Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Neithrantulre

Pages: [1] 2 3 4
1
Release Notes / Re: Version 1.3.8 Hotfix Release Notes
« on: October 27, 2014, 10:13:43 pm »
Lets try to keep the forum constructive.

For this specific release, being constructive means saying NO very loudly.

2
Feedback and Suggestions / Re: Feedback
« on: October 27, 2014, 10:02:34 pm »
It's probably just easier to apply to be added to the dev app group, pretty much anyone/everyone can get in. The thing is there's a lot that goes on in the dev app which never see the light of day that people would freak the hell out over.

Not that I think your idea is a bad one per se, but I believe that's the reasoning for it.

I think if the devs come out with a pretty finalized set of features for an update, or have really fleshed out an idea to add and already tested it in the dev app, then posting it here as a sanity check will not cause everyone to freak the hell out unless the freaking out is going to be definitely a good thing for the game.

This should not be a place to put brainstorming crazy ideas. Post things here that you are serious about adding to the game, but do it before it goes live.

3
Feedback and Suggestions / Feedback
« on: October 27, 2014, 08:41:09 pm »
I have an idea that could increase communication and reduce strife when new features are added.

Instead of asking us solely about feedback about the game as it currently is, and hiding any current discussion in the super secret dev app forum; why not post the ideas Muse has for new features and balance changes in the feedback forum so you can get feedback before angering large parts of the community.

Then we can point out obvious flaws before updates go live, and overall have a better rapport with the devs.

4
Release Notes / Re: Version 1.3.8 Hotfix Release Notes
« on: October 27, 2014, 06:47:12 pm »
Matchmaking would work just fine if we got real fixes to real problems and real new content so that the community can grow. It needs a large number of players for it to work. Advertising with steam sales can get warm bodies in the short term, but they inevitably will leave, because they buy it to realize that the game was not even worth the severely discounted rate that they payed. The last time we got fun new toys was closer to the initial release in 2012 than current day.

This system seems to be built on the assumption that GoIO is a huge community with enough pull to keep large numbers of players even through heavy handed and misguided updates. Not every experienced player wants to have to teach new players constantly.

This hotfix made most of my clan uninstall.

5
Release Notes / Re: Version 1.3.8 Hotfix Release Notes
« on: October 27, 2014, 06:29:06 pm »
Wow, 5 pages of replies. This looks like the most controversial update this game has seen.

6
Release Notes / Re: Version 1.3.8 Hotfix Release Notes
« on: October 27, 2014, 05:37:15 pm »
Correct me if I'm wrong, but don't most games that have some sort of ranking system display your player ranking?  I, too, am confused about why it would be hidden.
Even Mario Kart

7
Release Notes / Re: Version 1.3.8 Hotfix Release Notes
« on: October 27, 2014, 05:29:25 pm »
If you hide levels because it is an insufficient indicator of skill, you rely on the implication that things that are shown should be indicative of effectiveness.

Explain why Glicko is hidden.

8
Feedback and Suggestions / Re: Ship Cosmetics Wishlist
« on: October 25, 2014, 11:24:42 am »
Paint that is designed to blend in with certain maps. Have a Dust/Sand textured paint job so its harder to see in Dunes. Some building-style dazzle that works for Labyrinth/Paritan.

9
Feedback and Suggestions / Re: Ship Idea: Shark
« on: October 22, 2014, 11:05:40 pm »
Love it! Concerned that it might be on-par with other ships, and might create new roles. Better pre-nerf it by 50% or so, maybe 350 Armor 400 Hull?

10
Feedback and Suggestions / New Achievement: Lobbies of Icarus
« on: September 07, 2014, 11:28:12 am »
Spend 15 minutes in a single lobby without a game starting.

11
Q&A / Re: Some obvious or not obvious inquiries
« on: July 26, 2014, 03:25:02 am »
You're also not taking into account the heavy flak's arming time, the heavy flak is a long range weapon it isn't nearly as effective at close range due to the fact it's only dealing a portion of it's possible damage, there are a few ammo types that do in fact where a weapon will deal it's damage but even if we account for those, at long range if the other captain is expecting it they can avoid it. Considering that a gat is a close range weapon and has a fairly hefty magazine, missed shots aren't that important, however with a heavy flak every shot must connect for it to deal any damage against hull armor, otherwise an engineer can just repair it.
If you think I am advocating replacing the Gatling on your metamidion with a Typhon, you are missing the point.
The question was about shooting a mortar before the armor drops. I was making a point about the overall effectiveness of the Explosive damage type against armor, which is to say that it is most certainly non-negligible.

12
Feedback and Suggestions / Re: Spotting mines
« on: July 20, 2014, 02:40:34 am »
Once you pull the pin, Mr Grenade is not our friend.

13
Feedback and Suggestions / Re: Buff Hammer Alteration
« on: July 18, 2014, 06:59:06 pm »
Heatsink clip overlaps with engineer tools, Impact bumpers overlap with engineer, and ramming/moonshine overlaps with gunner.

Overlap is ok, it just allows everyone to work together for any goal. When all the ship has to do is get somewhere quickly, why should the pilot be the only one doing anything special for it? When getting flamed to hell, why should gunner have no recourse? When your ally is tearing up the blender that has you locked down, why should the pilot not be able to help you stay alive(drogue chute)?

Every class has it's specialty, but having the whole crew engaged is hardly a bad thing.

That being said, buff hammer is the main reason we don't see gunners. We can bring gunner up to the level of engineers instead of bringing engineer down. For that matter I'd like to see pilot tools being a bit more varied and powerful as well, 4 engi ships are not uncommon.

14
Feedback and Suggestions / Re: Repair Sweet Spot
« on: July 18, 2014, 03:08:45 pm »
I would prefer a timing sweet spot to a spatial one, so that it is less effective to spam mallet when the component is on cooldown, and better to wait until it just finishes for a 10% repair boost or something. Repair bonus would increase over time to around 10% and drop to 0% bonus every time you click regardless of if it actually did anything.

15
Feedback and Suggestions / Re: Repair Sweet Spot
« on: July 18, 2014, 03:04:44 pm »
If the sweet spot is accessible on most ships, then this would nerf the Junker proportionately to how much the sweet spot matters. Engineers and Pilots have the easiest time repairing the Balloon from below it, and the Armor is repaired from below at least 40% of the time. Several ships do not allow you full access around every component, and usually allow different angles. For example Pyra side engines are impossible to get in front of, but Squid side engines and Goldfish back engine are ONLY accessible from the front.

To be balanced you would necessarily have different sweet spots for every component on every ship and it would require a lot of memorization to be an effective engineer, or you would have to tweak every ship so that even with the impossible sweet spots, they are all viable. If you did option 2, then you would probably still make it so that the best strategy to repair certain components would be to jump off the ship to get a good angle before plummeting and respawning.

There certainly are ways to make the engineer's job more interesting, but I'm skeptical that this is the best way.

Pages: [1] 2 3 4