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Messages - Watchmaker

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31
Feedback and Suggestions / Re: Navigation, armor and crew.
« on: June 09, 2015, 09:38:08 am »
Top should be north on all maps already.  Where is this not the case?

32
General Discussion / Re: Lag.
« on: May 30, 2015, 09:57:18 am »
Also, would anyone mind explaining to me who hosts the games? Muse? Players? Steam?

Games are hosted by dedicated servers that we maintain, rented from a hosting company that provides the connection and hardware.  The server region of a lobby (Americas, Europe, Asia, Oceania) determines which datacenter the match will be hosted from.

33
Servers are back up and running.

34
Gameplay / Re: Realism Battles
« on: May 28, 2015, 10:03:06 am »
I doubt muse is adding torque at the engine's location, but rather where it would cause the ship to fly the most intuitively.

Heh.  Lots of physical properties are fudged in this game, but this is actually not one of them.

35
Feedback and Suggestions / Re: Map wish: The Heights
« on: May 16, 2015, 07:00:26 pm »
My point being merely that we'd have to do something highly customized for such a map to work.  Yes, there are possible solutions.

36
Feedback and Suggestions / Re: Map wish: The Heights
« on: May 14, 2015, 10:44:36 am »
The biggest limiter of using clouds is how expensive they are for the client to render.

This proposed map would spill the blood of many an innocent integrated GPU.

37
Dev App Testing / Re: Character movement testing, build 504
« on: May 05, 2015, 01:40:36 pm »
I believe build 505 fixes the occasional fall through the floor.

38
Dev App Testing / Re: Character movement testing, build 504
« on: May 05, 2015, 01:01:47 pm »
The goal for now has to be "works like the last unbugged release", which was 1.4.0.  Preferably with less sticking to railings, since that was the bug I was originally trying to fix for 1.4.1.

Further changes are beyond the scope of the immediate hotfix.  I'm not thrilled with "hopping is faster than walking" myself, but one thing at a time.

39
Dev App Testing / Re: Character movement testing, build 504
« on: May 05, 2015, 11:32:21 am »
I'm sure everyone's going to hate this, but the slowdown on slopes is not a bug.  It's how this behaved in version 1.4.0 and earlier.

(Also, technically, you aren't slowing down, you're just moving at the same speed along the surface of the slope rather than just horizontally.  Triangles.)

40
Dev App Testing / Character movement testing, build 504
« on: May 04, 2015, 04:29:26 pm »
We're getting ready to release a handful of fixes in the first 1.4.1 hotfix.

One of the ones that could definitely use some testing/feedback is player movement.  I've removed some problematic code introduced in 1.4.1 that caused what some have referred to as "magnetic railings" or "walking through mud", and have replaced it with an alternate solution to reduce getting stuck on slopes and railings.  In doing so, I'm treading dangerously close to the the nonfix to this issue released in 1.3.9, so I could use some testers to bang on it and see if things work reasonably.

TL;DR: Run around on moving ships, see if you get stuck, let me know how it feels.

41
Release Notes / Re: Release 1.4.1 Notes
« on: May 01, 2015, 10:36:03 am »
Steve you are definitely not the only one to have noticed "weird walking."  There is definitely something peculiar going on, I suspect it is a side effect of changes I made (at the last minute) to reduce instances of getting stuck on railings.  I'm investigating (and, hopefully, fixing) this.

42
Dev App Testing / Re: Dev App 1.4.0 (475)
« on: April 10, 2015, 01:46:00 pm »
Trails extending a bit too far has literally always been a thing (blame the combination of latency and high projectile speeds.)  Unless you have a case where this breaks in dev app but not in production that's a known (and minor visual) issue.

43
Dev App Testing / Re: Dev App 1.4.0 (475)
« on: April 10, 2015, 12:09:40 pm »
Build 475 is up.  Changes of note:

- Flamethrower particles now penetrate a short distance (effectively, they will hit any components near their initial impact)
- Spotting in and around clouds has been significantly improved; ships occluded by only a small thickness of cloud are still spottable.
- Gun and ship data in the Library now unlock earlier (novice-usable stuff immediately, other stuff on novice graduation)
- Crewmembers can now see what spawn point their captain has selected while respawning
- Carronade arcs reduced slightly
- Heavy Carronade range reduced slightly
- Heavy Clip now reduces recoil by 95% (was 100%)
- Carronade reload times slightly increased
- Med Carronade shatter damage decreased, some damage added to flechette side
- Fire extinguisher higher immunity duration with shorter repair cooldown

(Stat changes may be tweaked slightly more today, but this is what's up at the moment of this writing.)

Fixes to dev-app-only bugs of note:
- Flares that have not armed no longer stick around forever
- Water Hazard loads again

44
Feedback and Suggestions / Re: Laser Guided Missile
« on: March 31, 2015, 07:50:46 pm »
That would have been back in beta. It was boring for the gunner shooting it AND for the pilot/engineer on the receiving end, which is why we scrapped that idea.

45
Dev App Testing / Re: Dev App 1.4.0 (473)
« on: March 31, 2015, 06:40:47 pm »
Practice should work now.

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