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Messages - UndyingUndyne

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General Discussion / Re: What are you?
« on: February 13, 2016, 05:10:06 pm »
Clearly I'm a Pilot. Sure, my "strategy" may usually involve pointing the guns towards the enemy and trying to ram them to death, but it still works! Sometimes!

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Q&A / How does one effectively use (and counter) a Spire?
« on: February 06, 2016, 12:10:22 pm »
I just plain can't figure out how to use this ship. The few times I have used it (it's currently my least-used ship), I wind up being the target of the majority of kills for the other team while being unable to get any kills myself. Meanwhile, whenever I go up against an enemy Spire, it always manages to kill me before I can even scratch it, and my only hope is to bring a Blenderfish and hope I can stay above the arc of its guns.

So how are you supposed to fly one of these things, and what kinds of guns are you supposed to bring with it? I've tried every loadout I can think of, but they're easily beaten by the enemy ships. It's easy enough to blame Novice Engineers who don't understand the concept of Gungineering, but my consistent failures seem to suggest I'm doing something completely wrong here. Not to mention I can't seem to figure out how to beat a Spire myself without resorting to a Blenderfish. How does everyone else manage to do it all?

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If you guys really want to get rid of the "problem" of Novices, just get Muse to stop selling the game. Then there's no way a newbie can buy the game, skip the awful tutorials and/or have no other Novices to play and learn the basics with, then "ruin" the game for all you vets.

Thanks for not contributing anything to the discussion.

Hey, I did a few pages back. Not sure if anyone payed it any mind, though.

But really, I still think locking out new players from a third of the game is really a harsh way to fix this problem. Like I said before, the devs should look into making the tutorials better. Unlike what I said before, however, there should be more incentive to actually do the tutorials as well, as part of the problem is people outright skipping it, and jumping into a match full of vets and piloting right off the bat.

The point is, the Devs and we as a community need to do a better job of getting Novices to learn piloting. I'm sure there are plenty of options, some of which have been mentioned already. But outright banning people from an entire class would only do more harm than good, and it's a rather extreme solution to take when other options exist.

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If you guys really want to get rid of the "problem" of Novices, just get Muse to stop selling the game. Then there's no way a newbie can buy the game, skip the awful tutorials and/or have no other Novices to play and learn the basics with, then "ruin" the game for all you vets.

5
Personally, I think it would be a terrible idea to lock new players out of piloting until they reach a certain level or play so many matches. That's not to say I don't think novices piloting ships when they have no idea what they're doing is not a problem, but limiting the classes new players have access to would have drastic consequences.

I think back to when I first played the game. I bought the game wanting to be a pilot. Not running around whacking things with a Mallet or shooting other ships out of the sky, but standing behind the helm, flying the ship through the sky, and all the cool things I thought a pilot could do. Yeah, I was a complete scrub when I started. I thought putting the ship on full throttle would damage the engines, and I had no idea what good any of the helm tools were for me. But I eventually learned, and I guarantee I would not have stayed with this game if I saw I couldn't even be a pilot until I played several hundred matches.

Honestly, I feel the biggest problem that causes novice pilots to "ruin" games for longtime players is how high of a skill floor piloting has. The tutorials, quite frankly, don't give the detail needed to get a new guy to understand everything he or she is doing. Along with that, this game doesn't have the consistent player base needed to let novices play with each other and learn together. I know I was very fortunate when I first started because I started right after a bunch of Youtubers played the game. There were easily 3000+ players in the game, and Novice matches were plentiful. I was able to get the general idea of piloting and not "ruin" the game for the vets once I did hit level 8 piloting.

So no, requiring players to play hundreds of matches before they can even pilot is a terrible idea that would only further decrease the small player base this game has. What the Devs probably should do is make better tutorials and encourage more effective learning with Novices. Heck, even finding a way to keep the 3000+ new players that come by after a marketing blitz from abandoning the game could provide Novices more opportunities to learn with other players at their skill level would help as well.

(inb4 salty tryhards flame me for this post)

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Oh god, what have I done? I unintentionally misused the word literally (I'm not an English major, sue me), and I managed to derail the entire thread!  :-[

In all seriousness, though, are we seriously going to discredit everything I said simply because I misused one single word? Granted, I was rather salty at the time I wrote it, but there are valid points in the argument.

Muse seems to be having difficulty in having the new players who do come around because of sales and DLC keep playing, thus increasing the average players online from the 200-400 there are now. I get it, this is an Indie game, so there aren't going to be League of Legends number of players online. But you would think that after all Muse has done to get their game out there, there would be a larger player base. Hell, after all those Youtubers played the game together several months back, I remember seeing 3,000+ players online. What happened to them all? Did experienced players drive them away with salt like I suggested? Or is there some other reason I've failed to consider?

Honestly, I haven't played the game nearly as much as a lot of you have. I was kinda hoping maybe you guys would discuss the issue more and suggest other problems, and then a proper discussion about solutions could happen.

But nope, let's just all focus on how that guy can't use the English language properly! That guy's such a scrub! He clearly doesn't have any credibility because of it, so let's just make fun of him instead of having a productive conversation!

7
The problem with this game is that literally no one plays it anymore. You can have all the sales and DLC you want, but that's obviously not had a long term effect at all.

It's a shame, really. The concept is great, but all the flaws with this game have led it to having almost no dedicated players anymore. When new players do come by, all they manage to do is bring out the salty side of some players (myself included). It's probably not their fault. The game has a high learning curve and the tutorials are shit. But the salt winds up driving them away in the end, which in turn makes the game even more dead.

Oh well, it was a fun ride while it lasted.

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Feedback and Suggestions / Re: A more visable combat log
« on: September 15, 2015, 09:53:14 pm »
I honestly wouldn't mind seeing something like this. Another idea to add to this would be to make anything related to yourself, your ship, and/or your allies more visible than the general kill feed, kind of like how Team Fortress 2 does it.


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Gameplay / Re: CP/CK and how to fix it
« on: August 25, 2015, 01:36:05 pm »
In addition to just outright reducing how long it takes to capture a point, another idea would be to increase how quickly a team would capture a point if they have more players on the point.

For example, if you've got one ship from your team (or two ships from your team and only one from the other) on the point, it would take 10 seconds for your team to capture the point. If your team has two ships (or three ships from your team but only one from the other team) on the point, then it would take, say, 5 seconds to capture the point.

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