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Messages - Daft Loon

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1
Feedback and Suggestions / Re: Making new players stay
« on: May 16, 2018, 06:11:31 pm »
One small + easy step would be to use matchmaking ranks to eliminate the least balanced possibility from the post match shuffle, so many times a perfectly good strong ship + weak ship vs strong ship + weak ship match is followed by strong ship + strong ship vs weak ship + weak ship. Sometimes it just means 1/3 matches are unbalanced, sometimes people quit after the unbalanced match.

2
Gameplay / Re: Mines
« on: February 05, 2018, 07:53:33 pm »
With practice they can be fired to land right next to or in front of a target ship leaving them little or no time to react. Getting 2 or 3 repeated hits in this manner starts to cause serious damage on account of the mines hitting almost/all the components on a ship.

There should be some good guides lying around here on the forum or in the steam guides (probably the ones for online not alliance) if you look around for them.

3
General Discussion / Re: My renewed argument for Free to play
« on: May 11, 2017, 08:11:40 pm »
Lets keep things civil and on topic guys.

Too much doom and gloom here...I remember days where the average pop was ~30. Call me an optimist, but I'd hate to see Guns die with final conversation like this. I'm not buying the "end times" talk.

I generally play in the "overnight" time slot and remember times when I thought the game might be near death because the entire population could be 8 players in 1 lobby, that's happening again but now half those players jump over to alliance to avoid the pains of trying to get an 8 person lobby actually running, and the other half leave making the PvP literally albeit temporarily dead at those times. I don't think its pessimistic to give the PvP a 50% chance at best of surviving the year if that continues. Because it needs minimum 1 person Alliance will last in some form as long as the servers are running but without some major improvements that won't be much of a population.

4
General Discussion / Re: My renewed argument for Free to play
« on: May 10, 2017, 09:16:39 pm »
I see what you mean about people on high horses etc, but I don't think even a miraculous change in veteran player behavior would have helped much, I'm basing that on the fact that for me at least the game became distinctively less fun when I started caring about not ruining it for other players and only really recovered when I stopped caring about playing "properly" and basically went back to being a scrub myself.

5
General Discussion / Re: My renewed argument for Free to play
« on: May 10, 2017, 07:27:24 pm »
...If you really want to spread the talent evenly you need to break up the circle jerks and divide the high level people among different ships.  ...

And when main engineering for a failing pyramidion rapidly stopped being fun the people who did that either went back to some extent of stomping or left entirely. Meanwhile a bunch more new players also left because of some "teacher" adding 5 minutes to every lobby in an attempt to talk to a brick wall.


Anyway, good epitaph for muse, I look forward to dancing on the grave.

Did Howard run over your dog or something  :'(

6
Feedback and Suggestions / Swivel gun generic MKII concept
« on: May 10, 2017, 05:19:34 am »
Almost any light gun with the following tweaks:

-Reload time roughly doubled
-Arcs changed to those of the flare gun
-Turn speed doubled where not then excessive
-Clip size reduced on guns with high impact per clip, gatling, mortar etc

The main use for these guns would be similar to that of the flare guns some players put on the sides of their pyramidions, to get some firepower out of otherwise underused gun-slots/ crew members.

An in-game warning would be needed to deter clueless players from putting these in the main gun slots of their ships.

7
General Discussion / Re: My renewed argument for Free to play
« on: May 07, 2017, 11:51:28 pm »
Most likely muse will re-pin their hopes from alliance onto:
A - Some kind of promotion to go along with the final 2 factions releasing
B - Releasing the game on PS4

Also to summarize my post from the similar post to this on the steam forum - No fix to matchmaker + lobby wait times = Failed attempt to revive the game

8
General Discussion / Re: Reasons to join Mercantile Guild
« on: May 07, 2017, 06:46:06 pm »
The Guild seem to be worse off there because Yesha and Arashi have only been allocated their 'core' territories while the merchants still own a huge chunk of the middle bit. I would be surprised (although its muse so maybe not too surprised) if Merchantile still owned Oblivion Pass, Garrington and Faron by default when they release it.

The Arashi might get an easy time unless they put in some relevant new mechanics but the merchants probably won't have this bad a time and even if they leave it the merchants will quickly lose those territories and likely no longer have to fight at least one of the Angleans, Yeshans or Baronies.

9
Feedback and Suggestions / Tempest skill ceiling concept
« on: May 06, 2017, 10:51:41 am »
Currently after a certain range the rockets start to die one by one.

How about instead they simply stop tracking and fly off to a longer maximum range in whatever direction they were last pointing. With the right changes to range, arming time, rocket 'death' rate etc this would lead to a situation where anyone can hit targets in the 'sweet spot' between arming range and the start of rocket failure but after that instead of losing damage as is the current situation it becomes harder to hit. Most people could manage to hit a target 50m beyond the tracking range, people could aspire to hit targets 500m or more beyond it.

Essentially you would be shooting a hwacha in third person from ~750m away, at an angle.

10
In the testing for the shrike I think there were a few people bringing tar as a fourth pilot tool on the gunner with some success or at least enjoyment.

Impact bumpers are also usually passed over but devastating in the right situation, having an engineer jump onto helm for 1 second to activate them could be viable with good co-ordination.

11
Feedback and Suggestions / Re: How about an op ship or weapon?
« on: May 06, 2017, 09:15:38 am »
The 4 light gun version of the stormbreaker would be a pretty solid option for a noob ship:
-2 more or less forward facing light guns
-Open plan repairs
-Easy steering (the forward acceleration might need toning down a little)
-Pilot can see clearly where his guns are aiming/can aim


Also I would use Richard's proposed tool for almost every match with novice crew, for the sole* purpose of repairing that one turning engine that's damaged and slowly drifting my ship into a curve.

*at least the only purpose needed to justify it to me

12
Feedback and Suggestions / Trading Map Concept
« on: May 05, 2017, 12:06:54 am »
An idea I've been cooking up for a single-player map minigame that could tie in to the main one.


-Picture just for context

Essentially its just a buy low, travel, sell high resource trading game using the existing map.

-Each of the capitals has a buy and sell price for each of the 6 resources. (maybe Cathedral as well because it looks notable on the map)

-You start in your factions capital as an icon for your 'ship' and can buy resources to fill up your cargo hold using money from your war chest.

-Each of the remaining provinces on the map is randomly assigned a match type from alliance or skirmish, if your current province has a line to the next one you can move there by winning a match of the type shown for that province. (Difficulty/ underdog could be accounted for somehow to avoid anti fun incentives but this is still just a concept)

-After winning the needed chain of matches and arriving at another capital city you can sell your cargo, hopefully for a profit.

-Losing too many matches results in your ship being destroyed and cargo lost, you start again in your capital, the counter could be reset at a capital province (maybe for a fee if its not yours).

-At some point both the provinces you 'defeated' and traveled through should gain a new required match/ replace their current one* respectively.
*to prevent building up a map full of disliked match types that the player avoided.


Things to do with the profits:

-Spend them on existing map reinforcements.

-Buy a better 'ship' for this map game, a galleon for example might allow you a larger cargo hold and take more losses before you die but be somehow slower (I've not figured out what speed would do yet).

-Buy other buffs for this map game, like setting up a refueling point in a non capital tile, or suppressing pirates along a trade route (meaning you can fly it for free while the buff lasts).

-Buy better versions of map reinforcements by taking a hold full of resources directly to the province you want to benefit, for example a hold full of timber and mined resources might get better and cheaper walls, but only if you fly to where they are needed.

-Buy essentially pointless vanity items, titles would be easily done, other things could be possible.


Basically its a pale shadow of peoples hopes and dreams for adventure mode, but it would be nice to fly around the map even in a limited and abstract manner, and would give a sense of individually doing something that faction war map really lacks.

In its most basic form it would be really easy to implement and could be expanded from there if people enjoyed it enough to merit that.

13
The Gallery / Re: "Night map" Screenshots
« on: May 03, 2017, 11:39:38 pm »
Some more screenshots this time from the bugged ashen scuffle practice mode.

Target dummy & flamethrower


Engines on fire


The deck of the squid


View of a spire from the squid


Cake

14
Gameplay / Re: Ships locked / unlocked ?
« on: May 02, 2017, 01:07:37 am »
You could ask Muse for the win/loss (in normal PvP matches) stats for novice crews on each ship, I would be very surprised if the goldfish had a higher win rate than the spire and not at all surprised if the spire had the top win rate.

Calling goldfish hard instead of intermediate is a bit silly though, it doesn't really compare to the squid or mobula as far as difficulty goes.

15
Feedback and Suggestions / Re: Top Tempest missile fix suggestions.
« on: April 30, 2017, 09:38:43 pm »
How about removing the aim dot if possible? That would make it at least a little harder to hit with, definitely more 'immersive' and hopefully more fun. Clouds would also provide useful cover even when spotted.

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