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Messages - MightyKeb

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16
Feedback and Suggestions / Re: Character Compasses
« on: October 09, 2017, 04:39:57 am »
This can become annoying when you have to react to the appearance of an enemy really fast. Eg, ambushes, or a sniping build peeking out of cover. As a result, high levels would end up doing one of two things:

1) Memorize the directions in every map (as if some of us haven't done so already)

2) Use the map to describe directions instead.

Neither of which involve an ingame compass that has to be slowly pulled out, then relayed to the Captain.

17
Feedback and Suggestions / Re: Recent Complaints and Whatnot That I've Seen
« on: September 30, 2017, 08:45:30 am »
-Stacking is insane lately, making it more difficult for new players to pick up the game. Recommendation to fix below.

This has always been a part of guns of icarus. And the complaints about it have always been anecdotal, because muse either doesn't publish data on stacked matches, or doesn't have a way of filtering out levels in their match stats. Also,

-I've had this discussion with others, but many feel like the Squid's changes done to the Hull Amour have had little to no effect on the Squid's ramming ability, since people ram using the balloon.

Funny you mention this, because I find myself hull-ramming just as often as balloon ramming nowadays. The armor buff actually allows me to get one or two rams in without losing any perma.

That doesn't mean I agree with the squid changes above, though.

18
    OHAI EVERYONE!

    • Coffee Hour with a Dev


      A chat session on the official Guns of Icarus Discord each Tuesday:
      We want to talk to players directly about suggested ideas for changes to DevApp and get a feel on what you are thinking, directly.

      When: TBA on Tuesdays
      Where: https://discord.gg/5CZrbrk
      .


    Is this a discussion on changing the dev app itself, or discussing the current game changes on dev app?[/list]

    19
    Feedback and Suggestions / Re: Match ends are jarring
    « on: September 02, 2017, 11:23:29 am »
    And, of course, you can miss some fireworks.

    You used to be able to see the wreckage of the last ship when it died, now it just dissapears into another dimension while the game takes you to sightseeing way too quickly.

    20
    Feedback and Suggestions / Re: Slot Locking
    « on: August 31, 2017, 08:03:19 pm »
    But the clans I mentioned Rydr's Skbo and others still never offered rematches. Hell as a Dagz we always used ask for a rematch type it in chat ' vote for rematch for team scramble' Then sneer as you were not fair enough to stay for a rematch when the teams were scrambled. That was and still is pathetic.
    OK, either you are just a Forum Dweller (one who chats on the forum but hasn't played the game in a year)  or you are lying. I have never seen a rematch vote fail, except when people forget, which seems to rarely happen. Am I misunderstanding what you said...?

    I interpeted it as stacks leaving a lobby after the odds were even, as per the line, "Then sneer as you were not fair enough to stay for a rematch when the teams were scrambled."

    21
    General Discussion / Re: Bartle's Taxonomy Ignored?
    « on: August 29, 2017, 08:31:42 am »
    The peak game population is lately down to ~20 players. Its becomming unplayable.


    This is simply untrue. The game regularly passes 20 players between afternoon to night EU Time. I think you're referring to the minimum population.

    22

    Spuds of Glowwater, signing up!

    POC: MightyKeb, Xedeon

    23

    Glowwater Thralls, signing up.

    POC: MightyKeb, Fiasco total

    24
    Feedback and Suggestions / Re: Trophy ship theme
    « on: July 28, 2017, 11:18:25 am »
    So long as someone makes it, why not.

    25


    Sandwich Predators, signing up!

    PoC: MightyKeb & WATERitsME

    26
    The Gallery / Re: The GoIO Catwalk - Your Favourite Outfit
    « on: July 16, 2017, 11:11:59 am »
    I think I posted my male outfits somewhere else on here already, they haven't really changed, but I redid my female outfits:



    Ah. So you have the t-pose aswell.

    27
    Dev App Testing / Re: Dev App Testing change-log: 7 July, 2017
    « on: July 07, 2017, 04:17:01 pm »
    Can we have exact stats on Magnate and Incendiary? And limiting Lochnagar's stats to only the changes made would be nicer. Thank you.

    28
    I forgot to link the Trello.

    Blue C and Red D may move back some when the map borders are expanded (this is planned). The Spawns were carefully chosen by testers based on previous tests. Each one was chosen based on either strategic positioning (furthest N/S) or cover. We considered angled spawns, but could not find a fair mix that would not end up with terrible spawn camping. E/W was also considered, but once again could not find a fair way to do it since the west side is much more open than the East. The map should be expanded next week, and we can revisit spawn options.


    I do have that mock up. This thread is mainly for porting or adapting existing maps. I don't think Muse has time currently to create new maps from scratch.

    I don't know what kind of terrain exists beyond the borders of this map, but if the Southwest and Northeast are anything to go by, it might end up being surprisingly open for a map like this. I'd suggest spamming clouds around the aforementioned areas in preperation for the expansion, too.

    29
    This isn't a map suggestion, but rather a series of suggestions for one of the upcoming maps - Graveyard. I'm copypasting it here just incase it turns out this is the more appropriate thread to use.




    It's great that you've included the spawns here, because otherwise I mightve overlooked them while focusing on the game during playtest.

    On blue's side, I think C4 spawn needs to be moved to C5, behind the Engine. The reasoning is pretty simple - makeshift spawn protection. D3/4 needs to be edged closer to 4, behind the rib instead of inbetween. Rest looks pretty alright, though for A 3/4 there are two options that might make it slightly better: Edge it to B 3/4, or move to to A4, but add cloud rotation to the west corridor if it wasn't present already.

    Red spawns are all fine except C2. I don't know where to put it, either C/D2, or C 1/2.

    Infact, I'd prefer we play around with the idea of giving the teams Diagonal spawns instead. That being, Blue spawn occupies the general area to Northwest while Red takes Southeast. It's already been employed in some of the current maps (Paritan, even Duel a little bit) and is particularly useful when a map is too small to spread the spawns around, or the spawns aren't defensible enough on all directions. In this case the direction I chose for both teams' spawns appear to give some of the best cover on the map, so you can see the idea in effect that despite it being more clumped, it would hold off better agains't a good spawncamp. Of course, this doesn't mean all the spawns have to be in the same direction. Having one of them at the opposite lateral direction is always healthy.

    I'd also love to get a general idea of cloud rotation in this map  aswell. Roughly speaking, I'd like some clouds orbiting the entire West corridor, E3-5 and maybe, just maybe some orbiting middle really high, if the flight ceiling is large enough.

    30
    Dev App Testing / Re: And the Graveyard!
    « on: June 17, 2017, 10:04:20 am »
    In addition, we are also testing Graveyard, a 2v2 to 4v4 Deathmatch based on the Skyball map (Skyball will return when the mystery game crashing bug is found)

    2v2 has adjusted spawns, the others do not yet until we evaluate the new spawns.



    If anyone is counting, the addition of the two new maps will gives us a total of 11 2v2 DM, 11 3v3 DM, 4 4v4 DM, 2 2v2 koth, and 3 3v3 koth.

    It's great that you've included the spawns here, because otherwise I mightve overlooked them while focusing on the game during playtest.

    On blue's side, I think C4 spawn needs to be moved to C5, behind the Engine. The reasoning is pretty simple - makeshift spawn protection. D3/4 needs to be edged closer to 4, behind the rib instead of inbetween. Rest looks pretty alright, though for A 3/4 there are two options that might make it slightly better: Edge it to B 3/4, or move to to A4, but add cloud rotation to the west corridor if it wasn't present already.

    Red spawns are all fine except C2. I don't know where to put it, either C/D2, or C 1/2.

    Infact, I'd prefer we play around with the idea of giving the teams Diagonal spawns instead. That being, Blue spawn occupies the general area to Northwest while Red takes Southeast. It's already been employed in some of the current maps (Paritan, even Duel a little bit) and is particularly useful when a map is too small to spread the spawns around, or the spawns aren't defensible enough on all directions. In this case the direction I chose for both teams' spawns appear to give some of the best cover on the map, so you can see the idea in effect that despite it being more clumped, it would hold off better agains't a good spawncamp. Of course, this doesn't mean all the spawns have to be in the same direction. Having one of them at the opposite lateral direction is always healthy.

    I'd also love to get a general idea of cloud rotation in this map  aswell. Roughly speaking, I'd like some clouds orbiting the entire West corridor, E3-5 and maybe, just maybe some orbiting middle really high, if the flight ceiling is large enough.

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