet game, players under lvl 30 are not able to be queued into it. If they do, it may be a bug.
Title: Re: Version 1.4.3 Release Notes
Post by: Mezhu on September 19, 2015, 10:03:06 am
According to Lu, doing that opens it to the normal queue rather than the vet one.. I was under the impression that was intended
Title: Re: Version 1.4.3 Release Notes
Post by: BlackenedPies on September 19, 2015, 10:14:30 am
You can create a vet match by checking the box. You can then turn it into a normal match by pressing the button on the bottom. After that you can press the recruit from queue button to invite to MM.
Title: Re: Version 1.4.3 Release Notes
Post by: -Anakin- on September 19, 2015, 04:32:54 pm
I've had a couple of great vet lobbies so far. We've had a lot of success starting lobbies with clan and friends then advertising in global to fill the rest of the slots in just a couple minutes. Queuing is not so successful.

Also custom vet games without lobby timer and rematch vote have lasted 4 or 5 solid games before dissipating. It feels like pre-matchmaker lobbies and that's a good thing. I'm very happy to have it in the game.
Title: Re: Version 1.4.3 Release Notes
Post by: Mannson on September 23, 2015, 01:32:19 am
Is it just me or does mino and hades not only have faster projectile speeds, less arc in trajectory and in case of mino, pack bit more punch?
Title: Re: Version 1.4.3 Release Notes
Post by: Kamoba on September 23, 2015, 11:30:40 am
Is it just me or does mino and hades not only have faster projectile speeds, less arc in trajectory and in case of mino, pack bit more punch?

Its just you, or you're just up against people who can use them more effectively now :)
Title: Re: Version 1.4.3 Release Notes
Post by: Mannson on September 25, 2015, 05:33:44 am
Is it just me or does mino and hades not only have faster projectile speeds, less arc in trajectory and in case of mino, pack bit more punch?

Its just you, or you're just up against people who can use them more effectively now :)

Actually, it was the otherway around, our ships had the minos and hades. I swear, I either recall the arcs and speeds wrong, but to me hades seems to fire non-lesmok ammo like it had lesmoks! And mino just trashes around more.
 Well, guess me and my pals were just bad shots with those guns before... Anywho, not complaining, gonna use those beasts more often nowdays!
Title: Re: Version 1.4.3 Release Notes
Post by: SapphireSage on September 25, 2015, 03:29:20 pm
You may or may not already be aware, but the effectiveness of the mino on a target is not only dependent on location of the hit, but also on what tool, if any, the captain of the target happens to be using at that time. (ie. ships with claw on will turn a lot, but ships with kerosene or moonshine will be mostly unaffected). I am unsure about the hades bit though personally.