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Messages - Kanimal

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Feedback and Suggestions / Displaying Microphone Input Levels
« on: February 28, 2013, 09:46:35 pm »
I noticed that there is no current indicator that relays the mic level when voice chatting.  This makes it a bit difficult to know how loud you are or if your mic is actually functioning.  I was playing a game and coordinating efforts with the mic.  Turns out I actually wasn't doing anything like that as my mic was unplugged and there is no way to tell what the input level is.

It would also be helpful to display on what channel you are voice chatting (I don't think this is currently done, so correct me if I am wrong), such as current crew or team captains only.

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Feedback and Suggestions / Changing 'Block' to 'Mute'
« on: February 28, 2013, 09:41:32 pm »
The title is fairly self-explanatory.   Block implies some sort of mechanism to prevent seeing/playing with another player (I have no idea how that would actually work, but that is beside the point).  I think it would be more helpful to have it labeled 'Mute' as that is a more accurate description of what the option actually does.  This was brought up in another thread so I thought I'd break it out to keep everything separate.

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Feedback and Suggestions / Re: Warship 1v1
« on: February 27, 2013, 04:21:28 pm »
I would love for a 1v1 system to come into play again.  Even if it wasn't with giant warships, though I think that idea sounds really interesting.

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Feedback and Suggestions / Re: Larger Crew Size
« on: February 27, 2013, 12:28:19 pm »
IF you were to implement a system where the size of each crew could be increased, it would have to be across the board for all ships.  Allowing the galleon to have more people while not allowing every other ship to would be a bit absurd.

There isn't a ship in which 6 crew members technically couldn't find something to do.  All ships have at least 3 guns, 1 pilot slot, and a hull and balloon and engines to occupy engineers, so I could see it working in concept, though I think the downtime would sizable in many situations and reduce the fun.

I don't see any problems with making it a match option as long as six is the max (even five as a max would be reasonable).  You could even go the other way and increase the hectic nature of the game by allowing a min of three slots.

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Feedback and Suggestions / Re: A fix for Fire, and Flamethrowers.
« on: February 27, 2013, 12:09:14 pm »
I like the fire mechanic but I think the chemical spray effect could last for longer without unbalancing anything.  I do also see the ridiculousness of a metal object catching on fire but it does help to make flamethrowers a viable weapon.

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Feedback and Suggestions / Re: Clearing chat after death
« on: February 27, 2013, 11:59:45 am »
I second this.

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Feedback and Suggestions / Re: Beginner omni class
« on: February 26, 2013, 02:52:10 pm »
What about allowing class changes when your ship gets destroyed?  This way if things go south the captain can request some adjustments without being stuck in a hole the rest of the round.

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Feedback and Suggestions / Re: Ship Customization: EXPANDED
« on: February 26, 2013, 12:53:05 am »
I think they'd be better served making an additional ship or two rather than allowing customization of engines and balloons.  Allowing those variables into the mix would make balancing a challenge.

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Feedback and Suggestions / Re: Damage Indicators
« on: February 26, 2013, 12:48:19 am »
Conjuncture works both ways =).

Not when the number of casual gamers far outweighs the number of hardcore gamers.  Especially for a game with a pay structure such as this (fixed entry cost), the developer would be better served financially getting more new people into the game, rather than get the same people to play the game more.  In a p2w or p2p or whatever you'd like to call it, the developers have a greater incentive to develop a hardcore fanbase as their willingness to pay is higher.  It's economics.

I sure hope you'd feel you're ship getting hit by a rocket even if your person isn't hit.

And no, additional UI components don't have to be obtrusive.  A well thought out UI can take an OK experience and make it enjoyable.  I do it for a living =)

All of these arguments are based on how the mechanics currently work and mostly add up to complaints about how it would effect current strategies.  I find that to be a little short-sighted.  Gameplay changes and players and their strategies evolve.  If it improves the experience for a majority of possible players I think a few adjustments would be worth the relatively minor costs.  YMMV.  IMHO.  Blah Blah.

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Feedback and Suggestions / Re: Damage Indicators
« on: February 25, 2013, 09:51:49 pm »
Just a few quick things and I'll leave it at that since there isn't any real movement here  :)

As far as damage indicators removing the advantage from those catching other ships off guard, I don't think it would really make much of a difference.  It still takes time to turn around or actually find the opposing ship, organize your crew, launch an attack, repair damage, etc.  I feel this should still be enough to tip the scales heavily in favor of the attacker.  If you surprise someone and still end up on the losing end your strategy is flawed.  (I know you guys have a lot more experience than I do so I only say this generally)

As far as the current icons, they float.  This is not helpful in any way.  More helpful would be a static display of ship components.  Having critical UI components move around does not help usability in the slightest.  --Is my balloon OK? I don't know, first I have to find the icon. -- Look,  i have an engine on fire.  Which one?  I don't know.  It's a minor gripe but with you guys touting the present system I think its relevant.  There are many ways to make static UI components unobtrusive.

Many other games have hit indicators (when you strike an opposing player or what not).  Even on consoles, which have constant specs.  I don't think its accurate to say it mainly exists as a graphical fallback.  It exists because its helpful.  In the same vein, displaying when you yourself are hit is a very common solution to the physical separation problem imposed on any virtual medium.  What if the person is playing without sound?  What if they have graphical settings low enough to eliminate partical effects.  I think the current UI solution is passable at best and non-user-friendly at worst.

Really, we should want the game to have minimal barriers to entry.  People attempt to pilot for the first time, get the crap kicked out of them without knowing from who, what, or where and it can be discouraging.  There's a reason certain UI elements, like the damage indicator, have become standard practice: they work.  Having a difficult game is great for dedicated veterans but you lose a lot of recreational players, and thereby a lot of money.

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Feedback and Suggestions / Re: Damage Indicators
« on: February 25, 2013, 01:32:59 pm »
Besides graphical demands, I wouldn't want an upgraded hit system- one of the reasons why Icarus is consistently fun to play is that it can be damn difficult. I think adding in direction to hits makes flanks less effective than they already are and ruins cloud combat.

That's a fair point.  I would say then that directionless hit indicators would be a reasonable solution.

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Feedback and Suggestions / Re: Duel at Dawn Invisible Wall
« on: February 25, 2013, 12:06:23 pm »
I think inexplicably losing control of your ship because of an invisible wall is less user friendly by a long shot.  If you can't get your ship under control within 30 seconds of going 'out-of-bounds' or whatnot I don't know what to say.  Outright destruction as a penalty would probably be harsh, but there are other options.

And they are hard boundaries as they do not allow you to pass through and I didn't get a bounce back effect, it's just stops the ship.  It is definitely an edge case as you said, but edge cases still have to be dealt with.  It's especially bad with DAD because they often start you very close to the trap as it were.

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Feedback and Suggestions / Re: Damage Indicators
« on: February 25, 2013, 11:56:10 am »
Another thought, there are very overt indicators that display when you hit an opposing ship, so why shouldn't there be overt indicators the other way.

What is there to see about damage that the icons aren't already telling you?

For example, someone is using a Gatling gun and shooting your balloon.  The only indicator is the tiny balloon component icon with a diminishing health bar.  It would be useful to see maybe a red glow on the screen indicating that you're being hit.  Extra nice would be an indicator relative to your POV that indicates you've been hit from a certain direction.  My point is that the current indicators are small and their locations vary and an enhancement to them would be useful IMO.

Your crew should be spotting enemy ships, most experienced crews will have a pretty much non-stop commentary running of where the enemy ships are, what their intentions appear to be, etc.

This is a really low tech game, it's part of the charm that you have to rely on teamwork and you can't just fall back on automatic piloting aids.  If you can't see the enemy from the hgelm position, ask your crew.


(nb, I find the over-the-shoulder view easier whan piloting, you can pivot the view around you)

I'll try that over-the-shoulder view to see how that works.  I don't always have the luxury of playing with a crew that all has mics, or a crew that is compliant in calling spots and I assume most players are in the same boat...or airship.  Or if you have AI crew members, they tend to not be very vocal.


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Feedback and Suggestions / Damage Indicators
« on: February 25, 2013, 11:21:54 am »
I think it would be a nice improvement if there was a damage direction (or even just damage) indicator within the piloting UI .  Aside from audio, which isn't exactly clear, the only indicator is the component status icons.

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Feedback and Suggestions / Re: Duel at Dawn Invisible Wall
« on: February 25, 2013, 11:16:35 am »
You cant really blame anyone but yourself then for running your ship into the map edge. I know the spot you are talking about, and it can be pretty unforgiving, but remembering a spot on the map that you cant go around else you get grinded into debris should be pretty easy.

While I agree that it's not hard to remember once you know about it, it feels like something that shouldn't be occuring.  It takes away from the experience.  I think there should be a soft boundary that allows you to temporarily go beyond the map edges.  After a certain period of time you ship is destroyed if you remain out of bounds.

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