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Messages - dragonmere

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The Lounge / Re: Surprise speculation
« on: February 15, 2014, 09:51:05 am »
So that huge countdown was seriously for a 2 minute youtube artsy video that included no real gameplay? That was it...?


The Lounge / CreaVures (by Muse) on sale in bundle [$3]
« on: January 21, 2014, 10:35:19 am »

Flying Bundle 5 includes ($3 minimum):
Gravity Badgers (Steam + Desura)
Gish (Steam)
Creavures (Steam)
BasketBelle (Desura + Greenlight)
Booster Trooper (Steam)
Hamlet (Steam)
POP: Methodology Experiment One (Desura + Greenlight)
Mystery Game

Creavures is Muse's first game! Support Muse, check out the game, and then post here about how wonderful and fun it is.

The Lounge / Re: Hamsterdam, new Muse game?
« on: January 13, 2014, 12:09:36 pm »
I just find it odd that the development team is so small that they haven't managed to mail out all the physical rewards for their Kickstarter, yet strong enough to simultaneously develop three games.  If Tim Schafer, Peter Molyneux, or any other high-profile kickstarter campaign suddenly announced they were working on an unrelated title despite having delivered absolutely no proof in six months that the initial project is still being well developed, I'm sure there would be a considerable out lash.

The reason that this isn't happening here is because the community is so small, and incredibly complacent due to the frequent direct interaction of the developers with their user base. But if one really believes Muse is the greatest development team ever, they should hold them to a very high standard, rather than letting them get away with anything, just cause they're 'great'.

And nope, I resigned as Community Ambassador of my own volition. CA status wasn't beneficial to either me or the general community any more. I understand most of my opinions aren't very popular, but I'm still very much here. :) I hope you all can still manage to respect me despite my decision to resign.

The Lounge / Re: Hamsterdam, new Muse game?
« on: January 13, 2014, 10:56:45 am »
So then Muse is increasing their staff, but not putting any of the new manpower towards Adventure Mode? How can I be 100% sure that none of the money I gave them to work on Adventure Mode is being used to fund this NEW staff for this unrelated project? Cause that's pretty damn screwed up if ya ask me.

The Lounge / Re: Hamsterdam, new Muse game?
« on: January 13, 2014, 06:30:43 am »
Wait... how many members are there in the Muse team... 7? 12?

And this small team is now working on developing three separate games at the same time?

And no one else finds this at all concerning?

You're entirely missing my point. A few months ago, the issue of player retention suddenly became ridiculously high priority to the Muse team. Despite having nearly nothing to back up their claims, they blamed a good deal of the problem on 'stacked' teams. The same Steamcharts page that I posted was used as the only evidence, showing how quickly numbers drop after a sale ends.

A number of patched elements including brawling/sniping nerfs/buffs, 'scrambled' lobbies, and spawn system overhaul were forced on us to general apprehension from the community. These changes were said to explicitly be made in order to make the game more appealing to new players, and in turn, boost retention. Despite the vast majority of their concerns not being met, and accepting some rather strange compromises (non scrambled matches at the end of the list, and active area battle zone spawn points or whatever), the community seemingly dropped their complaints and has accepted the patches.

Now, here we are, at the end of the winter sale, and there is no change whatsoever in player retention, as far as I can see. The numbers are dropping, just as they have in the past, to a very slightly higher average than before the sale.

So, what now? If the issue was so important that it warranted the extreme and sudden changes, why is it no longer at the forefront? Where's the blog post akin to their infamous scrambled eggs post that details what the plan is now? Or is it suddenly a non-issue again? Does Muse view their changes as successful, and the issue as resolved? I sure don't see it that way.

That's the point. I'm glad you all eventually came to accept the patches, but that has nothing to do with changes to the game to positively influence player retention. And yes, I posted this rather than just send an email because I am attempting to start dialogue. Becoming entirely complacent just because the development team is extremely friendly and personable is not good for the community or the future of the game.

Glad people are enjoying the patches and have varied opinions on close range combat. But that's not the point here.

There was a good deal of general aversion to most aspects of the more recent the patches. I could pull up plenty of form posts if needed. Generally speaking, every time, Muse's rational behind the need for a combat rebalance, 'scramble' feature, spawn system, etc. was that it was absolutely needed to secure new players. We have these systems now, they've been in place, and there is essentially no change in new player adoption. And to pretend that noone left the game is downright silly. Every time there is a major patch, some veterans leave. This has always been the case with Muse's extreme 'rebalancing' tactics; some people aren't going to like it, enough so to leave.

So the question remains; as a developer, does Muse think their patches are successful? Did they hit their mark? Do they care that they put-off some of their more supportive customers? Is the community progressing in the way that they want? Is this the way they intend to do business, or did they make slight errors over the last few months?

Since this community is so awesome and the developers are so involved, I'm sure they should be able to actually directly answer this question.

General Discussion / Open question to Muse RE: December/November patches
« on: January 08, 2014, 04:10:50 pm »
Many of the changes introduced in the last few months (ie: extreme close range combat nerfs, sniper mechanics buff, lobby overhaul, and especially MUSE's general stance on 'stacking') were geared explicitly to increase player retention.

Given that the decline of concurrent log-ins after the winter sale seems generally consistent with previous sales, coupled with the fact that you lost a small hand full of very devoted players (myself included):

Do you consider your November and December patches to be an overall success?

Gameplay / Re: Spawn system feedback 1.3.4
« on: December 11, 2013, 02:03:58 pm »

Check out the file name of that map.

Am I allowed to be offended? Clearly this is a hot-button issue, tensions are high, but judging by the name selected by awkm for that image, I feel like I'm being told to "F" off.

Not very professional, in my opinion. Not at all.

If the pizza guy showed up 30 minutes late with a cold pizza and the wrong toppings, then told me "here's your effing pizza" I probably wouldn't pay for that pizza, I'd probably call his manager and get him fired.

General Discussion / End of game 'rating'
« on: December 10, 2013, 11:24:53 am »
Whats up with the stats displayed at end game? Is there any way to see them out of game?

Most importantly, what was the "Performance Grade" or whatever the last stat is? I've had it as low as .8 and as high as 1.8. What's the range, what effects the rating, how can I see it out-side of that 3 second window, and what's it for?

I have a feeling that rating is going to be the basis for the matchmaking system, so I'd really like to know a bit more about it.

General Discussion / Re: Competitive play and the PS4
« on: December 08, 2013, 04:10:21 pm »
By casual/competitive I don't mean FarmVille/DOTA. I'm saying those who just sit down and click play without putting any real thought into it, and those who take the time to form a team, determine load outs, etc. and perform general strategics before/during the match.

Most likely we can generally agree that PS4 players -if they had the exact same build we do right now - are going to be much more likely to just 'sit down and play'. Too much work on outside resources to get competitive.

Building some type of team/clan/competition/preparation/whatever tools into the game could possibly sway that trend. It would even help current PC/Mac/Linux users.

Of course, a good matchmaking tool alone might do the trick. If there was a proper venue for teams trying to play competitive matches, there might be more competitive players in general...

General Discussion / Re: Competitive play and the PS4
« on: December 08, 2013, 01:25:49 pm »
Meaning what?

In an attempt to not go into full 'rant-mode' about this, a topic I'm highly passionate about, I'd really appreciate it if only serious replies were posted. Animated gifs add nothing.

Thank you for your future cooperation, squash.

General Discussion / Competitive play and the PS4
« on: December 08, 2013, 01:16:27 pm »
I saw the pic on f-book of a PS4 displaying the GoIO logo, and it got me thinking...

I'm assuming that the cross-platform release is going to stir up some new customers. How, exactly, is this planned to work with the 'competitive community'?

Given that there are no clan building tools within the game itself, only clan identification, one must rely entirely on Steam groups/messages, these forums, and TeamSpeak/Skype to build a cohesive clan. PS4 users aren't going to have these tools as readily available, if at all.

Not to mention that it is very possible that a much higher percentage of them will not have/use a mic than we already see in the 'puter only version. Also the lack of text input: The non-verbal commands work in game play, but there is no non-verbal system for lobbies, let alone clan building. Lobby coordination is absolutely 100% imperative for a competitive match. This is going to make serious competitive matches, even outside of clans or 'high level' play, nearly impossible.

Due to this, it seems pretty apparent to me that the majority of the new player base will be strictly casual only. There is also a(n optimistic) possibility that the numbers brought in by the PS4 will be far greater than the PC/Mac/Linux users combined. What we would be left with is a vast majority of the players basically unable [or at least have to jump through some pretty serious hoops, and most won't want] to join clans, or play competitively at all.

Are there any plans to prevent this, or is this the intended future of the game? Random players, random weapons, random crew composition, random ships. Am I just being pessimistic?

General Discussion / Re: Ship Scrambling and Other Upcoming Features
« on: November 17, 2013, 10:54:54 pm »
A huge problem that I have is with identifying legitimate problems within this community. Up until now, "Stacking is ruining this game!!!" has held about as much weight as "Boarding would be more FUN!!!" It's been rhetoric, and nothing more. There is NO reason to believe stacking has a negative impact on player retention. But now, apparently, we have MUSE saying "It's true!".

This is based on casual, non-scientific observation....   
During the Steam Summer Sale surge, the ratio between normal and novice lobbies was probably about 1:4; at least. For every normal lobby, there was at least 4 or more Novice lobbies at the same moment. Mostly filled. Somewhere around 80% (fairly conservatively) of the NEW players played damn near exclusively in Novice matches. They did not come up against "STACKED" teams. They saw this game for what it is, and decided (of their own free will) that it was not worth their time. Why are we blaming this on organized teams? I do NOT understand. At all. Give me some proof. Please.

I have introduced this game to about 10-15 people in a "balanced team" atmosphere, and they still did NOT like it. Due to the nature and quality of the game. Not the composure of the teams.  From my observations, player retention is more likely related to the quality and overall composure of the game - not the enemy team.

If this is for real 100% a legit problem - that experienced people are choosing to play with people they know on purpose - and it is making the game unplayable for new players, a scramble function isn't going to fix jack squat. We'll work around it. We're just going to make a new lobby, and MUSE will have fixed nothing. We're going to continue to learn to work together, get better, and continue 'ruining' this game.

The only way to fix this problem - IF IT'S REAL - is eliminating the people who like to play this game in a organized and competitive fashion.

I absolutely 100% for sure fall into this category. So I need to stop playing in the way I find enjoyable and rewarding, or just stop playing entirely, if I actually give half a damn about this 'community'.

I do give a damn. But I'm not going to stop being competitive. Team building and a competitive mind-frame are the only ways I have found to enjoy this game, despite short comings that may very well be causing many people to not play.

I hope you can see I'm up against a rock and a hard place. This is why I am so obviously frustrated.

General Discussion / Re: Ship Scrambling and Other Upcoming Features
« on: November 17, 2013, 06:22:27 pm »
If this is intended to be PUG/casual based, why can't MUSE just come out and say it? I'll back the hell off immediately. You won't have me 'chasing off' the new users. They'll just be not playing for more than a few hours for no particular reason. Perfect, right?

Instead, "keeping organized groups happy is a prime goal" with absolutely no substance to back that up. They really need to quit claiming they care about actual organization and competition while patching the game to the opposite effect. In private conversation, MUSE claims they want everyone to be in a group as organized and competitive as The Cohort, and then publicly come out against organized competitive teams. Please all, please none. They need to make up their mind so I can stop arguing my position.

Send me an engraved plaque or a piece of MUSE letter-head that says "You officially broke GoIO by being too organized." I'll hang it on my wall, and you won't have to worry about me anymore. Because, apparently, that's what's happening?

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