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Messages - Newbluud

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31
Release Notes / Re: Version 1.4.5 Release Notes
« on: February 23, 2016, 06:05:17 am »
- Male googles: Green and Gold Aviators

Googles.

32
Feedback and Suggestions / Re: Build Pros and Cons List
« on: February 21, 2016, 09:51:32 am »
I agree with disaster...

Also let's face it... Even if one of the players who uses double flak double flare pyramidion because Flaks be cool to, gets given a giant red text saying "Crap dude you're going to struggle in that!" They will do what they do to the multiple vets who warn them... "Whateva bruh I'm-a gunna wreck ya butt!"

In reference to what disaster said, yep, it's not an easy ask, but one I think would do a world of good for frustrated good Samaritans trying to balance lobbies and for frustrated new players who simply don't understand why their awesome ship isn't working.

And to you, Kamoba, it's not going to be a catch-all. There will still be players determined to make things work. I just feel if there is a very clear, simple, objective statement from the game, instead of another player, the newbie is far less likely to feel personally offended. Most of the time I read new players rejecting any advice I might have as feeling as if I'm telling them that they suck. They can be defiant towards me as an individual, proving their "amazing" build and getting to gloat in my face (in their heads) but you cannot gloat to text. I'm basically going a roundabout way of saying if they game tells you a build sucks, it seems more legitimate in the mind of a new player than some salty vet, who they have probably already dismissed as an elitist turd.

33
Feedback and Suggestions / Re: Build Pros and Cons List
« on: February 20, 2016, 01:38:35 pm »
EDIT: A friend told me this is extremely difficult to implement from a programming perspective. A bit of a shot to the knee of the whole thing, but I still like the idea. I don't know much about these things myself, but I heard difficult, not impossible.

Anywho, discuss if it pleases you.

34
Feedback and Suggestions / Build Pros and Cons List
« on: February 20, 2016, 12:22:05 pm »
I'm sure you've all seen it, someone who sees any tutorial text and switches to TL;DR mode on it, who picks the guns that sound or look the coolest, who brings ships to the game that can barely do anything, or have a build that can but fly it in such a way that it won't work, simply because they don't know what it is supposed to do.

I have a simple suggestion that might help. When someone selects their loadout, the game should read which guns they have and what damage multipliers they have, then feedback into a pros and cons list. A simple, clear, concise way of telling someone what their ship does. This text could be coloured red and green to ensure it stands out.

An example.

All flak spire.

Pros:
- Extreme killing power once the armour is stripped.

Cons:
- Extremely weak at stripping armour.
- Extremely weak at disabling engines and weapons.
- Extremely weak at disabling balloon.
- Extremely weak at enemy crew disruption.

This would give a very clear readout to the would-be captain that his love for the echidna and typhon come at a very heavy price. Naturally, this kind of system would not be 100% accurate, as people can fly and target things in particular ways to make a singular role ship quite versatile.

Another example:

Goldish: 1. Carronade 2. Banshee 3. Gatling

Pros:
- Extremely strong at disabling balloon.
- Strong at enemy crew disruption.

- Moderate at stripping armour.
- Moderate killing power once armour is stripped.
- Moderate at disabling engines and weapons.

If moderate is listed as yellow, then suddenly you have a better looking mix of yellow and green instead of one green amongst a scary amount of red. All in all, a more effective ship in the eyes of someone programmed to look for simple solutions in what is, at first glance, quite a complicated meta-game.

It may also be possible, with a bit of fine tuning, to calculate potential bi/trifectas and add some kind of multiplier to determine the potential the ship has for different stats. So two gats on either side of a fish would contribute less to the armour stripping score than two gats in slots one and two on a mobula.

Different guns would add to values depending on their dps potential. For example, one banshee might move you up to "relatively weak balloon disable" but three might move you up to "strong balloon disable". Obviously guns don't stack infinitely, as putting three carros on a blenderfish is not really the optimal solution to all your balloon killing needs, but it would provide a nice, simplistic view of what a pilot is making their ship good for and might, if we're lucky, lessen the amount of virtually unusable builds taken by first-timers or I-play-my-way types.

Obviously, this is quite throwaway for more experienced players, but I feel this would still give newer players the feeling of freedom they get from designing their own ship, whilst giving a very basic evaluation of what they have come up with, without the frustration of not understanding why their ship isn't contributing.

Thoughts? Feel free to critique, defecate on or expand on this idea.

35
Feedback and Suggestions / Re: Suggestion: Increasing Playerbase
« on: February 18, 2016, 08:26:32 am »
A free to play model that affects gameplay is a really bad call for a PvP game. If this were to happen, then the cosmetics should be where the money comes from. This would require a huge increase in the variety and type of cosmetics, which cannot all be pulled from the workshop as there are simply not enough people making things for this game. I don't think Muse would be able to put the resources into the costly process of concept art, modelling and implementing aesthetic things at present, on a scale that would make a real difference to the amount of cosmetics available.

It's hard to prove why a game has a low population, but I feel it has something to do with the way people approach this game (in how it is advertised and so forth.) People see it as a sort of party game to blow a couple hours on with some friends, not realising that the skill floor is quite high. Players tend not to want to stick around because it's either a one-time, fun experience or they get crushed so hard by mechanics they are not prepared to put in the time to understand.

The issue with having gameplay elements available via a pay-to-win/drop system is that, unlike in games like tf2, there is no "stock" that fills the niche of a particular ship/class/team composition. Pretty much every weapon and ship has unique strengths and weaknesses, that aren't just a slight deviation from a good all rounder (see unlocks compared to stock weapons in tf2). This would mean you'd be at a much more notable disadvantage when you first boot up this game than you would with other free-to-play games where pay-to-win isn't much of a thing.

TL;DR
 - Yes, if money is only exchanged for cosmetics and enough cosmetics are added to make a worthwhile market.
 - No, if money is ever going to unlock or provide gameplay options or direct advantage.

At the end of the day, Muse make their own financial decisions and probably have more of an idea how to forecast this kind of thing than myself. I'm just spitballing.

36
Feedback and Suggestions / Re: Make Gunners A Relevant Choice
« on: February 16, 2016, 06:51:46 am »
Last time they tried to buff the gunner we got stamina which utterly destroyed the game.
What now?
Changed*

I don't care for or have many problems with stamina. It's just there. It's a mechanic. It hasn't really upset the balance more than shifted it. Although a rebuild buff on guns? Yeah, I'd not want to see that. It'd make hwacha slapfights doubly as tedious.

37
Feedback and Suggestions / Re: Hwatcha Nerf
« on: February 14, 2016, 09:06:26 am »
Do you fire a gat like that too or what?
Spam clicking and no. My guess is it just never occurred to me to even try. Same way you can't hold down to fire the carousel.
But you can hold down to fire the banshee?

heheheheheheheheheh
don't.

38
Feedback and Suggestions / Re: Hwatcha Nerf
« on: February 13, 2016, 08:45:48 am »
Do you fire a gat like that too or what?
Spam clicking and no. My guess is it just never occurred to me to even try. Same way you can't hold down to fire the carousel.

39
General Discussion / Re: If You Were a Ship, Which Ship Would You Be?
« on: February 12, 2016, 03:25:05 am »
Hades-double-art mobula. Because I am a boring person.

40
Feedback and Suggestions / Re: Get rid of vet game. Get rid of novice.
« on: February 12, 2016, 03:20:53 am »
Good system hampered by too low a player count to see the positive effects. The majority of vet matches I have seen have been the least tactical and tryhard matches thus far, because it's just a group of players that know the game taking stupid shit and being social.

Novice takes too short a time to be locked out of, but would be a good system if there were more players. During sales, I think the novice system has a use, but with Muse locking ships to novice players, people choose to switch it off because fish, pyra and junker are hardly the most exciting looking things to fly. The problem isn't with the premise, it's with circumstance and execution.

Not much point in removing these things, though. They don't exist to the detriment of the game.

41
Feedback and Suggestions / Re: Hwatcha Nerf
« on: February 12, 2016, 03:11:19 am »
For my first thousand matches I didn't know you could hold down to shoot hwatcha

I didn't know you could hold down to shoot hwatcha
hold down to shoot hwatcha
hold down
shoot hwatcha




I have seriously learned something today.

42
The Lounge / Re: The silliest, most idiotic and hilarious build you used
« on: February 11, 2016, 05:22:12 am »
Mobula with 3 mines and a central harpoon, the tactic being to have the crew all fire mines and fire the harpoon at the right moment myself with the jump trick before going full moonshine + stamina reverse to drag them into a field of (burst) mines. Its about the only use for the new harpoon ive found.

Sumofish - a minotaur goldfish taken to labrynth to shove ships off the point.

This reminds me of me and Guras taking two minotaur-triple-mine spires on Labyrinth against equal opponents and winning by simply making the point completely unapproachable. Once we saw the enemy ships, we zoned them out entirely for the whole match. There were no kills and a straight 450-0 in our favour. We found it hilarious, however, without naming names, there was some less than respectable salt from the other team. I get the feeling the match was agonising to sit through for them.

43
Community Events / Re: SCS Timer
« on: February 10, 2016, 07:39:53 pm »
I like the idea of the overtime because it stops teams basically tanking an assault hard in order to maintain first kill advantage in the event of a tie. This prevents a ship that is guaranteed to die eventually from eking out the timer just long enough to be saved and win the match.

44
Community Events / Re: SCS Timer
« on: February 10, 2016, 06:33:25 pm »
The issue with coming up with another system other than coin flip is it could create a disadvantage in bringing certain ships. For example, if you go by which team has the most perma left, ships like the squid and the fish are much more likely to have dropped their hull and survived, meaning the junker would have an advantage in a lot of these circumstances. Equally, perma is not represented numerically so it would have to be done on percentage, which is unfair to those ships with less overall health.

Additionally, this doesn't cover the rare instance where no perma damage goes down for the entire match. A judge's decision would require an entirely new points system to be created just for this rare circumstance, and would also require a huge workload for the referee and opens the floor for potentially subjective criteria for who wins, which is a dangerous road to go down. At present, there really is no way to make this fair. Quite frankly, the coin flip really is a punishment for teams that adopt an overly passive role. To take a 50/50 gamble on who wins the whole thing regardless of who maintains advantage encourages teams to take more risks and actually make at least a small attempt to be aggressive.

45
General Discussion / Re: What are you?
« on: February 10, 2016, 01:40:49 am »
Polyfilla. Jack of all trades and master of none. I basically just pick up the slack, at least in my opinion.

If I really had to say, I'm an engineer, particularly main on squid.

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