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Topics - Arturo Sanchez

Pages: [1] 2 3 ... 11
1
Feedback and Suggestions / Achievement exp block
« on: April 10, 2017, 01:29:41 pm »
So you get players grinding achieves to get a huge bonus on exp. More so than what you would get if you simply win the game.

How about, if you lose. You gain none of that bonus achieve exp?


But but thats unfair! You say? You already gain ridiculous exp by other means. Achieves are just shortcuts to 45. You gain so much exp from achieves that you get even more than you need to max level.

There needs to be a balance.

2
Feedback and Suggestions / Hard lock ships to only have 1 gunner max
« on: December 29, 2016, 06:58:13 pm »
Just a thought experiment.

Just how much of a disaster would it really be to force the most common and optimal class distribution on all the ships?

Only people that really fly double or even triple gunner are noobs or munkers (it helps but only if you're looking to bully dumb enemies that won't attack you).

I mean the only real alternative I know is the gungi. There is no instance of a 2nd gunner with good results at the end of it. Just straight up lock away the possibility. Nothing of value would be lost.

I'm really sick of dumb people making the dumb choice of being the 2nd gunner and from that alone renders a major handicap for the whole team.

Its always been unfair to lose because of the one idiot. At least force that idiot to be properly equipped. Because then, you get to the core of the issue, the actual ability of the player. You can teach a dumb engie to main or gungi. You can't on a 2nd gunner.

3
Gameplay / Mirror match
« on: December 04, 2016, 03:09:25 pm »
What if there is an events where ships are chosen and must be mirrored by the opposite ship's slot.

e.g. 2 v 2

roll dice, if number is odd red picks the ship of slot 1. If even blue decides.

next roll dice, decide which side decides what ship is slot 2.

Just thought of this after reflecting on all the whining about counter picking. Can't complain about counters (relatively) when both ships are the same (though I say personal loadouts per player should be team planned as per normal).

This way players are decided purely on skill of utilisation of said builds. A far more interesting style (and fairer) for comp play I say.

4
Feedback and Suggestions / Return of the Mid-match joiner trolls
« on: November 27, 2016, 04:45:44 pm »
You fix it with a half measure only to back down. Literally one half step forward and then a full step back, since any lesson learned by the supposed half step is entirely ignored or even unlearned.

5
Feedback and Suggestions / How should a ranking system work?
« on: November 21, 2016, 02:32:22 pm »
If we go by standard fighting game formula.

You build up points to level up in tier and in ranked play you are generally vs people of equal or slightly greater rank to you (but you have the option to simply vs any or much higher on the match maker). Everything is measured in wins and losses. And when you are about to rank up, the other players are warned that if you win you rank up.

Naturally the higher the rank you beat, the greater your win points. But if you lose you lose points relative to who you vs as well.

Anyone know how moba like overwatch and lol and smite do it? Because they must have individual player rankings despite the coop nature of the game. What issues do they have?

6
Feedback and Suggestions / Separate sensitivity setting for on and off gun
« on: November 17, 2016, 04:00:52 pm »
I just want to turn fast off the guns.

I want to turn slow for higher accuracy on guns.

7
https://www.youtube.com/watch?v=waRq6ZR7BNE

Just add this free licence sound effect whenever you patch in fireworks upon on the game.

8
Feedback and Suggestions / Its about time we revived the comp scene
« on: November 07, 2016, 08:24:05 pm »
AND MADE IT THE FOCUS OF THE DAMN GAME.

Was just spit balling about the new tourney and pretty much reached the consensus that the usual people will participate and a few clueless noobs will join, get crushed and leave the game.

So thoughts of Junior divisions and minileagues were thrown out to make the special little flowers feel special. Plus with a noob league, you'll get outsiders looking in going... pffft I can totally beat these guys. And the scene would grow as it attracts the right people with the right attitude to actually play.

And as this new generation of try hards begin appreciating the senior league players, you garner interest in the meta of the game (so more people shouting at Eric to stop screwing things up).


*edit.

an open SCS lobby (still private lobby). No team registry. Just join and play and get comments on the gameplay and builds to actually learn to bloody play. I'm noticing alot of new players wanting to get better and join the comp scene but with no in because of lack of an established team.

9
Feedback and Suggestions / MMR punishment for non tutorial completion
« on: November 07, 2016, 04:08:29 pm »
And the lesser your rank on tutorial's test the bigger your mmr reduction.
The lowest being non completion obviously.

Add on top that high mmr needs some kind of incentive to maintain that high mmr. Hell even fighting games have tier and rank system for itself and people actively compete to rank higher than others (no real reward than just bragging rights).

10
Feedback and Suggestions / Just make range finder a graduate only tool
« on: October 23, 2016, 09:47:59 am »
Or just get rid of it altogether for the love of god....

11
Feedback and Suggestions / Stamina skills
« on: September 23, 2016, 06:28:41 pm »
So I suggested awhile ago about muse adding the ability to pick what stamina does.

That way the discussion about what each class should have becomes a moot point as every class has access to whatever 1 skill the player wishes.

To encourage the viability of this.

What would you recommend to be added to the current list of three skills? And just for argument sake you can set one for each given load out you want.

Just a random ones that use all stamina and only usable at full stamina.

Might blow
A player uses his full stamina to full his lungs with air and blow out a fire of 3 stack or lower. Has the same cool down and fire protection as fire extinguisher.

A good kick.
You kick a component and it instantly becomes buffed at half way. So you kick it, and it goes into a buffed state but the meter is only half of what it is.

A right smack
You punch a component and break it. In situations where waiting for fire to extinguish with chem might take too long. Balloon and hull are immune.

12
Feedback and Suggestions / Muse should prioritise what?
« on: September 12, 2016, 09:50:06 am »
Should they fix what they currently got?

king of the hill
crazy king
death match (meta)
vip
UI/lobby/custom options/optimisation

Or keep making new content that is still just as unfinished if not more so?

13
Feedback and Suggestions / Ability to see the time
« on: August 21, 2016, 04:46:56 pm »
Its really hard to keep track of the time when I got this game on.

And alt tabbing causes issues sometimes.

14
Feedback and Suggestions / Ship specific gun rebalance?
« on: August 01, 2016, 04:56:43 pm »
Yeah. This is a huuuuuuge undertaking.

But what if each ship had stats given to each gun deployable for it so it differs on every ship?

e.g. flak fish, flak spire, flak galleon all have heavy flaks with differing characteristics?

15
Feedback and Suggestions / Make crazy king good again
« on: June 20, 2016, 03:01:52 am »
Oh dear god... its so impossible.

In old crazy king two High tier players can win a crazy king while carrying a useless ally vs 3 middle tiers with alot of hard work coordination and tactics (remember when crazy king could have that?).

In new crazy king. You have 1 dumb pilot with 2 high tier vs 3 mid tier and you have an instant loss. You will lose every single fight for the point. You can scout and flank and race as much as you want. But that 2 vs 3=3 takes priority for capture will ALWAYS result in a loss.

Thats not a fun change. It was never a fun change and I never EVER liked it. And the vets that whined about the long play times of old crazy king were completely dim to the fact that you went from a mode that took awhile to a mode but was meritable with skill to a mode that a loss is guaranteed, simple because you have players that can follow a shiny light and read obnoxious prompts upon point changes.


Ok fine matches took awhile from all the capturing and single ship blocking. BUT THATS BECAUSE TACTICS WERE BEING USED. YOU EARNED THE POINTS YOU GET. If you had a blocker. You FIND the blocker and kill it.




I will repeat what I said about the new capture mechanic. Yes its great for king of the hill to such a point that I swear muse simply felt so proud of how it improved king of the hill they thought it'd be a great solution for crazy king too.



You know a better solution and an actual means to separate cp modes to actually make them independant modes? Instead of a score limit to reach. Have crazy king only have x amount of points activate. If a player reaches a winning point limit. Match ends early. If they don't and the match runs through all the point transfers without reaching the limit. Highest score wins.

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