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Messages - GeoRmr

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781
/facepalm

I'm going to leave what I actually think about this post out and just say that during the last fireside chat, Muse folks said they're going to be giving an option for players to disable/enable the profanity filter soon.

I'm not entirely sure how my post is a catastrophic failure deserving a face palm, but that is fantastic news.

782
Profanity: you either want to read it, or you don't.

Why allow us some expletives which are "nice friendly loving curses like bastard" and not other "disgustingly filthy obscene words like pussy cat"? I also find the censorship of the word nigger (by the lightest filter setting) to be entirely racist, and censoring of the word homo to be homophobic.

It is ridiculous that words of the same definition are censored in some languages and not others, regardless of their cultural meaning. For example, bastard in English which is not filtered by the light setting, and the Spanish word cabron (of the same meaning) which is filtered.

Secondly I think that the notion of a gradated language filter is absurd, different words cause different amounts of offence throughout different English speaking societies and cultures, and indeed different cultures speaking other languages. (I remember being shocked as a British person at a water-park in Florida being told to "watch my fanny on the way down" a water slide, just as I would imagine Americans being shocked at people asking to buy packets of fags at newsagents in Britain.)

There should be an option to completely disable the language filter, it's not as if people with microphones aren't able to curse as much as they want completely uncensored anyway.

783
Feedback and Suggestions / Re: Outline on text in game?
« on: September 22, 2013, 12:48:52 pm »
I support this notion.
Perhaps even the UI option to have a colour background to the text chat; be it solid or an adjustable alpha layer.

784
Feedback and Suggestions / If you're here, who's flying the ship?
« on: September 22, 2013, 12:46:19 pm »
I believe that the leave counter should be displayed as a percentage out of the number of matches played.
Over long periods of dedicated gameplay it is inevitable that a situation will eventually arise where a player must abandon a game.
Eventually these occasions could begin to accumulate until the leave count reaches a very high number.

Say if a player had abandoned 50 games, that would be pretty bad. However, if they had abandoned 50 games out of >9000 the direct impact of the 50 missed games could tarnish their reputation rather heavily. For example if they wanted to join a particularly competitive clan that required no more than 10 games on the leave counter to join. Having the information as a percentage would prevent discrimination against longer term players, and provide a more comprehensible representation of their likelihood to rage-quit out of a game.

Also, we should show the percentage below forum avatars.

785
Feedback and Suggestions / Wilson's Anti-ship Mines
« on: September 22, 2013, 12:29:44 pm »
Surely Wilson has laid a few mines during his time gunning aboard the Icarus,
why hasn't he made any notes about his mine launching apparatus?

786
Feedback and Suggestions / Re: Character Screen Text
« on: September 16, 2013, 03:40:24 pm »
well if you are going to be technical, why instruments? the only measuring devices in the game are the compass on everyones hud and the altimeter next to the wheel. nor are all of them designed for careful exacting work implicit in the definition somthing made for a particular purpose, and if you are ignoring the implied context everything is an instrument. your pilot doesnt actually have tools on him/her besides their repair one, but rather activates different equipment around the ship that is designed to help him/her pilot. hence piloting equipment.

further more, munitions means the guns as well as the ammo, a more accurate word would be ammunition, or simply ammo, as the gunner only takes the ammo in that area being labled.


yeah the words could be changed but i feel they dont really matter because everything is explained by the pictures themselves.

Of course, they don't really matter. Although I do agree with your point about instruments, a reasonable alternative I considered, for the reason you pointed out, would be apparatus, however I used instruments an abbreviation of "flight instruments" (these are not exclusively measuring devices) and removed the word flight for consistency. I still stand by the word munitions over ammunition, due to the choices being treated or modified versions of a standard ammunition (grease for greasing) for each weapon and therefore are not exclusively ammunition.

- and my final point: it does sound better.

787
Feedback and Suggestions / Character Screen Text
« on: September 16, 2013, 02:55:47 pm »
How about a concise rename of the equipment slots on the character load-out screen?

First, to explain the logic:

The word 'gunnery' usually pertains to heavy artillery exclusively. (As of the current patch we don't have any heavy artillery, only Medium and Light!)*
A more accurate descriptor would be Munitions, however this is now inconstant with the other two class types.
They can be made consistent with more accurate descriptors.

From
  • Piloting Equipment
  • Engineering Equipment
  • Gunnery Equipment

To
  • Instruments
  • Tools
  • Munitions

This list is far more pleasing phonetically, while being concise and exact.

Perhaps the existing headings are prefixed with derivatives of the class names to help further define their relevance? I feel this is made fairly obvious by the number of free slots available in each class load-out. If it is absolutely necessary that the headings reference the class names; I don't see why they can't be:

  • Piloting Instruments
  • Engineering Tools
  • Gunning Munitions **

* The word gunnery sounds idiotic and is not contextually accurate.
** Gunning being both a more accurate and consistent descriptor.

Come on, you know it would sound better.

788
Q&A / Re: Gunner with buff hammer?
« on: September 13, 2013, 11:25:51 pm »
Played as a gunner with this setup on a flack spire (3v3 PUB match, after a few rounds with some good engineers and a damn good pilot we decided to mix things up and have some fun) was a glass cannon but very effective as a support/troll ship (barrage Artemis at range while an engaging team-mate actually does the work and takes down hull armour, kill steal: Lochnagar loaded, finish the buff on your own gun while the engineers are still shooting, ????, GG.

[DISCLAIMER: DO NOT MISS]

789
Feedback and Suggestions / There is no King of this hill...
« on: September 13, 2013, 11:58:10 am »
I do feel that Muse has nailed CP gameplay really well in both Crazy King and Resource Race. However the King of the hill game mode just, isn't King of the hill. (compared with the traditional King of the Hill mode of other video games)

This wouldn't be a problem except that the vast majority of King of the Hill games play out unbalanced and sluggishly. If you cap the point at the beginning, usually, and I do mean usually, that means you've won the match. This is because it's too difficult to recapture a point, and why I'm about to explain how this game mode isn't technically king of the hill:

Typically in king of the hill type gameplay, if you want to "clock points" you need to actually be in the hill. It shouldn't be a resource with a time cap that continues to give points if you aren't directly defending it. Additionally in typical King of the Hill game modes if an enemy is in the hill you don't continue to clock points regardless, the timer should cease clocking points.

I appreciate that Guns of Icarus is not your typical FPS by any means and shouldn't be regarded as such, this is why I do agree that there should be a timer to cap the point. However, I feel that it should be significantly reduced, require you to remain in the hill to continue clocking points, and not clock your points if an enemy is also occupying the vicinity of the hill. This I believe would silence the "GG", "Oh well now we've lost..." & "Oh my god we can't take the point in time, quick just meat rush them one at a time and get slaughtered like sky-whales." from happening minutes before the end of the match, while making the gameplay more challenging for the defending team, (less boring than sitting just outside the point and spawn whaling the attacking team "Oh God we have to sit in this hill with nowhere to hide, I don't know where they're coming from") and less soul crushing for a team that knows that no matter what they can't turn the game around in time even if they spectacularly obliterate their opponents.

EDIT: Please would a moderator move this topic to Feedback and Suggestions if they deem it necessary.

790
General Discussion / Re: Fellow Ex-Gunners Of Icarus Lend Me Your Ears!
« on: September 13, 2013, 10:34:10 am »
On class specific perks to improve the effectiveness, and therefore, viability of a gunner:

How about the ability to active reload?
An example would be the Gears of War series, where you can attempt to time a perfect second push of the reload button for a faster reload, but if you miss the gun jams and the reload takes longer.

As demonstrated in this video by YaNkDeEz11: https://www.youtube.com/watch?v=475HlWJQrwk

Particularly noted was the lack of effectiveness on light gun ships, so if you were to apply this perk to only light guns it would prevent OP Manticore abuse but increase desirability for a gunner on say a squid.
Still too OP a suggestion? Maybe nerf this a bit so that the active reload only works if the previous rounds fired were of the same munition type, i.e. you can't active reload if you want to change to a different type of munition.
Still too OP a suggestion? Perhaps make it load a smaller clip size as well?
Still too OP a suggestion? Don't allow to chain active reloads?
Still too OP a suggestion? Make the succeeding reload time longer?

791
General Discussion / Re: Do you use any custom keybinds?
« on: September 13, 2013, 08:48:53 am »
Gun
S default munition
A second munition
W third munition
D fourth munition
M3 reload
3 look left (Smooth tracking keeps things on target when turning fast or with a damaged gun)
R look right (Same as above, the arrow key defaults are too far away to be useful)
L-Shift to dismount

Helm
W for descend
S for ascend
Wheel for throttle
1 second piloting tool
2 fourth piloting tool
4 third piloting tool (I prefer to play gunner, and this compromise is actually more ergonomic)
Space to return piloting tool to neutral. (Easy to use in a panic response if I forget to turn stuff off)
L-Shift to dismount


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