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Messages - Keyvias

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181
Community Events / We're one year stronger! Muse calling all challengers!
« on: October 26, 2013, 06:41:06 pm »
We want to celebrate our anniversary by testing our might against some of the best players in the game.

So we're putting out an open challenge to the clans.

We'll start the games Monday and end on Friday. We're  open any time before 5 pm est though 1 pm is perfect.

This is first come first serve and we're looking for one clan a day.


182
Feedback and Suggestions / Re: Team Stacking - Match Balance
« on: October 26, 2013, 06:22:36 pm »
Hey guys just wanted to pop in and talk on the bounty system.

On bounty I was worried that the targets would be stacked against the bounty's and spend their  weeks losing constantly, but it appears the opposite is true.  I've seen a lot of time all the criminals bunch up together and spend all day just destroying all comers.

While I do love the idea of these pirate coves I'm going to spend some time thinking of how to organically organize hunting parties, if you you have any thoughts, plots, or plans please email me at keyvias@musegames.com as I don't want to derail any harder than I already am.

183
News and Announcements / Guns of Icarus Online One Year Celebration!
« on: October 07, 2013, 10:44:00 pm »
On October 29th, we will be 1 year old!
We’ll be giving out a free hat, badge, and special community challenges to everyone who join us in game. We’ll also be running a marathon long dev game stream to twitch.tv/gunsoficarus so we can spend the day with our amazing community who continues to astound us in so many ways. To add a special bang to our celebration on October 29th we’re loading the ships with fireworks and streamers, so when they explode it’ll be truly spectacular. And don’t be surprised to see a cake that Eugene baked somewhere :D


We launched the game a year ago on the same day that Hurricane Sandy touched down in New York City, home of Muse Games. Without power, internet, and without access to our flooded and barricaded studio it might just have been the worst time to launch a game ever. Since then, we survived spammers and 20 hour days force starting people’s matches during Steam Daily Deal and the first TGS event. We’ve come a long way though with 11 major updates, 195 features big and small, 182 major bug fixes, and increased the amount of content almost five fold. 300,000 people activated the game so far. To top it off, we’ve received 3 Steam features and won 2 major awards. Considering that we started from nothing, all this is surreal, amazing, and a huge honor. Looking back, what we have today is almost an entirely different game where none of this would have been possible without everyone’s support.

We have the best players, fans, and the best game community there has ever been. While we still have plenty of room to improve and grow, all the progress we’ve made over the last year we owe to our players.  With all the feedback, reports, critique, and awesome ideas, we just have to listen and try our best to make them happen. With everyone’s support, we are super excited about next year, with both Co-op and the full Adventure Mode expansions in the works.

Thank you everyone for making this day possible and we’ll see you in the skies!

- Team Muse

184
News and Announcements / Call to Arms: Screenshots!
« on: September 28, 2013, 01:28:14 pm »
We need screenshots for the independent games festival and we know the best place to get great screenshots is from you guys!

We need high quality screenshots of:
- Players on ship - on help, on repair, on gun, on ship with other players
- Spire
- Canyons and Flayed

Please send them to Feedback@musegames.com

Thank you so much!

185
Feedback and Suggestions / Re: The Bounty Board
« on: September 28, 2013, 01:27:47 pm »
They Shouldn't have Sprayer, but keep an eye on it in case something goes wrong (though by my last check you are 40 wins ahead of every other bounty, good job!)

The Bounties collected only show the top ten and if you've already collected a player you can't earn points on them again,

186
As we gear up for the release of Co-Op DLC (hopefully) at the start of next year we've dropped the prices on the base game.
We also got direct access to the prices for all currencies on Steam and we've made sure that all prices are equal and no one is paying less or more due to their location.

187
Feedback and Suggestions / Re: The Bounty Board
« on: September 23, 2013, 09:32:00 pm »
I like your idea though it sounds labor intensive on the code side.  I'll have to check with the engineer though.

And the current goal is a tiered one.  With the addition of more targets I agree that being able to track already captured bounties is a very good idea.

I might be wrong because there was a bug earlier about points value and we fixed it so I don't know what it ended on, but I believe it can change, but for it to change they'd have to gain 3 levels to make themselves worth 10 more points.

188
Feedback and Suggestions / Re: The Bounty Board
« on: September 23, 2013, 11:33:48 am »
The points are how much you are worth.  Because your average level is 7 you're worth 70 and others average level is 3 they're worth 30.
For the bounties the real thing you're going for is overall number of wins to beat your criminal compatriots.

As far as tiered system, that's what we're looking at right now.  We've got a meeting this morning and updating the system to a tiered one so there are targets across all types of play sounds like a good idea.

Also more bounties since the morning after hunting went live some people had already captured 7 of the 20.

189
Feedback and Suggestions / Re: The Bounty Board
« on: September 23, 2013, 12:19:54 am »
Season 1 is definitely our learning season as we work out the bugs and make sure we set it up correctly.  Actually the Friday that we opened registration and I saw how quickly it filled up (12 minutes) I knew we were going to have to organize it differently.
The engineers already have some revised specs and we'll find more ways to make sure our most active players have a chance to sign up and prove their mettle.

190
Release Notes / Version 1.3.2 Release Notes
« on: September 19, 2013, 09:34:28 am »
Guns of Icarus Online Skirmish Mode (1.3.2)



Content
- Added a new gun, the armor-melting Hades Light Cannon, that deals fire and piercing damage.
- 3 new omni-class costumes
- Added various Unlockable Achievement Challenges: guns & ship stats, map lore, and more to come in the future.  Check them out in the Books section (underneath the Progress button)
- New map! 4v4 Deathmatch, Red Sepulcher (based off of King of Flayed Hills)

Features
- Added the ability to dye costumes!  Each costume can take up to two dye colors (primary and secondary) that affect different areas.  Dyes can be purchased through the store or unlocked with levels.  Each dye is consumable so take care when adding that extra flair to your costumes!  You can even buy multiple copies of the same costume if you want to keep different colored sets around!
- The store now has a shopping cart. Now you can check out many items at once in one Steam transaction.  Makin’ it easier to buy all the things!
- Added UI “tutorial” tooltips for first-time users (can be disabled in Options).  Will be active when the patch is downloaded so for veterans, feel free to disable.
- Added the ability to store up to three pre-made loadouts for each class or ship.  All loadouts already have items so take a look at potential metas with the weapons and features!  Or, customize your own and switch between them with ease between matches.
- Novice matches now limit ships and usable loadouts to ensure ease of learning and the most straightforward loadouts.  Low-level players are still able to play normal, unrestricted matches as well.
- Changed hit indicators: size now indicates only “weak” or “strong” hits, determined by damage multipliers vs the kind of part hit.  A red color indicates hits to the unarmored hull.  A large indicator means the weapon is strong against that part, small means the opposite.  Filled in indicator are your shots while an outlined indicator are shots made by friendlies.
- All hat or goggle items are unisex and can be worn by each gender
- You can view others’ current skill loadout in match lobby.
- You can view anyone’s public information, as well as their costumes in each class, from the player popup.
- Added a “Leave Count” for each user, incremented when that user leaves a match before it finishes (and does not reconnect).  Leave count is displayed on your public profile.
- New animated gun reticles.
- Added first person equipment switching animation.
- Added edge of map effects.
- Bounty Hunting added.  Sign up in-game to be hunted by the Guns of Icarus community and earn a special badge for being the most dangerous bounty or top bounty hunter.

Balance
- Carronade: Spread 5 degrees (from 8 ), Range 400m (from 350m), 144 Shatter for AoE (from 128)
- Heavy Carronade: Spread 4 degrees (from 6), Reload speed 5.5s (from 4s), Range 500m (from 450m), 360 Shatter AoE  (from 220)
- Heavy Flak: Max range 1440m (from 1000m), 150 Explosive Direct / 180 Explosive AoE (from 147/158)
- Gatling Gun: 5 Bullets/s (from 6.25/s)
- Flamethrower: 23.9% chance to apply 1 Fire Change on Direct Hit (from 20%)
- Artemis: Muzzle Speed 700m/s (from 675m/s), Range 1330m (from 1215m), Zoom Power 2.5 (from 2), 70 Explosive Direct (from 60)
- Mortar: Spread 1.5 degrees (from 0), Range 550m (from 1875m), Pitch and Yaw speed 65 degree/s (from 60 and 50 degree/s, respectively), 35 Explosive Direct / 60 Explosive AoE (from 20/60)
- Light Flak: Spread 1 degree (from 4), Arming Time 0.85s (from 0, arming range 300m), Range 1000m (from 790m), Scope Power 2x (from 1.5), 6 Ammo Clip Size (from 4), 2 Bullets/s (from 2.32 b/s), 45 Explosive Direct / 30 Explosive AoE (from 96/30)
- Rocket Carousel: 30 Explosive AoE (from 20), 26.4% change to apply 2 Fire Charges on AoE hit (from 22.5%)
- NEW!! Hades Light Cannon: Mid to long-range armor melting weapon with arcing shots.  0.75s arming time (150m arming range), 8 Bullet Clip, 1.25 Bullets/s, 5.5s Reload, 1400m Range, 30 Fire Direct, 40 Piercing AoE, 45% chance to apply 1 Fire Charge on Direct and 35% chance to apply 1 Fire Charge on AoE

- Pyramidion: Mass 200t (from 260t), Hull Health 700 (from 800)
- Spire: Hull Health 750 (from 650)

- Lesmok: +70% Projectile Speed (from +80%), -30% Rotation Speed (from -20%)
- Drogue Chute: Effects will now last 2s after skill is deactivated (skill is also deactivated when you leave the helm while using an item)
- Chute Vent: 65 dmg/s to Balloon (from 50)

- Level related progression tracks rescaled to slightly lower requirements and fixed ones that were impossible.  This will not reset or delete any statistics or achievements you are working on.


Fixes and Optimization
- Fixed a bug that caused Flamethrower particles to unexpectedly not hit small hitboxes
- Fixed a bug that caused guns to misfire after switching to an ammo type that lowers rate of fire (for example, Incendiary Rounds)
- Fixed a bug that automatic weapons are skipping firing sound at the 2nd burst
- Fixed a bug that switching to other gun skills changes most guns' fire sound, like it was shooting double
-Fixed a bug where at a 90-degree FOV, the player’s tool assets appeared to be floating.
-Fixed a bug on Water Hazard where clouds would not interrupt spotting

191
Feedback and Suggestions / Re: Icarus API for developers
« on: September 14, 2013, 06:10:07 am »
Hey Cusell,
Draft your idea, what you'd need and what you're planning and send it into feedback@musegames.com  I'll make sure we find a way to organize it and get you the information if possible.
This sounds awesome so I'm excited to see your idea fully realized.

192
Dev App Testing / Re: Dev App Testing Rules
« on: September 10, 2013, 03:08:35 pm »
These rules apply while you're actually in the Dev app

-Do Not Argue Balance While Playing
The numbers aren't going to change while you're in the sky so your best bet is to play as much as you can as hard as you can and then leave your thoughts on the forum after you are done.
This does not mean you can't discuss strategy and things you want to try out, but complaining about a weapon as overpowered will do nothing while you're trying to test.

-Seriously, Do Not Argue Balance While Playing
We're here to test. Answering voice and text messages while trying to avoid gunfire is hard and distracting to what we really need to do which is try out the weapons, ships, and maps. We're available to listen 24/7 on the forum and through feedback@musegames.com, but while we're in the sky in the Dev App it's test time.

-Communication is Key
Mics are not required, but please work together and try your hardest to accommodate everyone. If players wanted completely silent automatons they'd use bots.

-Everyone's a Winner
Good sportsmanship is key everywhere, but remember effective testing is good for everyone even if you're the guy shot by the temporarily overpowered gun. Don't worry about losing because the rules are made up and the points don't matter beyond testing purposes.

193
General Discussion / Re: WARP DRIVE
« on: September 10, 2013, 04:39:11 am »
Haha!  That's awesome!  Good job Urz.

As much fun as it would be to hook up the warp drive, if you find yourself on a ship that decides physics are for the weak.  Grab your log and a description of what happened.  We always want to investigate ships that pretend to have personality.

Remember if your ship pretends to have independent thought take the closest gun and aim it at the deck.

194
General Discussion / Re: The mods
« on: September 03, 2013, 04:24:14 pm »
Relocking this thread.  It looks like everything has been said and is mostly getting repeated now.
Ivan if you'd like to keep talking about this with me feel free to PM me or shoot me an email directly at Keyvias@musegames.com.
That holds true for anyone else as well.


195
News and Announcements / New Swedish Site and Tournament!
« on: September 03, 2013, 01:40:33 pm »
Our good friend Emilche just built a new Guns of Icarus page for our Swedish players.  You can find it at here.
To kick it off correctly he's hosting a tournament tournament with wonderful prizes!

It's all in Swedish , but I'm sure anyone should be able to google translate their way in.

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