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Messages - ATeddyBear

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1
General Discussion / Re: SEeeeEEEccreet
« on: September 20, 2013, 02:02:30 pm »
...on the steam box be anti-climatic considering the game already runs on Linux, thus anybody who owns it would already be able to play it on said hardware?

True. Alright then, Now a theory that is far cooler.

Muse was invited to Valve to engage in talks over a new ARG to promote the release of Half-Life 3. It would be in the same vein as the Potato Sack games and Portal 2.

See the pieces are coming together. And the ARG finishing will coincide with both the "Steam Box" and Half-Life 3 being released. The cherry on top would be if you buy the "Steam Box" then you get a copy of Half-Life 3 free.

So...Half-Life 3 confirmed?


2
General Discussion / Re: SEeeeEEEccreet
« on: September 20, 2013, 10:13:17 am »
I know what it is.

Guns of Icarus Online: Adventure Mode is the third game in the Guns of Icarus series
Third game = 3
Valve = Half-Life
Half-Life 3 confirmed!

In all seriousness I would put my money on some sort of Guns of Icarus release on the about-to-be-announced Steam Linux based hardware.

3
General Discussion / Re: GoI:O on Playstation
« on: August 20, 2013, 04:20:07 pm »
The more the merrier, I have stayed out of the console market for a while because I can't work a FPS with a game pad. Hopefully the new players will be less ham handed than I. While GOI isn't as twitch based as some FPS's it does require a great deal of precision and smoothness which I am not sure a thumb stick can provide.

Some PS3 games support mouse and keyboard gameplay. I use my mouse and keyboard to play Dust 514.

Assuming the same support carries over to the PS4 and the Unity support is universal I would not be surprised to see mouse and keyboard supported in the PS4 version of GoIO

4
General Discussion / Re: GoI:O on Playstation
« on: August 20, 2013, 01:53:47 pm »
Ditto. I was like "Oh wow look at all these neat indie games...wait did they just say Muse games?"

5
Gameplay / Re: Clouds. Are they broken?
« on: June 26, 2013, 09:50:57 am »
I have had similar experiences with the clouds not losing spots very well recently. They were fairly effective at it before, as I remember using the clouds in Water Hazard for stealthy approaches and then quickly diving back into them to lose spots.

6
Alright who wants to do two dual-harpoon pyra's with me? We willl dominate!

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Feedback and Suggestions / Re: HUD/UI
« on: May 24, 2013, 01:58:39 pm »
Not that I know of. Also moved it per your request

8
The Lounge / Re: Guns of Icarus RPG
« on: May 24, 2013, 09:53:32 am »
What I made is closer to a card game, it's combat only, since Icarus is currently combat only.

I would akin it to a board game using a system similar to Fantasy Flights d10 based games.

To make it an RPG we really need skills, Both for combat (Jury-rigging, Deadeye Stop, Crazy Ivan) and non-combat (Charm/Impress, History, Research, Drinking Games). Along with alignments, lore, etc.

Saying that though. I would love to help out. 90% (10% is DnD 3.5) of my tabletop experience, both as a GM and a player, is in Palladium Megaverse RPG's. So that would be like Rifts, Palladium Fantasy, Dead Regin, etc. Most of my ideas and stuff will be based around that.

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The Lounge / Re: Occupations and Careers
« on: May 22, 2013, 05:17:00 pm »
Fancy job description I use to impress people: Debugging Solutions Architect. (Sounds badass, but won't hold up around actual developers. Fun to say at high school reunions).
More realistic: Software Developer (I usually just say I'm a programmer).
What I really do: Something is broken or is complex to develop, I end up getting it to make it work.
What I spend a lot of time doing: Managing and developing the vehicle management system for a very large vehicle manufacture. Chances are if you walked into one of their dealerships you end up seeing something I helped develop. Also if you ever interacted with one of their websites. The vehicle data that is on their website is from our system.

10
I highly suggest looking into joining a clan (Look down in The Docks forum). It will allow you group up and play with some very good pilots and crew who generally won't be yelling/demanding you to do X.

11
- The only ship I would want two gunners on, maybe, is a Galleon. I'm with Zill on having at least one gunner though.
- I can understand suggesting different loadouts/guns, but there are better setups then Gat/Flak. Demanding is just being rude. I find explaining my load out generally helps people grasp why I am not using meta.
- No Goldfish or Squids? If they want to fly two of the slowest turning ships in the game go ahead. I will be in my Squid and get plenty of kills off of them plus tar barrel them for insult to injury. Goldfish's are brutal in proper hands (/me Looks at Zill). As said earlier. Every ship can be good.
- I always take chem spray when I'm a engineer. The extra fire protection can be useful in a pinch, but that's my personal preference.

12
Feedback and Suggestions / Re: ROLE PLAY section in the Forums
« on: May 21, 2013, 03:30:29 pm »
Locked since issue was resolved

13
The Docks / Re: Harpoon Research Division
« on: May 21, 2013, 03:11:30 pm »
There's only one thing to change on my post about conclusions and such. The rope will last FOREVER as long as the gunner does not shoot it again. Otherwise, everything seems to act the same. However, the physics was tweaked a little bit so that might affect a few things.

Rope lasting forever, or what appears to be quiet a while, is very nice. Don't have to worry about losing it half-way through a maneuver. Now if we could get the harpoon winch to be controlled by the gunner and not automatically reel in we could have a lot more predictable maneuvers.

14
The Docks / Re: Harpoon Research Division
« on: May 17, 2013, 10:02:52 am »
Sorry for the necro. Does this thread reflect the current state of the Harpoon? Or have there been any major patches since all this theorycrafting happened?

Thanks!

Not really. The manuvaures themselves are still valid since the basic mechiances have not changed a ton. The big thing we would need to test is the physic/mass changes to ships. This could change the reel in speed, how well ships can be pulled, do larger ships pull smaller ships better now?, etc.

I would love to do another HRD session, but I have been very busy the last 2 months. Hopefully once things settle down I can setup another one. If someone else wants to setup a time I'll do my best to be there.

15
Gameplay / Re: Achievement system flaw
« on: May 14, 2013, 02:49:57 pm »
I had a much longer post typed up, but you guys beat me to it. So no reason to stomp over the same points. One thing from it I would like to add.

Contrived? "having an unnatural or false appearance or quality."

This was in regards to it being a "requirement", not that your issue with the system was artificial. I could use a different word such as hyperbole, dramatic, etc. But I thought "contrived" would be a better use as it isn't as nasty as some other words. I apologize if you took a personal offense to it.

Now onto where you guys are in the conversation.

Quote from: SilentHaven
Why not let achievements just be achievements (like in other games) and have the cosmetic awards be the only thing given for doing them? Is it too late to have ranks be awarded in some other fashion? One that better depicts how experienced or skilled a person is rather than how willing they are to grind achievements?

I whole heartily agree and this was kind of the point I was getting at. The achievement system is fine, the ranks and how people use and view them are the issue. They have no weight to them. A new ranking system that would take in matches played, win/loses, time played on a class, etc to give a similar aggregate rank would be far more accurate. Designing and implementing a system like this would most likely be more time than it’s worth. Especially in the grand scheme of things at the moment with Adventure mode and maintaining Skirmish mode. However nothing is saying it’s out of the question until we hear from a Dev.

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