Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Clara Skyborn

Pages: 1 ... 9 10 [11]
151
General Discussion / Re: Achievements - what's your game?
« on: February 23, 2013, 02:07:12 pm »
And most of the achievements are harmless, and can be reached more or less normally (except for dumb ones like "Buff 100 balloons").

Looks like that one wasn't too popular. (Which one was it, btw? I'm pretty sure it's been changed in this update, but checking my revision history I can't find which particular achievement used to have that goal.)

What other achievements do you think are dumb? Please share, sometimes it's hard to tell in advance what's going to be a natural fit for gameplay as it evolves and what's going to end up really counterproductive and taking people out of their way to grind. I know I've made some wrong guesses, and I tried to correct a bunch of them with the revisions in this latest pass. Pilot multiclassing got a big overhaul, for instance, so that pilots should almost never have to leave the wheel any more to get those. This was admittedly a legacy from our early alpha and beta testing days, when ships were often run with skeleton AI crews and pilots were ditching the wheel much more frequently to get things done than it turned out was reasonable in live, fully-crewed competitive matches.

So what achievements make you go "oh no, not this again?" And what do you think of the revisions in this update?

152
Et le resultat: russe?!

153
(et franchement, le Français, c'est beaucoup mieux que l'Anglais en général).

On peut le disputer, mais on laissera la question a plus tard. ;)

En tout cas, bienvenue a tous! (Et si vous vous interessez peut-etre a servir comme moderateur supplementaire du forum, on a toujours besoin des volontaires!)


154
Website and Forum Issues / Re: New forum!
« on: February 22, 2013, 02:19:53 pm »
Quick question, If I may.. what's the message edit policy?  If we want to create a thread as a Guide do we have a limited or unlimited perriod to edit our posts?

I ask, because if I want to create a damage animation thread (for example), do I need to go back to the game and fill in the blanks in the collection before I start, or can I make a start and go back and add in the missing pieces a week, two weeks or a month later?

The edit policy is the same as on the old forum, and you'll have 30 minutes after posting to edit. In the case of guides, you can ask a CA/moderator to help you make edits to the original post.

155
The Lounge / Introducing the new CAs!
« on: February 22, 2013, 12:42:38 pm »
Here's where the newly inducted CAs step up and say hello. :)

As a general rule, new CAs are inducted following the CA Games at the start of every month, although rolling appointments are not unheard of.

If you're interested in learning more about the CA program or applying to become one yourself, check out the Community Ambassadors page on the site: http://gunsoficarus.com/community-ambassadors/

156
The Lounge / Re: Introductions!
« on: February 22, 2013, 11:49:01 am »
Hi, there! Clara Skyborn, aka Jess here. I'm one of the designers here at Muse, as well as writer/worldbuilder and community manager. I spend my days thinking up names for things and drinking cup after cup of tea.

157
Release Notes / Version 1.1.4 Release Notes
« on: February 21, 2013, 12:37:03 pm »
Official release notes on the Steam group page: http://steamcommunity.com/games/gunsoficarusonline/announcements/detail/1028215840683421005

Content
- New gameplay trailer released 
- New maps:
-- Fight over Firnfeld 3v3 Deathmatch (based on Anglean Raiders)
-- Battle on the Dunes 3v3 Deathmatch
-- Canyon Ambush 3v3 Deathmatch
-- Northern Fjords 3v3 Deathmatch
- New hats in the store

Features
- First release on Linux!  (Awaiting Steam for store integration to go live)
-- Known issues: black patches on some ships at some angles, antialiasing does not yet work
-- this build, while stable, is primarily intended to collect feedback from the community

- Added automatic AFK detection: kicks players from a match after 2 minutes with no input
- Added a “Go AFK” button in Options that allows you to temporarily replace yourself with an AI and resume later. (Will still be removed after 5 inactive minutes)
- Added effects to indicate buffed and fireproofed components
- Added hotkeys in Sandbox map (Practice) to toggle AI on/off, damage your ship, and light your ship on fire
-- You may need to manually bind these keys in the Options menu, or reset your bindings to default to get their default bindings (this is a known bug with our keybinding system)
- Tutorial text is much more detailed and context-sensitive, including explanation of various tools
- Gun tooltip UI in ship customization changed to a more graphical design for clarity
- Guns now gradually lose functionality as they are damaged (like engines and the balloon)
-- Time between shots and time to reload increases linearly with damage, up to 150% normal
-- Rotation speed decreases linearly with damage

Map Changes
- New spawn logic to combat “spawn camping.”  Please report any issues with screenshots of the map screen and the map you were playing to feedback@musegames.com
- Adjusted spawn points to support new logic
- Reduced “Scrap on the Dunes” point limit to 800

Balance
- Adjustments to objectives and goals for numerous achievements
-- Note: if you were in progress on a goal that has been adjusted downward so that you meet the new target, you might see that achievement automatically complete on login. Already completed achievements are not affected by any changes.
- Changes to fire and fire-related equipment:
-- Maximum fire charge count increased to 20 (from 16)
-- 8 charges required to disable guns (guns will glow red when 8 charges are reached)
-- Fires deal base 8 damage per second; each charge deals an additional 2 fire damage per second
-- Fire damage multiplier against mechanical parts reduced to 0.25 (from 0.8)
-- Fire damage multiplier against armor increase to 0.5 (from 0.4)
-- Chemical Spray: extinguish power 2, makes component immune to additional charges for 12 seconds, causes 6 seconds of repair cooldown
-- Fire Extinguisher: Extinguishes all charges, causes 10 seconds of repair cooldown
-- Reminder: Fire-fighting tools bypass repair cooldown to extinguish fires but do not cancel them
-- Banshee Rocket has 12% chance to apply 3 charges on direct hit, 30% change to apply 1 on AoE as well
-- Dragon Tongue has 13% chance to apply 1 charge per particle (13 particles per second)
-- Incendiary Rounds adds a separate 10% chance to apply 1 charge on hit to all weapons.

- Typhon Flak Cannon:
-- Arming time of 1 second; does not apply area damage until ~240m
-- Damage is split evenly between direct and area (so it will deal half damage under arming distance)

- Mercury Field Gun
-- Decreased piercing damage (from 100 to 75)
-- Increased projectile drop (from 12 to 15 m/s^2)

- Hellhound Heavy Twin Carronade
-- Increased spread (from 2.5 degrees to 6)

- Banshee Rocket Carousel
-- Increased direct and area damage (from 15/20 to 20/25)
-- Added chance to cause fires (12% chance of 3 charges on direct hit, 30% chance of 1 charge on area hit)
-- Decreased spread (from 5 degrees to 3)
-- Reduced burst area radius (from 14 to 8)

- Dragon Tongue Light Flamethrower
-- Increased damage per particle (from 3 to 4)
-- Reduced chance to add fire charge per particle (from 25% to 13%)

- Artemis Light Rocket Launcher
-- Decreased area radius from 4 to 3
-- Decreased direct damage from 80 to 60
-- Increased area damage from 70 to 120

- Other skills:
-- Tar Barrel clouds slightly larger (by about 30%)
-- Lochnagar Shot: rate of fire reduction change to -25% (from -15%), spread reduction increased to -100% (from -90%), rotation speed penalty increased to -100% (from -95%)
-- Lesmok Rounds: rotation speed penalty changed to -40% (from -30%)
-- Doubled the number of hits required to rebuild guns and engines

- Squid received small boost to armor, from 200 to 220 (Charged Rounds + Field Gun now requires 2 shots to destroy full Squid armor)

- Other damage type changes:
-- Explosive damage multiplier against armor reduced to 0.3 (from 0.5)
-- Flechette damage multiplier against armor increased to 0.5 (from 0.2)
-- Flechette damage multiplier against hull health decreased to 0.2 (from 0.3)

- Reduced damage dealt by sandstorms (from 7 to 5 shatter damage per second)

Fixes and Optimization
- Fixed a small difference in vertical positioning of gun interaction boxes between client and server (previously you could get kicked off the gun unexpectedly in edge cases)
- Projectiles that detonate due to damage no longer cause friendly fire.
- Spectators: Opening the menu in spectator mode no longer resets your position
- Spectators: Fixed interest management issue that could cause guns or engines to disappear from ships near the edge of the map or in cloud cover.
- Optimized most level and ship assets to reduce vert count, texture size, and draw count where possible.  Should improve frame rate, particularly on low-end machines.

Community
- Revamped forum is going live! The new expanded forum uses a more traditional layout and is connected directly to your in-game account.
-- Log in using the email address and password you used to register with the game
-- Modify your email address, password, and newsletter preferences from the “Game Account” tab
-- New International forums added with French-, German-, Japanese-, and Russian-language boards and wikis

- Call for video submission! Show off how and why you fly in a 2 min short video, and add another 2 minutes of you and your crew in game.  All for a chance to win a one-of-a-kind Guns of Icarus Online bullet USB.
http://gunsoficarus.com/community/blog/we-want-to-hear-from-you/

- Facebook and Steam like drive still going on. We are 500 away from 2000 recommendations on Steam, and a bit over 2,500 Likes on facebook, so plenty of chances to win stuff still. Give us a like and help us spread the word!
http://store.steampowered.com/app/209080
https://www.facebook.com/GunsOfIcarusOnline

- Inaugural “the Cogs” league open for sign ups!
http://gunsoficarus.com/community/forumarchive/discussion/1202/guns-of-icarus-league-official-sign-up#Item_3

159
Community Events / "The Cogs" Scrimmage Signups
« on: February 21, 2013, 12:02:19 pm »
Original thread archived here: http://gunsoficarus.com/community/forumarchive/discussion/1202/guns-of-icarus-league-official-sign-up/

Think your team a special unique snowflake?
Prove it by signing up to compete in the Guns of Icarus League: The Cogs.

This competition will take place every Saturday at 4 pm EST.

What we need from you

Team Name:
Captains:
Crew:

Two Team Colors (Optional):
Team Logo* (Optional):


*Logo to ideally be 512x512, non-transparent. See Paddling's example.

--Full rules to appear later--


Sorry Jess! You can murder me later for this. You can find the teams of the past and present here:https://docs.google.com/spreadsheet/ccc?key=0AgmQzF2vnQHcdE1oZzRPM0Q0aWYtelA4aXJUQW1FVGc#gid=0

The team document is kept as up to date as I can manage, all things considered.

-Swallow

Pages: 1 ... 9 10 [11]