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Messages - Safewood

Pages: [1] 2
1
Feedback and Suggestions / Re: List of suggestions
« on: July 03, 2014, 09:04:37 pm »
@ Piemanlives:
Yes, Hephaestus Challenge.

Sure, no problem. I wanted to discuss new ideas rather than argument about whether it's viable or not. Thanks. :)

2
Feedback and Suggestions / Re: List of suggestions
« on: July 03, 2014, 08:17:39 pm »
@ Piemanlives:
If it's close range, then of course, you're going to go down no matter what. I've now watched quite a lot of VODs from the HC tourney and 9 out of 10 teams go 3 Engi's, too. So within the competitive scene it seems to be the most popular setup, and with good reasons.

3
Feedback and Suggestions / Re: Control the lobbies
« on: July 03, 2014, 02:56:26 pm »
@ Alistair MacBain:
We play mostly non-novice games, against level 10+ crews, and there isn't really much of a challenge to find there. It's probably just scrambled crews we've been playing against, and I'm sure we would get our asses handed to us in a competitive setting however.

I've now watched some VODs from the HC tourney, and I can see that the builds and setups are very much alike ours, which I'm happy to see we've at least understood and progressed in the right direction.

4
Feedback and Suggestions / Re: Control the lobbies
« on: July 03, 2014, 02:16:28 pm »
@ Alistair MacBain:
We'll definitely ask for tryouts, but we would need subs for our own crew, too, because not everyone can play when needed. SCS looks fun to try out as well. Again, thanks for showing me this; I really want to try this game out in a competitive setting, since it's really hard to find someone who would beat our asses red and blue. I'm sure this is the right place. :)

5
Feedback and Suggestions / Re: Control the lobbies
« on: July 03, 2014, 01:55:36 pm »
@ Imagine & Alistair MacBain:
Ah, that's pretty cool. I'll try to ask my friends if we can't try this some time, though we would have to play as subs, since we don't have 8 players. Thanks for the info.

6
Feedback and Suggestions / Re: List of suggestions
« on: July 03, 2014, 01:43:59 pm »
We need lesmok on the flamethrower, so we pull the lesmok engineer from his repairs to load the gun, soon we need to load greased so we pull the greased engineer from his repairs to load greased, and then we'll need the incendiary engineer to load... well you get the point. While certain builds and people use three engineers on their ship, having them load the different types when they could be doing something useful is needless tedium.

Take Pyramidion for instance. You have two top, where one rotates, while the other is stationary until we're forced fully broadside, and last's on the deck. The one who rotates sits on the Gattling with Greased Rounds, and will reload that onto the Flamethrower when there's dead time, and the stationary will sit on Mortars with Charged Rounds while repairing the balloon whenever possible, but will rotate to the Rockets as soon as they have no line of sight.
The last Engi has Lesmok or also Greased Rounds, and will be the primary repair man. However, when shit starts to hit the fan, you're the focus and there's no point fighting back, then the time 3 Engi's beating relentlessly on a red Hull waste for the opponents is just incredible. It usually gives your team mate enough time to draw one of them away from you, giving you enough breathing room to come back into the fight and start focusing 1v2 against them.

7
Feedback and Suggestions / Re: Control the lobbies
« on: July 03, 2014, 01:26:38 pm »
@ GeoRmr:
Where is this competitive scene exactly? I've checked ESL, ESEA and IRC (QuakeNet and GameSurge). Does it have its own gather system like ENSL?

8
Feedback and Suggestions / Re: List of suggestions
« on: July 03, 2014, 03:44:01 am »
@ Captain Smollett:
If an enemy ship applies continuous fire to a machinery, then the fire extinguisher is rendered useless. You can not put out the fire, if there the fire is constantly applied. Therefore you need to put chemical spray on it, and then extinguish the fire.

That's why I would like to see a more "aggressive" fire on the machinery, or see where the enemy is throwing fire.

9
Feedback and Suggestions / Re: List of suggestions
« on: July 02, 2014, 07:18:28 pm »
It's common courtesy to not assume everything, in such case, editing has a time limit. Can you please refrain from doing that in every single post, or I'm just going to completely ignore you next time.

1. No, it isn't.

5. Changing this with the class, would definitely solve the class balance. I'm sure of that.

6. If you do not change ammo between reloads, then you've effectively dumpstered your DPS. The ammo from gunners is only used once by others, which the gunner can only provide in dead time, hence they're completely and utterly useless. You have 3 engineers with 3 different ammo's. One who rotates, and two stationary. Hence, you don't need a gunner. Fact.

10
Feedback and Suggestions / Re: Control the lobbies
« on: July 02, 2014, 05:36:48 pm »
@ Grey T:
Now that it was elaborated so well, I can definitely see your point of view. I didn't realize players would be that strict about an undefined / undeveloped meta, however, in a defined / developed meta like in CS / LoL / NS2, players definitely are very strict about how others have to follow the meta to the T. Though I'm still inclined for a veto than moderators.

11
Feedback and Suggestions / Re: List of suggestions
« on: July 02, 2014, 05:32:18 pm »
Changed the list a bit.

1. Show enemy's fire projectile, or a more aggressive fire on the machinery to show fire is being applied.
Reason: Makes it easier to tell whether you can use the fire extinguisher or not.

2. Visual feedback, such as a 'No' symbol with text under it explaining "Can only repair when off cooldown", "Cannot extinguish when fire is applied", "Can only extinguish when off cooldown", and so forth.
Reason: Makes it easier to understand what you can and can not do in different situations (tailored for new players). Option to turn this off.

3. Audible feedback, such as a more distinguishable sound effects on tools when you can or can not use it, damage sounds on the different machinery, etc.
Reason: Makes it easier to understand what's going on around you, without the need of visual feedback (tailored for experienced players).

4. Floatable icons, two UI size, where the greater size also shows you fire stacks.
Reason: Makes it easier to make decisions where to prioritize the fire extinguisher.

5. Changing ammo should not force you to reload, and after you've changed ammo to then reload, should not be canceled when you leave the turret, nor should it change back to default.
Reason: Makes alternative ammo a lot more efficient and seamless to use.

6. Classes. Every class has a default tool everyone can use, but every class also has exclusive tools only their class can use.
Reason: Makes it easier to balance the usefulness of the classes. Gunners are not needed at all; note: this isn't an opinion.

7. Matchmaking system with matchmaking rating.
Reason: Makes it more convenient to get into a match, while also potentially make the match more fair (such as premades, randoms, rating, etc.).

8. Let you strafe into the ladder (e.g. W + D into the ladder).
Reason: Makes it easier to get onto the ladder.

12
Feedback and Suggestions / Re: Control the lobbies
« on: July 01, 2014, 11:43:46 pm »
Whether it's possible or not is completely irrelevant. Whether I disagree with the build or not is also completely irrelevant. You're absolutely missing the point.

Edit: Read my post once more. Majority is the key word here.

13
Feedback and Suggestions / Re: List of suggestions
« on: July 01, 2014, 11:33:30 pm »
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.

One thing that also makes the alternative ammo's useless, is that you have to reload a new clip when you choose an alternative ammo. For example, you want Heatsink Clip when you get close to a flamethrower, however, you don't want to use it while you're out of range, or you're running from broad side to battery, and there's just no time for you to change ammo. So you'd have to change between the actual reload time, which makes the alternative ammo's a lot less efficient.

Currently, the alternative ammo's are more or less made for each turret type. If the ammo could have a purpose of itself (e.g. reduce movement, increase cooldown, clutter vision, etc.) instead of being designed for a turret, then it would be a lot more viable. That, and the clip being unaffected by changing ammo, yet apply the disadvantages (e.g. -20% clip size on a 4/20 bullets would empty the clip).


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.

An example is if the hull has 4 stacks, while the engine has 16 stacks, yet their health looks relatively the same, because of other sources of damage has been hit more on the hull. However, by the time you're done with the hull, the engine has taken massive amount of damage that you could've prioritized instead. Instead of the fire growing, the stacks could be shown in the floatable UI's.

For seeing where the enemy is throwing fire, it's confusing whether you're actually doing anything with the fire extinguisher. The "out of powder" sound effect just adds to the confusion, because at first, I was wondering if the fire extinguisher was empty. Suddenly it worked again, and I thought there might be a cooldown on the fire extinguisher, however, I eventually figured out that when fire is applied, the said tool is rendered useless. Additionally, you can see where the enemy is trying to focus the flamethrower next.


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.

A 'No' symbol with a text under it explaining "Can only repair when off cooldown", "Cannot extinguish when fire is applied", "Can only extinguish when off cooldown", and so forth. In addition, a more distinguishable "klunk" sound; it would make it a lot easier to understand. An option to turn off visual feedback, if you find them to be in the way.



14
Feedback and Suggestions / Re: List of suggestions
« on: July 01, 2014, 09:09:46 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.

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.


Quote
slow-moving meteor showers
really?

It's sort of like the storm, but instead of being a huge-ass cloud that clutter your vision, there's medium-sized meteors that you have to be aware of, as well as something you could potentially work to your advantage.

What's your issue with it?


Gunners
Quote
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).

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


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.


At this point, I feel you're just trying your best to be difficult with me. There's always a reference someone might not get, there always is. However, the message I'm trying to get across should be clear enough, don't you think?

To know what to prioritize from a distance, if the health is similar each other. It's not of huge importance, but rather a nice-to-have feature. However, the UI is far from clear to a new player, because I have a full crew to play with most of the time, we were able to figure out majority of the mechanics. Though I'm sure I would have headaches to figure every mechanics as a single player.

You have a global cooldown for repairs, and you have a out-of-order cooldown which you can have as many players as you want to repair the machinery. On top of that, you have a global cooldown for fire, and stacks of fire that makes no sense to you at the start. It's just a number counting down, and you're standing there relentlessly trying to put out the fire, without understanding if you're doing something right or not. There's no visual feedback telling you if you're doing the right or wrong thing; you only have indistinguishable audible feedback, at least from my perspective.

An additional option from "Noob Tutorials", could be a text under the visual feedback, explaining the situation for you (e.g. "The cooldown is global for maintenance", "4 seconds removed from fire", etc.).


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.

King of the Hill / Crazy King. You load in faster, meaning you get a headstart on the capture point.

Deathmatch. You group up and head towards the vicinity of your opponent.

I've had so many times, where we've loaded slower than the other team, because of latency, hardware or what have you. Point being, we spawn, I check the map, they're already heading our way without us having the time to group up with our team mate's ship, or they're already far ahead to the capture point than what we are (excl. that spawn points can be closer to the points from each other).

Besides, what does it hurt to wait a mere 15 seconds to get your ship going? It could be 8-10 seconds. As long as everyone's on an equal standing.

Edit: Rephrased slightly, and added another suggestion.

15
Feedback and Suggestions / Re: Control the lobbies
« on: July 01, 2014, 07:50:02 pm »
@ Grey T:
Even though I don't mind, I would like to point out, what's fun for some doesn't necessarily reflect on others as fun. You're doing this because you think it's fun, but others might find it frustrating, because a Galleon with flamethrowers only is outright stupid.

A veto would be the best of both worlds, so you don't need to rely on moderators. If someone goes a "trolly" build, and the majority finds it annoying rather than interesting, then the one captain should cater to the majority than the majority catering to the single captain.

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