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Topics - Queso

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16
The Lounge / Thank you all
« on: August 18, 2014, 05:09:27 pm »
Today ends my current run at Muse Games. I've got to get back to school. It's been a fascinating couple months here at the office of Muse Games, seeing the game from a whole new angle. The one really hugely constant thing that I've seen, that keeps all of this working, is you guys, the community. You are all really great, from running tournaments, helping us track down issues, being generally awesome people, and just playing the game and keeping something I love alive. It's been really fun being able to deliver things that you've wanted to see, and I've wanted to see. Thank you all again, and I can't wait to keep playing with you more.

17
General Discussion / So about that MLG thing
« on: July 14, 2014, 11:27:34 am »
I woke up to an interesting email this morning.

Quote
Congratulations Everyone!
You are now working on an official MLG game.

After working over the weekend with Dan from the Rob and Dan show. 
https://twitter.com/MLGRon/status/488558791839866881

Hats off for Howard putting me on the trail with the link from Gabe Connor on facebook.
We spent the weekend pushing and we got it. We gathered the community and dominated the MLG forum and got enough pressure to get noticed by the organizers.  After trying out the game and seeing how passionate our players were they said they would start with working on the ladder for it.

We're just starting out so I'll keep everyone updated on what comes next.


--
-Matthew Hartman
Muse Games

18
Feedback and Suggestions / MOVED: Pet peeves
« on: July 09, 2014, 04:17:36 pm »

20
The Docks / A call for Black Cloaks for Sunday Skirmishes!
« on: July 05, 2014, 10:32:34 pm »
Calling all mercs for the traditional weekly skirmish!
(If you're unfamiliar with the Black Cloaks and how we operate as an independent democratic merc team click here)

Open signups for all the Sunday Skirmish events will be happening in this thread. As long as one of these events is going on this thread will host any free agents, mercs, or otherwise currently unsigned players. You have till the Friday before the event to sign up, with elections happening every Saturday till 10PM EDT for the two commanders who will decide on the final rosters. If we don't get a full team of 8 players every week, oh well, we don't play. Since you can change teams week to week, if you aren't able to fly with your usual team you might be able to make it onto that week's Black Cloaks roster. It's a great way to play in events you otherwise couldn't do.


Our first Sunday Skirmish will be #10, which I assume will be happening Sunday the 13th.

EDIT: Signups pushed back slightly. See below.

I'll start...
I wish to fight for glory as part of the Black Cloaks
on Sunday the 13th of July
as a chance to win honor in battle during Sunday Skirmish #10
I wish to fly or engineer
I would like to be considered for the command election.

21
The Docks / The Black Cloaks Mercenary Team
« on: June 22, 2014, 12:20:16 am »
A cloaked man has taken now vows of allegiance here, but serves only by their own will, on their own time, by their own choosing. The Black Cloaks are no guild or clan. The Black Cloaks are a mercenary team, made up from free contractors, members of any and all clans, and ruled simultaneously by democracy and chaos.

I am looking to start a structure within the competitive scene which draws in players for no other reason than to play the game and win glory in tournaments. The choices are made by it's members and elected leaders. Beyond that, players are free to do what they wish. There is no need to remain tied to the organization in any way. There are no clan tags, no feuds with other groups, no preference for any clan. The group exists only to have fun in tournaments, with players who may otherwise not be able to build a team or join their clan's official team.

The Black Cloaks have little in the way of structure, but what I imagine is outlined here. A two leader system would apply only to specific tournaments, with commanders sharing equal power, and voted upon by all players wishing to play for the Black Cloaks in a specific event or tournament. Each signed up player gets two votes, which must be for separate players. These two elected commanders select the final rosters for that event only. They have complete autonomy over the event they are elected for, and may choose to not put themselves on the roster. Irreconcilable differences will be voted upon by the complete list of players signed up for the given event.

In each event we are unique. If there is no glory to be won, we cease to exist. If we collapse in on ourselves, so be it. If we change in form or nature or rule, it is up to the players to decide.

This is not a recruitment thread, for no members are permanent. I am only here to measure interest in the idea. What we do with it is really up to everyone. So... who wants to take the skies one night and disappear the next?

24
Gameplay / Some strange data
« on: April 01, 2014, 09:47:11 am »
So I've been looking at some data at the request of awkm and we've noticed a fairly odd trend. Players seem to be using strategies that by all objective measures should be worse, but still seem to be winning and I'm wondering if it's an unpatched bug. Players are using equipment that offers pretty much no advantage. Take for example the bowler hat. By all means, almost every situation from engineer to pilot would find a more advantageous hat to wear weather it has lenses to view the nuts and bolts of an engine, or a face blast shield to protect eyes against flak fire. Hell, even the eye-patch helps a mobula engineer switch from the bright upper deck to the dim lower deck quickly. Sure I'm not even that creative about it. I just keep the swept back hair to give me some run speed but Come ON! The bowler? Why would you even wear that? Either way, throw your opinions in. Awkm and I are going to definitely work on this issue all through April. Expect a bowler patch first thing.

25
Dev App Testing / Test Scheduling
« on: August 15, 2013, 04:26:11 pm »
This is the thread to schedule tests. I'll get back to scheduling more once I've actually moved off to college.

26
Gameplay / What constitutes a "Gameplay" thread
« on: August 10, 2013, 10:48:03 am »
Within the past few days I've seen quite a few threads posted here that are better suited to other boards. Whether this is due to new player influx or just a little less diligence than usual doesn't matter. Forum posts keep the community alive and well and I'm more than happy to move a few threads if it means an active community. However there seems to be a bit of a misconception about this area of the forums. The Gameplay board is for balance discussion. If you have some interesting stories to tell about something that happened in game or interesting footage related to gameplay it's perfectly welcome in the forums, but those posts are better suited to either The Gallery for artistic endeavours, or General Discussion for everything else.

Great to see you guys active and posting.

Thanks,
Community Ambassador Queso

27
Gameplay / Damage modifier normalization
« on: July 13, 2013, 10:17:51 pm »
So there has been some discussion lately about whether the weapons as they stand are just too specialized. Whether they do one thing too well and everything else not well enough. Now this was less true earlier in the game's life back in beta, but balance does always have a tendency to drift in certain ways. The question however remains of what the game would be like if the damage types weren't so different as they are now. What if you weren't just waiting for that hull armor to go down for the flak kill shot? What if firing on the balloon didn't need an entire dedicated gun to be at all possible? That's what I intend to find out. Currently the dev test gives us such an opportunity. At my request awkm has put up more normalized numbers for the modifiers that damage types do to certain components.

https://docs.google.com/spreadsheet/pub?key=0As7KK0xlixIbdFlGMFIwdmZLSXJvQUlpcFJaSGF3ZVE&single=true&gid=21&output=html

Now I've been trying to get people together to test this, but I am just one person. I want to use this thread as a discussion on the idea of normalizing damages, organizing tests, and a place to discuss results. Gentlemen (as in players of Icarus, although the clan is certainly invited), let's throw science at the wall, and see what sticks.

28
Gameplay / 1.3 Release General Discussion
« on: July 09, 2013, 01:20:02 pm »
Seeing as it's now out, the old thread's title is a bit out of date. This is for general discussion of the latest patch now that you have all been given a chance to play it. As always, keep it clean.

29
Gameplay / Engagement length
« on: June 14, 2013, 10:03:55 pm »
Right now, fighting the enemy has stopped being as fun as it used to be. Against certain gun combos, my hull feels like swiss cheese. All other component damage numbers feel right (except maybe fire, need to play more with that). Everything is too fragile. Against a gat, armor becomes irrelevant. Against a flak, hull health becomes irrelevant. The reason we see so many pyramidions is because they can combine the two. Now I'm not going to pretend everything was better long ago, but way back when in beta, carronades did the armor damage and gatling did the balloon damage. Now what was interesting about carronades doing armor damage is that it was closer range and far more dynamic. Your armor would be removed in slight chunks. If you planned it right and saw it coming you could deal with it both between their shots and their reloads. It kept a rhythm going. A good fight had a rhythm you had to manipulate to gain the lead and chip his hull to nothing. Right now, to win a fight, you either drain their armor into a boring death; kill them too fast to get in a fight; or disable them into a more different boring death. It's a slow paced game in every other regard. Now it's a multifaceted problem, but that doesn't make it unsolvable. It requires big shakeups to the way the game is played, but for the sake of fun.

That's the part that I truly believe up there ^
Now onto the theorycrafting on how to get things super fun again.

  • Gatlings are the least interesting armor piercing. They set the other ship on a timer till you shoot them. It's too predictable, and doesn't lend itself to emergent properties.
  • Hull health is too low for everything. The only ships it really matters on are the pyra and the galleon. On other ships, your armor's down, it's a crapshoot whether you live for another ten seconds to be gat'd down again or if you die from explosives there and then.
  • Gat's being so ubiquitous, have set the range for long range engagements. There is no advantage to moving in closer, limiting tactical options.

Keep things civil.
Keep things focused on fun.
Let's have a nice clean discussion!

30
Community Guide / Ships: Basics
« on: May 27, 2013, 10:42:45 am »
Ignore this post. Just using it as a place to get all my formatting and writing done for my section of the guide.

http://imgur.com/a/eARmc

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