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Messages - Watchmaker

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166
Release Notes / Re: Version 1.3 Release Notes
« on: July 18, 2013, 11:46:05 am »
Hotfix of July 18th:

- Server performance improvements, primarily in the lobby
- Ship preview now works on running matches
- Expanded basic Engineer and Pilot tutorials

167
Gameplay / Re: 1.3 General Speculation
« on: July 05, 2013, 02:21:56 pm »
Mercury changes: we upped the reload time to 7.5 seconds on the dev app, let us know how it feels.

(Yes this is longer than it was in 1.2, to compensate for the implicit buff of piercing projectiles)

168
Gameplay / Re: Clouds. Are they broken?
« on: June 26, 2013, 01:42:24 pm »
It doesn't, unfortunately, though you raise a good point.

169
Gameplay / Re: Clouds. Are they broken?
« on: June 26, 2013, 11:46:33 am »
I can answer some questions about the implementation here.

1) To the best of my knowledge, there have been no changes to how spot cancelling works in recent memory.  Not sure what you guys are seeing there.

2) Buffs visible through clouds is a bug, but it is a bug I fixed like 5 minutes ago so it'll be in the next patch.

3) Yes, clouds are billboarded; unfortunately the way this is handled means that if your camera moves very rapidly it may take a few frames for all the clouds to catch up, hence sideways clouds and the fact that the billboards are more visible in spectator mode.  It's a thing I'd like to improve but there are unfortunate performance considerations.

170
Release Notes / Re: Server Downtime and Patch Release v1.2.1
« on: June 10, 2013, 12:49:15 pm »
Elite costume unlocks were bugged; it's the hat that's supposed to unlock at level 5, not the costume itself.  This should be fixed now; if you claimed the "wrong" item, you will be able to re-redeem that prize to claim your hat.

Skyrider is the "real" name of Dust Rider 2.0.  Keys will be sent out in the next couple of days.

171
Release Notes / Re: Server Downtime and Patch release
« on: June 09, 2013, 08:49:36 pm »
We originally hoped to have the mine launcher in for this patch, but that was before a lot of serious server performance problems came to light during the TGS weekend and distracted us thoroughly.

172
Gameplay / Re: Firing mechanism and damage explanation
« on: June 07, 2013, 10:50:41 am »
Flares "illuminate" within a large radius once they trigger.  Ships that are illuminated and inside a cloud - regardless of team - are drawn as visible shadows on the cloud.

173
Release Notes / Re: Version 1.2 Release Notes
« on: June 01, 2013, 03:32:29 pm »
Yes, voicechat is done entirely through Steam;  I'm not sure if they changed anything recently, but there was an update or two around the right time.  It's also mostly peer-to-peer, so the firewall and connection of you and everyone you're talking to may have more bearing on its effectiveness than whatever servers Steam  uses for it.

174
Release Notes / Re: Version 1.2 Release Notes
« on: May 31, 2013, 01:01:43 pm »
For the record, the various hotfixes this week have all been related to server stability and performance.  No balance or client changes whatsoever.

175
Gameplay / Re: MAPS Balance Questions and Concerns v1.2
« on: May 27, 2013, 12:08:09 pm »
The initial point on Crazy King maps is completely random.

176
Gameplay / Re: GUNS Balance Questions and Concerns v1.2
« on: May 27, 2013, 12:04:55 pm »
Hit markers: one hit marker is shown per gun per component hit, scaled according to the total damage dealt to that component by that gun in the last quarter second.

At one point in beta we had individual hit markers for every ray on the carronades &c, but the number made it impossible to actually judge how much damage you were doing to different components or between different guns. That system also sucked up an inordinate amount of bandwidth during firefights.

177
Release Notes / Re: Version 1.2 Release Notes
« on: May 24, 2013, 07:18:00 pm »
Not one but two hotfixes to the server went out today!

The first restored map vote and start countdown, as well as fixing a number of server stability issues.

The second fixed a memory leak introduced by the first. Uh, oops.

178
We'll need a client log at the very least; please send it along with this description to feedback@musegames.com.  Most likely we'll then ask you to run various networking diagnostic tools.

The other thing you can do is that when you see this, hit the debug key (backtick by default) and take note of the IP address and port you were playing on.

Can you clarify one thing for me?  Are you playing from Japan, or playing games with Japanese players from somewhere else?

179
Q&A / Re: Pilot Achievement - Shake 50 Spots
« on: May 24, 2013, 02:31:32 pm »
You lose a spot when you are unobserved by the entirety of the other team for 5 seconds.  This can be achieved by being out of visible range, behind obstacles, or behind/inside sufficient cloud cover.

180
Q&A / Re: The mechanics of the flamethrower/fire damage
« on: May 24, 2013, 12:50:14 pm »
Since there was some question: yes, the flamethrower's particles currently pass through components, allowing each one to potentially damage/ignite several components (even on different ships if they're packed close enough).

Flamethrower ammo: I am personally fond of burst rounds (yes, the AoE modifier applies), which will allow each particle to hit more of the ship.

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