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Messages - Serenum

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151

And i didn't do alright, I was a second gunner who babysitted a side gun  half the match, then left to get my wits together in sandbox, and I'm not 9, though I sound like it.

Then it wasn't you, the kid I was talking about explicitly said that he was 9 when asked in the lobby. :)

152
Gameplay / Re: Achievement system flaw
« on: June 12, 2013, 08:32:12 pm »
I also play Dwarf Fortress.

Next time please put the relevant bit at the start of your post, this explains everything! :D

153
Gameplay / Re: Achievement system flaw
« on: June 12, 2013, 01:52:27 pm »
Plasma summed it up perfectly. Serenum, I understand that you care about your level and that's fine, but to say you're being forced to do anything is just false. I ignore the achievements I don't want to do and my levels are just fine. Having a higher level doesn't unlock anything for me, so it's not like I'm forced to put up with farming achievements in order to use a play style that I haven't unlocked yet. I can play the game exactly how I like from level 1.

What I don't understand is why you are defending the status quo of something you don't care about. Then changing it shouldn't cause any issue to you right? What me and other people in this thread are asking is just for the achievement to be all readly available without having to complete them in a specific order, except for the ones that are just "more of the same".
That doesn't sound unreasnable or game breaking to me.

And about level... It matters for 2 things: first, it allows you to unlock cosmetic items without having to spend real money on them. That alone is reason enough.
But then you have to consider that level is supposed to be an indicator of your experience and, up to a certain point, your skill. I'm not bragging but I am a pretty good pilot, thus I want my level to be high enough to represent my skill, so I try to improve my level as quickly as possibile.
Is it necessary? No, but it's something I enjoy and getting enjoyment out of playing is what video games are all about.

So why exactly are you opposed to changes to the achievement system? Why do you enjoy it more in its current form? That's what I would like to understand.

154


One time I had a 9 years old kid in my crew that constantly shouted ALL THE TIME and hardly followed orders but with a bit of patience and undertanding I was able to put him to good use, turns out the kid was a crack shot with the lumberjack...
I don't think that I should push my idea further, being polite and helpful to other players shouldn't be something that needs to be justified.

Was that me? I think iwas on your ship once, when I was using the worst mic ever, which was from 2005 and low quality. and that was my first game.

I don't think so, I'm pretty sure the nickname was something about Minecraft... Anyway even if it was you, as I said you did allright in the end, so that's what matters, beside I'm sure you improved a lot since then. :)

155
I think giving gunners a passive buff is the way to go, but I wouldn't give them anything that buffs damage, directly or indirecly, because that would either be too insignificant or too strong and ruin the game balance.
There is one thing that would make the gunners have a real advantage over engineers:

-give gunners more firing arc with all weapons, maybe a 20-25% more?

This would be something really really useful, that potentially allows for a much greater offensive capability but still depends on the gunner skill to be used effectively.
What do you think?

This too would indirectly increase the damage of guns because they can fire on you from more extreme angles. It would also break any chances of dodging in the game, leaving us less options when considering maneuverability. We learned this with when the artemis arc was buffed and became OP, and god forbid a gatling gun gets any more arc than it has already...

The buff could be something minor or only apply to vertical firing arc. I still think that a direct buff to damage or rate of fire would be far more dangerous for game balance.

156
General Discussion / Re: What makes a good captain?
« on: June 12, 2013, 09:46:08 am »
I noticed that yelling "FIRE EVERYTHING" as soon as the enemy is in range gives me a lot of popularity.

But honestly I think that a good captain should use the mic to communicate with his crew and never get mad if a crewmember underperforms. Just give advice, not criticism. Make the game fun for everyone and the crew will love you for it even if you lose.

157
Roman hits it on the head. The difference is not super great between vets and newbs. But there is a perception of it being really vast.

That is when problems come in and the L2P attitude gets used. Vets do try to help out and teach but often we find players who just don't want to learn. One of the CAs tonight I piloted for found out why I have one player on my block list. When he joined and the CA tried to help the player told him repeatedly to F-off and took heavy offense to being helped.

I've ran against a lot who QQ all the time but when you try to help them they respond harshly or they just spout a lazy line that they don't like it so they don't want to learn. Mostly this involves pilots. They perceive it to be too hard so they never want to try. Then they just twiddle thumbs on guns shooting clouds.

When you have to deal with a lot of that, you just stop caring and say..."read the manual, watch a guide" or "L2P"

I'm glad the surge is down a bit because yes it weeded out a lot of the crap players from the quality ones. Trouble is, how many quality ones got lost because of the crap ones? Can't have CAs giving everyone a good experience in game when you have numbers in the thousands.

What you describe is a troll, not a regular newbie.
In the situation I described both newbie palyers were actively asking for advice and trying to understand what they did wrong but what they got where answers like "we know how to use our ship, you don't" and things like that. When I politely pointed out that they were being a bit douchey I got more elitist smug crap like "we were just pointing out facts" and stuff like that.
Don't justify the L2P attitude, if it's a troll you ignore it, if it's a legitimate inexperienced player you have no excuse for not trying to help him and no justification to insult him. At most, you can just ignore him if he seems uncooperative or too stubborn.

One time I had a 9 years old kid in my crew that constantly shouted ALL THE TIME and hardly followed orders but with a bit of patience and undertanding I was able to put him to good use, turns out the kid was a crack shot with the lumberjack...
I don't think that I should push my idea further, being polite and helpful to other players shouldn't be something that needs to be justified.

158
I think giving gunners a passive buff is the way to go, but I wouldn't give them anything that buffs damage, directly or indirecly, because that would either be too insignificant or too strong and ruin the game balance.
There is one thing that would make the gunners have a real advantage over engineers:

-give gunners more firing arc with all weapons, maybe a 20-25% more?

This would be something really really useful, that potentially allows for a much greater offensive capability but still depends on the gunner skill to be used effectively.
What do you think?

159
Another May player here, one that really loves the game and has no intention of stop playing it anytime soon.
One thing I think would help new players a lot is constructive criticism, this is a game that is really hard to master expecially as a pilot and there are a lot of small things that one should know in order to perform better.
I had a game where just for a change I gunned instead of piloting and ended up with 2 newbies against 2 high level veterans. The game was a slaughter, I did my best to advise my captain via voice chat but the other team had this smug "L2P" attitude that made the poor guys (evidently a group of friends) leave.
That isn't anything new in online games, but in THIS game I think it's a toxic attitude that serves no purpose.

A fair bit of sportsmanship in this game is really needed.

Also, in an ideal world Muse should really promote the game even more, I think it sort of went under the radar for many people, advertising would be a very good thing indeed. But I understand that resources may be limited.

160
Gameplay / Re: Harpoon Cables.
« on: June 12, 2013, 06:14:50 am »
while your at it, can you make it possible to let harpoon attach to the surface.

for sharp turning and making a trap for enemy ships passing by.

This would be really really cool.

161
Gameplay / Re: Achievement system flaw
« on: June 12, 2013, 02:19:02 am »
Not a fan of this achievement system at all.
It forces often unnatural and counterproductive gameplay (gunner with fire extinguisher?) and it forces me to use ships I don't like. I struggled to get the Goldfish achievements because the Goldfish is my least favourite ship, playing with it was a chore and no mattaer how many games I did with it I didn't like it any better.

Thing is, if you want to give incentives to experiment and try other ships then make it totally optional and separated form leveling. It could maybe give specific cosmetic items, but leveling should be something natural, that everyone can do just playing the game however you want. Level matters to me in this game because I'm a pretty good pilot and I want my level to represent that.
I shouldn't have to cripple my stats because I was forced to play a ship I don't really like in order to level up.
But it doesn't force you to do anything. If your goal is to complete every achievement ever, then you're probably not the type to care about unnatural gameplay. If your level matters to you as you say, then that's fine. You can still reach quite a high level even if you ignore all of the achievements you don't like. I still don't understand when people say they're forced to play in a way they don't like. I don't feel forced into doing anything. I haven't completed that gunner with extinguisher achievement because it'd be silly for me to take an extinguisher as a gunner, and that's okay. If I was a completionist, I'd worry about it. But I'm not.

(Also, in my humble opinion, a good pilot is able to fly with any ship -- or at least most of them.)

Uhm... Yes it does? If I want to complete an achievement I am obviously forced to do so in the way the achievement is set up. I can't complete an achievement for the Goldfish using the Galleon, thus if I want that achievement I am forced to play as the Goldfish.
Making assumptions like "if you care about achievement you shouldn't care for unnatural gameplay" is just a logical fallacy, in this game achievements=leveling and while I normally don't care about achievements I do care about leveling. In most games leveling is tied to experience and just playing the game however you want, thus I can ignore achievement to pursue the objective of leveling up, in this game I cannot do that.

As for stats and k/d ratio not counting that is also a subjective opinion, the game provides me with comprehensive stats for my character, thus I care for said stats, be it k/d ratio, level and all that good stuff.
If the game didn't want me to care then such stats would be hidden and/or there wouldn't be a leveling system at all.

If something is a feature in the game then it's logical to care about it.

Also, I don't like the Goldfish, not even a Lumberfish, I do just fine with Squid and Galleon, thanks. I can pilot other ships, which I would argue are easier to pilot then the Squid and the Galleon (at least if you want to win), I just don't want to because I don't like them.

162
Gameplay / Re: Achievement system flaw
« on: June 11, 2013, 05:53:27 pm »
Not a fan of this achievement system at all.
It forces often unnatural and counterproductive gameplay (gunner with fire extinguisher?) and it forces me to use ships I don't like. I struggled to get the Goldfish achievements because the Goldfish is my least favourite ship, playing with it was a chore and no mattaer how many games I did with it I didn't like it any better.

Thing is, if you want to give incentives to experiment and try other ships then make it totally optional and separated form leveling. It could maybe give specific cosmetic items, but leveling should be something natural, that everyone can do just playing the game. Level matters to me in this game because I'm a pretty good pilot and I want my level to represent that.
I shouldn't have to cripple my stats because I was forced to play a ship I don't really like in order to level up.

163
Gameplay / Re: The Manta Ray
« on: May 19, 2013, 08:34:11 am »
5 weapons all on the same side? :o
I'm guessing the ones on the right and the left will have a limited firing arc so that being able to fire with all 5 on the same enemy is going to be tricky. Maybe all the weapons are going to be light ones?
Firing all five weapons on a single target will indeed be tricky with a crew of four.

...yeah, that too...

164
Gameplay / Re: The Manta Ray
« on: May 19, 2013, 06:08:40 am »
5 weapons all on the same side? :o
I'm guessing the ones on the right and the left will have a limited firing arc so that being able to fire with all 5 on the same enemy is going to be tricky. Maybe all the weapons are going to be light ones?

165
Gameplay / Re: Is the Squid Underpowered?
« on: May 18, 2013, 02:25:55 pm »
The squid is simply not fun for everyone else except the pilot

Very, very wrong. It's ridiculously fun to engineer on a Squid.

Why should it be more fun to engineer on a Squid then on any other ship? Because it's easier?

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