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Topics - The Djinn

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Q&A / Intermediate/Advanced Pilot Tips/Tricks: Does this guide exist?
« on: November 16, 2013, 01:48:09 pm »
Hey guys! I was wondering if a guide existed with tips and tricks for advanced pilots. I imagine we've all figured stuff like this out for ourselves (I know I've got nearly 400 pilot games, and others have many more than that), but I felt such a database would be great for mid-level pilots to take a look at, and I wanted to make sure that I wouldn't be rehashing old ground by seeking people out, asking them for their thoughts/opinions/insights, and putting something together.

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Gameplay / What's in the 1.3.3 update?
« on: October 28, 2013, 10:31:52 am »
Looks like the update has already loaded, but I can't for the life of me find any list of changes. Is this something Muse typically posts after the fact, or am I just being oblivious?

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Feedback and Suggestions / Suggestion: Create Game Pop-up Menu
« on: October 15, 2013, 11:29:59 pm »
Hey all! The Djinn here, with one in what will be a continuing series of UI suggestions for GoI.

I know a number of people who accidentally create Anglean Raiders games all the time, as it's extremely easy to forget that clicking "Create Game" actually makes a game, rather than opening up a game creation screen. So this suggestion is simple: have the "Create Game" button open up a splash menu that prompts you for game information. It could also be a great little spot to put world flavor or map tips, as shown in the following example.

And yes, I know I used text not associated with the map name, and an image that isn't of a map. This is a mock-up, guys.  You'll also notice that it looks more worn and beaten than our current UI: I think this feel (which I haven't quite nailed down yet) fits the game world better than the sleek brass we have now, as all the GoI ships are rather worn, beaten machines rather than gleaming metal. Anyway, here's the mock-up:




Thoughts? Suggestions? Opinions? Would you find this easier or more intuitive?

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I'd like to make a recommendation that, in the same way that the Tutorial achievements count progress towards ALL achievements, we revise the Teaching & Citizenship Achievements to do the same (i.e. Commendations received or goals accomplished stack towards the closest achievement that requires that commendation/goal).

Since a Commendation can only be given once, Commendations received once an achievement Commendation cap has been reached (but not before the achievement has been entirely accomplished) are effectively gone. Given the small community, this has the potential to actually lock people who have been repeatedly getting Commendations from achieving the higher level Citizenship and/or Teaching achievements.

For instance: I have 160 Commendations to get, all told, in Citizenship. But to pass level 10 I have to have Career Shadowing, which requires 40 more Commendations. This wouldn't be an issue in a game like League of Legends, for example, where there are enough players that this is definitely doable. But I find that I usually end up flying in games with captains/crew I've played with before, as this is a fairly small community, which means that every Commendation "lost" (i.e. gained when there is no Commendation progress left on an achievement) is one that I cannot get later when I need the progress.

It's not a major point, but I really don't like seeing all these Commendations going into the giant Commendation Void.

Thoughts? Concerns? Opinions?

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Feedback and Suggestions / [UI] Tab Menu Scoring Suggestion
« on: September 20, 2013, 04:50:27 pm »
I've got a few UI suggestions, but rather than wait until I have all the mock-ups assembled I figured I'd present the easiest one right away.

I've noticed that the loading screens display the kills/points needed to win a match, but that this information cannot be found once the match is actually underway, which seems like a minor issue. The fix is simple:



This minor addition would show kills/points required to win the match, and immediately gives teams a sense of how close to victory they are. It's unobtrusive with its darker color scheme, meaning that your current point total is always the first thing that catches your eye, and thus there is little to no chance of the change causing confusion.

Thoughts? Suggestions?

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Q&A / Ramming Question
« on: September 09, 2013, 01:34:38 pm »
I'm looking at the Pilot achievement to "Destroy 20 parts with ramming," and I'm not exactly sure how this is supposed to work. I feel like I've been directing my Pyra into engine banks, guns, and balloons, but I never seem to actually destroy anything (aside from occasionally the whole ship: my kill ramming is pretty good).

Is ramming a more finicky mechanic than I think it is, or am I doing something incorrectly? I'd love to get to the point where I could reliably take out engines with a collision, but I'm really having issues with it.

Any tips?

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