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Messages - Safewood

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16
Feedback and Suggestions / Re: List of suggestions
« on: July 01, 2014, 07:36:47 pm »
Edit: Hopefully this is sufficient. :)

Maps:
Objects such as low-poly skyscrapers, summits, caves, slow-moving meteor showers, etc.


Gunners:
Exclusive passives for Gunners only, with only, but different benefits on the ammunition. F.ex. on-hit debuffs, such as slower turn rate on enemy turrets, slower movement speed on deck, vision obscuring effect and so forth.


Visual and audible feedback:
A visual feedback, such as, a red stop sign with an 'access denied' sound, played only once, with a more distinguishable audible feedback on the hammer and wrench; similar to the sound Tyrion explains about his cousin Orson from Game of Thrones ("KUNK, KUNK, KUNK").

A visual feedback about the stages of fire taking place (5 seconds, 10 seconds, 15 seconds, etc.); the longer cooldown, the greater the fire is. Would be great if we could see more of the enemy's fire, so you know better where they're focusing, though the visual feedback on the machinery would help a great deal, then the enemy's fire helps to see where they're focusing next.


Matchmaking system with matchmaking rating:
Steps: Dashboard -> Party -> Queue -> Lobby -> Play
Images: https://imgur.com/a/iVb6E

From the main menu, you can open up the game modes, for what you want to play and if you want to create a crew or immediately go into queue. If you choose to create a crew, you invite your friends to join the crew and then search for a queue together. When a match has been found, a lobby is created, where you configure your character and ship, and vote for a map. Lastly, you get all thrown into a server together to duke it out.

Sidenote: A 15 seconds warmup would be great, too. Within that 15 seconds period, you can not move your ship at all, so that everyone has an equal chance to start (important in KotH modes and similar).

17
Feedback and Suggestions / Re: List of suggestions
« on: July 01, 2014, 05:36:24 pm »
@ Dementio:
Ah, made our Captain use it this match. However, I would like to add that it should have a different colour from the Spyglass, so that it's easier to distinguish it, even though it's a crosshair.

18
Feedback and Suggestions / Re: List of suggestions
« on: July 01, 2014, 05:05:04 pm »
@ SirNotlag:
It's the very same as Spyglass. Captains should have one that differentiate from the white box.


@ Mr.Disaster:
Oh, you would still have the lobby system like that, similar to League of Legends' champion select. It's just that you now have a queue instead of a match list. I can see now that I should've been a lot more thorough with what I envisioned, but I've already started on the rewrite (doing it between matches, so it's slowly coming together)-

19
Feedback and Suggestions / Re: List of suggestions
« on: July 01, 2014, 03:02:47 pm »
@ Dementio:
Ah, right, I see what you mean. In that case, it's all about communication, but it would be great to have a 'prioritize target' for captains.


@ Mr.Disaster:
Lobbies are only useful for custom matches and starting a game with less than full crew.

Fair enough, however, I intentionally made everything very unspecific. Think of Extra Credits, brings up the issues without influencing specific solutions. Though I can rewrite everything with specific suggestions, solutions, etc.


@ SirNotlag:
It's sort of similar to when you fly in full speed while turning, which makes your projectiles look out of place. However, in this instance, the projectiles started from the top-left of my screen, instead of starting from the turret; though it could be networking issues, or something similar to that.


Edit: Not possible to edit the main post any longer. So I'll just add it here or in next post later.



20
Feedback and Suggestions / Re: List of suggestions
« on: June 30, 2014, 10:37:22 pm »
Alright, I assumed map making was similar to other engines, such as Quake, Source, Spark, etc. Which makes map making a breeze, unless you make it incredibly detailed.

I haven't actually noticed that, except from the Fire Extinguisher, but I would then suggest to make the audible feedback more distinguishable. A clearer visual feedback when you can repair or extinguish the fire, such as highlight the machinery (similar to how Bioshock highlights items).
On a related note, they should also make a clearer visual (and perhaps audible) feedback by how much you extinguish the fire.

I've already rebound the map to the "V" key for easier access, since I use microphone anyway.

You can't use the spyglass to tag your opponents? I'm pretty sure you can tag your opponents with the spyglass, unless the timing between me trying to tag them and the captain tagging them has been mere miliseconds similar scary amount of times.


21
Feedback and Suggestions / List of suggestions
« on: June 30, 2014, 09:47:22 pm »
Short and simple. List of suggestions I feel is strongly needed in the game.

- Maps with a lot of objects to fly around, so that you can have other ways to outplay and bait your opponents.
- Gunners with only, but different benefits on ammunition. Currently there's really no need for Gunners, since you can have your alternative ammo on your Engineers, which is only needed in close range combat.
- Viewmodel and projectiles are completely off from each other. The projectiles come from the upper-left corner of your screen, while your turret and crosshair is in the middle.
- Matchmaking system with matchmaking rating.
- Visual and audible feedback when you can or can't repair or out of range with wrench, hammer, etc. E.g. highlight the machinery, different sound effect, etc.
- Either stronger colours or bigger size on the sails to easily distinguish between Red and Blue, because most ships has a red-ish colour palette already. You already have the map, but it's rather a hassle than adding to the game. Spyglass' only purpose should be to keep your opponent targetted, because you could be out of range when you try to target someone.
- Remake the party/lobby system like every other competitive game has it, such as League of Legends, Starcraft 2, Counter-Strike: Global Offensive and so forth.
- Ladders feel really clunky, such as, you can't strafe onto the ladder (e.g. run towards the ladder pressing W and D, though I'm not talking about Quake/Source engine ladder strafing, just easier to hit the ladder that way), and you sometimes fly up in the air when you hit the end of the ladder; makes me completely disorientated.

22
Only played for almost 6 hours total, but I've never had any rubberbanding effects, even when I've been playing on NA servers (e.g. 150~ ms latency).

Edit: Moved text to List of suggestions thread.

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