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Messages - Cavalcante

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Gameplay / Re: #restorethesquid
« on: December 18, 2016, 06:48:15 am »
Who did you play against?  I am still winning matches with it, to be sure, but the nerf came out of left field and I have yet to meet a single person in the game who actually believes that it was a good decision.  The ship was perfectly fine before the recent nerf.

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Gameplay / #restorethesquid
« on: December 18, 2016, 03:36:54 am »
MUSE recent squid nerf has killed the ship for proper competitive play.  With the decreased hull HP, and the slightly increased armour, the squid is not only incapable of sustaining fire (it was never capable of sustaining fire), and impossible to effectively repair and maintain outside of the most simple low level lobby.

When the hull drops, we have had three players on top of the hull spamming spanner rebuilds and the ship still explodes before a full cycle can rebuild the armour.  The squid has always been a flimsy ship, but this is absurd.  Everyone who has flown this ship, and actively plays this game, knows what I am talking about.  We have discussed this ad nauseum in lobbies, and everyone agrees: restore the squid to what it was before this recent nerf.

If you really think that these changes are beneficial, leave an answer explaining why.  If you think we need to #restorethesquid, post a comment that supports this noble endeavour.

-- Cav.

3
The Pit / Re: Classy Conversations:
« on: June 02, 2016, 08:24:12 am »
Supercilious Quarrels Unite Ignominious Dastards;

Prevaricating Idiosyncatic Labyrinths Of Tautological Speech,

Raffishly Obtuse Cacophonous Knaves.

4
Feedback and Suggestions / Re: Suggestion: Crew disabling gun
« on: June 02, 2016, 08:05:47 am »
to be fair, the new dev app kind of has something in the works of this effect. the banshee now explodes in a bright white light. it is rather distracting and obscures view much more than the current explosion.

I would even go ahead and say have something similar to what you explain but only as an area effect. for instance, the blinding effect would only happen when looking towards the source of the light.

imagine a flare gun which blinded crew instead of silhouetting ships.

This is a confirmed in-the-works feature?  Low FPS rates from flares is bad enough; this will set CPUs on fire.  How many people are going to start randomly having seizures when they meet the bright disco-lights?  This sounds like an awful idea.

5
Feedback and Suggestions / Re: Preventing Decay / Reviving Interest
« on: June 02, 2016, 07:59:27 am »
Another "This game is bad and I'm bored because I'm unhappy" post....

This game has never had nor does it require a massive player-base.  I hope MUSE keeps making money from their IP, and if a couple people stick around after the sales to actually enjoy the game and become fun regular players, all the better.  The game is fine, it has a regular community, and all of your complaints are non-issues which would only make matters worse (for the most part), or vanity-options which I expect you to pay for if you want other people to spend their time and resources designing for your self-gratification.

1. AI crew are awful. They exist as a substitute for when someone disconnects, or there are insufficient people logged in.  Make some friends, play with real people, and stop screaming to "READY UP!" thereby increasing the instances of awful AI.  Seriously. Who the hell wants more AI?  You are playing a co-operative PVP game which is meant to be played with other people. I repeat: make friends. "Problem" solved.

2. They are coming out with a whack of new ships/weapons for Alliance.  Buy that game.  You can't expect them to substantially redesign GoI.  This is a small independent game studio.  Someone has to pay for the lap dances for the Big Guy.

3. a. You want more aesthetic/vanity items to customize ship designs. There is already a whack of vanity items available as levelling rewards/special event gifts/and purchase from the Store.  If you really want a decal, or a masthead, or a hat, or goggles, or a parrot to sit on your shoulder (seriously, I will totes pay someone $5 if they can make a puffy white pirate shirt with a steampunk mechanical parrot on its shoulder that I can have my dude wear).  These assets have no substantial/mechanical aspect toward the game, and they already exist.

Design some vanity art assets, or pay for some from the store.  Nothing is currently stopping you from role-playing your aesthetic options to your little heart's content; but don't make me follow your virtual larping if I want to dress my character in a neon green fat suit with a Santa beard.

3. b. Offering new character skins would be cool.  If they can afford the time to put into expanding the character art assets a bit, I think this is the one hair-brained comment which I actually possibly and hypothetically agree with.  Maybe.

4. This is absurd. You are asking them to re-code the game, and break the existing ship load outs for some ill-conceived and functionally disastrous solution to a non-existent problem.  If you want a fast, nimble ship, learn to fly Squid.  If you want a lumbering beast that turns like my drunken Aunt Carol on St. Patrick's Day, learn to fly Mobula.

5. You are also looking to change the hard-coding of ship designs for what is not a real problem.  Current ship setups offer a great base template which can be customized through weapon load-outs, but also offer an equitable base whereby matches can (theoretically, unless you get stuck with an awful/trolling captain) be competitive.

TL;DR   How much are you willing to pay for these "features"? 

The game is fine; it has some technical and game-play issues, which can be constructively addressed, but you have not addressed any of those actual points which could be realistically dealt with in this post. 

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Feedback and Suggestions / Re: VIP is neat but what if...
« on: June 02, 2016, 07:38:57 am »
Jedi proposed some sort of kabbalah point-system which many drunken pilots agreed upon last night. I say we implement it.

I started a new topic outlining some version of it which we should debate, agree/disagree, and then approach MUSE armed with pitchforks, moonshine, and tar.   ;D

7
Fair Disclaimer: "Someone Else" came up with the solution, but I am stealing credit for making the forum post.  8)

We put our best drunken lobbies together to theory craft this one, and, fifteen chain-smoking monkeys shackled to their typewriters later, here seems to be some consensus:

1. VIP Matches can cause insufferably long, annoying games;
2. VIP Matches are broken;
3. VIP Matches can be salvaged to be enjoyable.

Currently, a team can kamikaze bomb the VIP ships with impunity.  Killing escorts has no consequence, as they can respawn anywhere on the map quite quickly, making for some absurd tactics.  For those of you who are bad at this game-mode, in its present form, I will explain to you how to win using the Land of the Rising Sun stratagem:

-  Keep your VIP out of the fight;
-  Send in escorts on attack missions to 'weaken' target VIP & escorts, but not killing;
-  Purposefully destroy your ships to get fresh, 100% shiny new ships at no cost to your team;
-  Swarm targets with VIP once enemy fleet has been sufficiently pulverized from kamikaze attacks.

This is boring and gamey, and VIP Matches are dull and drawn-out as a result.  Classic Death Matches are still the best in the game (as they should be), but both King of the Hill and Crazy King involve some manner of points for killing enemy ships (even though they are timer-based).  VIP Matches have no timers, only kills on VIP targets count, and games can last insufferably long -- especially since lobbies are presently top-heavy with VIP Match modes.

How, Cavalcante, can we fix this horrible situation to restore fun to our aeronautical exploits?

Think of it like Steampunk Quidditch (because all the hip young kids love their Harry Potter, see?):

-  Killing an Escort grants 1 point.
-  Killing a VIP grants 5 points.
-  A VIP killing another VIP grants 10 points.

Or somesuch combination of the above toward a total of X amount of points.  I don't think anyone really cares about the exact math, but whatever calculation makes for fun games.  You would therefore be able to keep the clock-less aspect of VIP, VIP targets would remain the main target, matches would not last 45 minutes to one-hour or more (seriously, this is de rigeur), and killing enemy escorts would be useful --- because, at present, I am burning them only to leave them alone so they don't instantly spawn a brand new 100% ship right on top of my horribad Galleon ally in 15 seconds.

What do you think, aeroship enthusiasts?  Do you guys care sufficiently about changing this or am I part of a small minority who thinks that VIP Matches, as they presently stand, are broken and tedious?  The above solution seems simple enough to implement.

Comment. Debate. Fire-bomb me with disapproval, and throw me in a shame cage if you disagree.

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