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Messages - Audie Murphy

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1
Gameplay / The Rocket Carousel in 1.2.1
« on: June 14, 2013, 09:37:25 am »
So the rocket carousel got a not-so-little buff in 1.2.1 to its ignition chance.

So where does this weapon fit into the strategy of GOIO? It doesn't seem to be completely unviable, but I've never seen anyone use it, and I'm not sure what role it's supposed to play. It doesn't do enough damage to function as a finisher weapon to a ship with its armor down...and with its range it seems to be a long range potshot weapon, but its damage type doesn't make it useful for that.

What do you guys think of this weapon? What purpose does it have, and how would one use it? Also, why doesn't it see much use, even after its ignition chance got a big boost?

2
Gameplay / Re: Achievement system flaw
« on: June 12, 2013, 10:47:30 pm »
My stance on this is a bit unforgiving:

Your level is a measure of your experience. I want to be able to see your level and have a bit of a general idea of what to expect from you, so that I can make decisions accordingly. I want to be able to safely assume that a lvl 9 gunner knows how to aim a lumberjack, and that a lvl 6 engineer knows where the balloon on my ship is.

If it were me, I would make the achievement system even LESS forgiving to people who don't branch out.

If some people are unhappy that they have to fly ships or man guns that they don't like in order to get achievements: I'm sorry but tough shit. Because I don't want to find out mid-game that my gunner didn't bring the right ammo types for my gun because he got all the way to lvl 8 without ever touching it because "he didn't like it."

This game is about teamwork, and part of being a team player is having the flexibility to perform the role that the team needs. I don't think that people who refuse fly certain ships, or refuse to use certain guns, because they don't like them should be as high a rank.

3
Feedback and Suggestions / Re: Voice Chat Toggle Option
« on: June 11, 2013, 09:40:17 pm »
The reason I was antagonistic was because you seemed to be implying that you found voice chat annoying and that the last thing you wanted was more of it, and that was why other people shouldn't have the option to set their mic to toggle-to-talk. I had a knee-jerk reaction to that because I thought it was kinda selfish to shoot down my suggestion just because you don't like listening to your teammates, which seems stupid to me because GOIO is a game where you HAVE to listen to your teammates in order to play well.

But I do apologize for that. It seems that was not what you were implying. I did not mean to jump down your throat for someting you didn't mean to say.

But to address what you said just now, I still don't get why it would be so horrible. If someone has their mic always on and there's bad background noise, just ask them to switch back to push-to-talk. If they're a polite person, they'll acquiesce. If they're not, don't play with them. GOIO has a big enough community that you have plenty of room to avoid a bad apple like that.

Right now, too often I find myself with crews that don't communicate enough, and I've never had any problems with someone who communicated too much. On the two total instances where I had to deal with an annoying person who abused their voice chat ability, I solved them quickly and easily by simply leaving the game and reporting them.

4
Ok, thanks guys! I guess I didn't get those codes. Sad day for me. Oh well, the skyrider costume is sick, so I'm happy.

5
Feedback and Suggestions / Re: Voice Chat Toggle Option
« on: June 11, 2013, 07:08:17 pm »
This game is all about teamwork and communication. If you don't like having to listen to your teammates talk to you, then you're playing the wrong kind of game. The more my crew talks to me, the more fun I have.

6
According to the e-mail that I got with the code for my skyrider costume (for being a backer of Adventure Mode), I supposedly also have codes for dustrider 1.0 costume, the skirmish mode soundtrack, and the skirmish mode costume pack. Here is a copy paste of the e-mail's bottom section:

Quote
A
nd here are your previous keys if you did not get them or lost them:
Skirmish Mode Game Key(s) (to be redeemed in Steam)



Skirmish Mode Soundtrack (to be redeemed in Steam)



Located in your Steam install directory
Skirmish Mode Costume Pack (to be redeemed in Steam)



Dust Rider 1.0 (to be redeemed in-game)

So...it seems that there's a file somewhere in my steam folder with the codes for this stuff, but I don't know exactly where the file is. It should be in the default location. Where is it?

7
Feedback and Suggestions / Voice Chat Toggle Option
« on: June 11, 2013, 05:42:31 pm »
This is a logistical suggestion concerning voice chat. I know Muse uses Steam's voice chat, so I don't know whether this is a thing they can do, but...

Can there be an option to eliminate the need to hold down a keyboard button in order to voice chat, and make it so you just have to press it once to turn it on, and press it again to turn it off?

This would help me stay immersed in the game by not making me feel a bit like I'm fighting the controls, and it would be handy to have.

I know there's also guys who's keyboards can only register 4 keys being pressed simultaneously, and I'm sure they would love it too.

8
Feedback and Suggestions / Re: Flagship Battle Mode
« on: June 09, 2013, 03:47:37 pm »
I've discussed this before in a different thread, and I like the idea of a flagship battle, but I agree with the above poster who mentioned that 8 crew is probably too much.

But let me repost the idea that I was talking about, because it's very much along the same lines:

"Here's what I would like to see (keep in mind that I'm not taking balancing or ease of implementation into account, just thinking of what would be fun):

3 classes of ships: Frigate, Sky Destroyer, Cloud Cruiser

Frigates: Squid-sized, 3 crew
Sky Destroyers: Pyramidion-size, 4 crew
Cloud Cruisers: Galleon or bigger: 5 crew

Each team would still only get 3 captains, so each team would get one ship from each class (I suppose they could also just get 3 destroyer-class ships, but I'm not sure why they would want to, or how that would be implemented). I think that this could be a really fun way to play GOIO and it would fit the theme of teamwork and role specialization.  Each player has a role to play on their ship defined by their class and loadout, and then they work together with their fellow crew to perform their ship's role within the team.

I think that 8-crew ships should be reserved for special boss fights in Adventure mode, but I think that varying crew sizes slightly would be a great way to add replayability to the core game mechanics."

This kind of change can be applied to all game types, but if it were implemented, adding a flagship battle mode would be very simple. Just take the biggest ship on each fleet, and that's the flagship. Or just let each team pick who's going to be the one.

9
The Lounge / Re: How'd you find GoI?
« on: June 07, 2013, 05:06:30 pm »
TotalBiscuit and the guys at TGS introduced me. Saw the video they did where they fought with you guys, and the game just looked stellar.

10
General Discussion / Re: Disgusting
« on: June 07, 2013, 03:58:27 pm »
Being a big advocate of free expression, I'm a little worried about the possibility of the reporting feature being abused.

I mean...if Muse get's the audience they deserve for this game, it's going to become impossible to have a human handle every single report.


11
General Discussion / Gen Con Indy
« on: June 07, 2013, 12:38:03 am »
Hey guys, I was wondering if you will get involved with Gen Con in Indiana this year at all. Could be a great way to market your game, and then I could get a chance to see you! XD

12
Feedback and Suggestions / Re: Other than Airships
« on: June 04, 2013, 12:20:33 pm »
That actually sounds really good! Keep going with the ideas! I'd like to see something like that too.
I see one problem on first place though: For the big and the small ships you need an experienced crew if you think of it like Squid and Galleon. The Pyramidion is an easy ship, so everybody can fly as well as be gunner and engineer on that one, but a Squid and a Galleon... I don't quite think you'd get the teams filled. There'd probably be many games with the Destroyer ships filled but empty small and big ships. Furthermore, if for example I wanna play with some friends but we both like to fly Squids...well, it'd either not be allowed to do so or make balance too difficult to calculate.

Thanks! Glad you liked the idea! One of the devs once mentioned to me that the squid was actually originally a 3-person ship. In any case, it has not been my experience that players shy away from crewing squids or galleons. Especially galleons. A lot of new players jump into the game wanting to have the biggest ship in the sky. I do however think that you might be right about the squids. They have a high skill ceiling, which many players might find intimidating.



Since I don't think that the bosses in the Adventure mode will be playable by humans, I really would like to see them in skirmish at least, so we can use them (or at least one).

Going into the balance issues (and yes, I know you just wanted to present your idea, which is really good!, but just showing every side of the possibility Im gonna write that down too), I don't think that 3 people on a Squid are enough to keep it alive - 5 people on a Galleon though makes it almost invincible as the ships stand now. Only making 1 big and 1 small ship available for every team destroys some different tactis though, and making them available in any mass is...well, just as we do now but with different crews (see above).

The thing with letting the players choose any mass for their ships is that the total crew has to be 12.

And yeah, balancing it would be way hard, but there's a few ideas that I thought might work. What if the larger ships' hull armor was spread throughout multiple components, which corresponded to different areas. This forces more people into the engineering role to keep the ship alive without making it too fragile. It also makes it vulnerable to focus fire. Throw in another reduction in their manueverability, and the result is a ship that is merely specialized, instead of overpowered.

Likewise, by consolidating the vital components of the squid and other frigates, you make it so that keeping them in full repair is much easier, which frees up more time for the engineer to gun. And the reduction in manueverability that the Cruisers suffer makes it absolutely viable for a frigate to sit in their blind spot and knock out their engines.

13
Feedback and Suggestions / Re: Other than Airships
« on: June 03, 2013, 11:34:13 pm »
Well, here's what I would like to see (keep in mind that I'm not taking balancing or ease of implementation into account, just thinking of what would be fun):

Muse upgrades their servers so that 24-player matches become the standard.

3 classes of ships: Frigate, Sky Destroyer, Cloud Cruiser

Frigates: Squid-sized, 3 crew
Sky Destroyers: Pyramidion-size, 4 crew
Cloud Cruisers: Galleon or bigger: 5 crew

Each team would still only get 3 captains, so each team would get one ship from each class (I suppose they could also just get 3 destroyer-class ships, but I'm not sure why they would want to, or how that would be implemented). I think that this could be a really fun way to play GOIO and it would fit the theme of teamwork and role specialization.  Each player has a role to play on their ship defined by their class and loadout, and then they work together with their fellow crew to perform their ship's role within the team.

I think that 8-crew ships should be reserved for special boss fights in Adventure mode, but I think that varying crew sizes slightly would be a great way to add replayability to the core game mechanics.

14
Feedback and Suggestions / Re: Other than Airships
« on: May 31, 2013, 08:50:58 pm »
Yeah, GOIO gets laggy already when there's more than 16 players on a server. Before they even think about implementing a ship with 12 crew, they'll need to upgrade their servers and optimize their game so that it can handle much larger battles. And again, with Adventure mode being the giant project that it is, I wouldn't hold my breath.

I was thinking ships with maybe 6 crew.

15
Feedback and Suggestions / Re: Fire! *Suggestion*
« on: May 30, 2013, 10:36:37 pm »
Well, beyond just better player teaching, the game itself needs to be welcoming to new players, else you risk confining your audience too much.

Game mechanics should stay as simple as possible to accomplish the given goals. I think that we can give fire damage a buff without making it overly complicated.

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