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Messages - Zyem

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16
If you fly through a flare floating in the sky, it does 1 or 2 stacks of fire damage to the component it flies through.
You mean "bounces off of", surely?

If a flare is incorporeal enough to go through something, it should be incorporeal enough to not do damage :)

17
Feedback and Suggestions / Re: Gamemode: Protect the ship
« on: December 17, 2013, 07:40:02 am »
The AI just has to fly in a nice easy curve around the map. Nothing fancy.
That's the problem. If it is nothing fancy, you get things like them flying straight into mines because they are "just following their path"..

As soon as you add extra behaviour to deal with each situation, you get strange interactions between the "AI goals" which leads to the AI doing completely bizarre things like not moving at all, flying into terrain, flying off the map and then map-killed against the terrain by the YSNP (You Shall Not Pass) winds, spinning around on the spot etc.

EDIT: You see this in the existing AI. Sometime, the AI will sit at an engines waiting for cooldown to repair the tiniest damage.. while the hull is down.

There is a good reason Muse hasn't implemented pilot AI :)

18
Feedback and Suggestions / Re: Adding friends sends a request
« on: December 17, 2013, 06:44:41 am »
Maybe there should be an "enemy" list, too?
"Enemy" implies you dislike the person.

When I friend someone I enjoyed flying against, I'm not saying "I want to fly against this person", I'm saying "I enjoyed playing GOIO with this person, I want to stal^H^H^H^Hplay with them again".

EDIT: Either on their crew/team or against them. No difference.

You're spot on with the friend system being incomplete. There is a lot of functionality missing (search, sort, group and so on).

19
Feedback and Suggestions / Re: Integrated website chat
« on: December 17, 2013, 06:06:55 am »
I've actually sent in a suggestion to have an IRC gateway to the in-game chat (or enough information to program a bitlbee plugin).

As I'm now a CA, I keep GOIO open to keep an eye out for people to help, even though I'm not playing. However, as you said, the in-game chat lacks a lot. For example, timestamps (I have no idea how long ago the question was posted), logs, out-of-game notifications (PMs, name mentions) etc. Also, GOIO is fairly heavy, maxing out a CPU core, keeping my GPU running because of 3D backgrounds..

I haven't heard back yet though, probably due to the holidays coming up.

20
Feedback and Suggestions / Re: Heat Sink
« on: December 17, 2013, 05:56:53 am »
How about an EoT (Extinguish over Time)? Every second it removes a stack of fire.

The reason I suggest this is because currently, it is possible to set a weapon on fire, load in heatsink and it will burn indefinitely. But if you had heatsink loaded in already, it would be completely immune to the fire.

Have it EoT makes it tend towards its natural state (non-burning and immune).

21
Feedback and Suggestions / Re: Voice promixity
« on: December 17, 2013, 05:07:14 am »
Back on track: you guys make valid points. I'm still keen for it though. :P
Like quite a few things (e.g. the ship scramble), as long as it is optional, it's fine.

22
Feedback and Suggestions / Re: Gamemode: Protect the ship
« on: December 17, 2013, 05:04:06 am »
Escort missions? I thought they were universally hated.. especially when AI is involved.

23
General Discussion / Re: Recent attention by the "big" youtubers.
« on: December 16, 2013, 12:07:31 pm »
It is always interesting to ride these waves of people. I remember one large wave basically overloaded the servers and made match countdowns slow or even stop. I was in a competition that week and for whatever reason we had decided during the 5 second final bit of the countdown we would chant "Zwaene," a prominent member of the competitive scene. We had to do it for nearly a minute as countdown was so slowed.
As a programmer, I have no idea how someone could program a countdown system that allows this to happen unintentionally.

Server says something will happen in X seconds. Client gets the time in X seconds and displays the seconds until that time unless the server cancels it. What am I missing?

24
Release Notes / Re: 12.16.13 Hotfix Release Notes
« on: December 16, 2013, 10:15:54 am »
- Fixed a bug that could cause friend list to disappear
I'm going to believe that the bug was:

"Almost everyone had added almost everyone else onto their friends list" :)

25
Feedback and Suggestions / Re: CP Neutralisation Mechanics
« on: December 16, 2013, 10:05:27 am »
In the event you describe, blue deserves the win. Blue managed to reach the point and capture, and Red failed to remove them from the point for any length of time; while blue managed to constantly be blocking it.
I do find it interesting that you think Blue deserves the win. Surely blocking is far easier than destroying two ships at the same time?

That actually reminds me of when I played on Crazy King with someone. They flew their squid under the building surrounding the capture point to perma-block it while being immune to damage (couldn't get arcs on it). Cheap move, in my opinion, and very effective.

I think the issue is that Red does not get properly acknowledged for it's efforts in the score.
It certainly doesn't help the situation :)

In the event you described, this match would never ever end, as both teams are on the point at all times.
This is why I said it may need to be extended to allow capture via kills.

For example:

You kill an enemy ship who is on the point which they are capturing or have captured. It loses a chunk (goes towards neutral).
You are on the point which is neutral or you are capturing and kill an enemy ship. It adds a chunk to your ownership.

I believe (bearing in mind I haven't slept properly in the last week) that this would have the same effect as shortening the timer, but allow the team who is actually dominating the point to capture it through kills, instead of timer.

Thus my hypothetical match would go like this:

B captures the point via timer and starts accruing points.
R destroys B1, reduces the point to 66% B owned. B2 blocks timer capture.
B1 returns. B blocks timer capture.
R destroys B2, reduces the point to 33% B owned. B1 blocks timer capture.
B2 returns. B blocks timer capture.
R destroys B1, reduces the point to neutral.

Then every time B1 or B2 is destroyed thereafter, the point would become more owned by R (33%, 66%) until they had "kill captured" it and then R would start accruing points. Match ends 650-300 or something (depending how fast the kills were).

I think this would be a better reflection of capturing and doesn't cause other breakage. In fact.. this might make snipers more viable on CP as they can neutralise the point from a distance (but they would still need to be on the point to capture it). I'm not sure if snipers have issues on CP though.

Any slip on either side would play out as CP does now anyway e.g if B didn't get to the point in time, the timer would start and R would capture it that way. Each kill ends up with the timer being shorter, which is what you were suggesting.

Could this be a win-win(-win) solution?

26
Feedback and Suggestions / Re: Voice promixity
« on: December 16, 2013, 08:29:41 am »
Huh. I've done the same, but I think playing without drums is not as bad as playing with worse communication.
Oh yeah, it's not as bad for sure. Hence "a little bit of this" :)

27
Feedback and Suggestions / Re: Voice promixity
« on: December 16, 2013, 08:19:48 am »
People would just abandon chat and use steam chat, teamspeak or skype instead.
This is the key thing, really.

If you make in-game audio worse for gameplay, people will naturally move to external voice services due to being superior. Those that play with in-game voice would then be at a further disadvantage. "Further" because a team that uses an external service is likely to have more play together anyway.

There is already a little bit of this which happens to me personally. I turn the music off completely so I can hear SFX and voice as clear as possible. However, Muse decided to put the "enemy near" drum beat as part of the music track. This puts me at a disadvantage (particular in Canyon Ambush) as my opponent knows when I am near, but I have no idea if they are (unless my crew mention it).

28
Feedback and Suggestions / Re: Adding friends sends a request
« on: December 16, 2013, 08:11:46 am »
Some people only add if they played many matches with someone they start liking, others like everyone they once played with and won.
And, of course, some people add people they enjoying flying with or against.

My friends list is so long! I had to clear it out of people who hadn't played in 30+ days the other day. That took a while (mostly due to it jumping around to the top and stuff).

29
Feedback and Suggestions / Re: CP Neutralisation Mechanics
« on: December 16, 2013, 05:36:57 am »
Just spoken to someone and explained the match playout I've described here and they guesstimate that if B employed something like the hypothetical, but as an actual strategy, it could have a success rate of about 40% in public matches and 15% in competitive.

The significant drop to competitive is owed to 2v1 with a coordinated team would result in a too fast a kill for ally to get back in time, which I believe is what Crafeksterty and Thomas are getting at.

However, most matches are public matches, so this "problem" is more likely to crop up there anyway.

The proof is in the pudding though so.. I am going to test this. I will let you know the results of my experimentation :)

30
Feedback and Suggestions / Re: Voice promixity
« on: December 16, 2013, 05:18:16 am »
Instead of talking and everyone hearing you at the same volume level, if you are far away from someone you'll hear them much quieter.
Wouldn't Muse have to make everyones voices the same volume at the baseline. It is already difficult enough to hear some people who play as their mic is quiet anyway..

Not being able to hear my crew because we're taking hwacha is plenty enough realism for me :)

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