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Messages - dragonmere

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196
Gameplay / Re: Music starting when near unspotted enemies
« on: April 28, 2013, 11:53:58 am »
I agree, Helmic.
For the last week or so, I've been regularly flying a fairly tight ship. I've come to a conclusion.  Regardless of your crew's ability, on canyon (and to a lesser extent, fjords) the music can make quite a bit of difference. Other maps, not so much. It remains to be seen if it will be an asset on the new Labyrinth map. Most likely not.

197
The Lounge / Re: Introductions!
« on: April 24, 2013, 12:27:06 pm »
Welcome to the community, Doom. You've already crewed on my ship, if I recall correctly, and you did fine. Feel free to friend me in game. There's always room for new players on the S.S. Teamwork

198
Community Events / Re: change the play day
« on: April 24, 2013, 11:45:55 am »
There is absolutely no way I will ever be able to compete in the Cogs on a Saturday afternoon/evening, short of calling off work. Love the game, but that's not about to happen, ever. Some of us have rent and bills, ya know?

Sure the game isn't that huge, but I am all for an alternate time second tournament.

Is the COGs *OFFICIALLY* run by Muse, or do they just support it through promotion, and this board, etc.?

199
I bought 3 keys, and I can tell you, it's 100% secure :) I also paid by creditcard so I am actually 200% secure ^^

How did you go about getting multiple copies? Gifting to temporary email addresses? I asked somewhere else, and was told you cannot buy multiple copies of the steam key on one account.

200
The Docks / Re: The Bully Boys
« on: April 14, 2013, 03:20:22 am »
Who, exactly, do I contact about this clan? I consider myself to be at least competent, but I'm trying to get a bit more competitive. This might be exactly what I'm looking for.

201
General Discussion / Re: I played with X
« on: April 13, 2013, 11:33:20 am »
Just played with Karrin (pronounced Kah-Rin). Awesome pilot, but she should probably drink some water before she goes to bed. Wine hangovers SUCK.

In other news, we also played with "Berserk", a first level gunner whose specialty happens to be standing on the deck and moving his mouse every once in awhile to evade AFK detection. He's very good at being worthless.

For the record, I only had two beers, officer. You seem to play with a lot of drunk people.

202
From the kickstarter page

I'd actually read all of those things, but reading them in that order somehow cleared up most of my confusion.

I was for some reason under the impression that each pillar would be funded by an entirely separate venture.

All thats left is how they will be funding the (unfortunately probably inevitable) shortfall of the final $500k mark, which apparently has not even decided by them yet.

 Thank you very much.

Also please excuse my somewhat cynical nature. This was my first kickstarter backing, and perhaps due to just general confusion of the nature of crowd-funding systems, and concerns from backers of the initial GoIO, I was slightly skeptical.

Again, thanks for all the feedback.

203
Which is why I'm so nervous about how they handled complaints from the last kickstarter, if they go that route without saying so upfront on their kickstarter page I'm going to be in the same boat.

Accumulative/Separate funding goals aside ... This is getting back to my main point about how some backers, I'm sure, are expecting a completed adventure mode for this one particular contribution.

At this point, I'm assuming this current kickstarter to be fully funded, even though we're a little shy still. If there's 2 more 'pillars', how are they going to be funded?

204
Gameplay / Re: Music starting when near unspotted enemies
« on: April 12, 2013, 01:30:23 pm »
On a tight ship, I agree 100%. Music makes no difference.

It's when I'm flying with random low level/learning players. As captain or crew, there have been plenty of times when hearing the music  was our first alert.

As a captain, I find telling my crew "I know the ship is very close, but I don't have the spot yet" gets pretty good results. As crew, if I'm hearing drums but we don't have anything, I'm going to move to a slightly better vantage point and make damn sure I get the spot for our team.

205
That was my question. So the next kickstarter will be for ~$350k MINUS whatever is raised in this campaign (allowing some adjustments for varying costs etc. of course). Excellent.

206
General Discussion / Re: I played with X
« on: April 12, 2013, 01:11:41 pm »
I might as well mention here, if you've ever played a match with Zerophobia and me, there is a high probability we are in a LAN-style setup (both in the same room). We happen to be brothers as well as neighbors, and play together quite often.

207
Gameplay / Re: Music starting when near unspotted enemies
« on: April 12, 2013, 01:03:20 pm »
I feel like the fact that you can't spot while behind a ship component comes into play a little bit here.

On some larger maps with heavy cloud cover, the drum loop serves as my cue to step further away from the gun/hull and start systematically [circular pattern at varying magnification levels] clicking at the nearby clouds. Quite often I will get the spot on something I can't see yet.

In this case it's the same sort of info you get by an AI gunner shooting at something that noone can actually see. If it wasn't for that cue, I would most likely stay nearer my station and be visually looking for something.

208
Gameplay / Music starting when near unspotted enemies
« on: April 12, 2013, 12:49:36 pm »
I'm pretty sure everyone is aware that the 'drums' layer of the music starts up when you are coming into range with an unspotted enemy ship. I've noticed that different layers seem to be added potentially depending on distance to enemy, and if the enemy is shooting.

Is there any firm research on this? How close does the enemy have to be? What, exactly, is adding which layers to the music?

I'd like to be able to hear a few seconds of music and accurately know that an enemy is within "x" grid squares and firing on our ally, or what have you. Need a little more info!

Alternatively, is there some visual cue that I'm totally not catching? Sometimes I'd really like to turn the music off and listen to my own, but that puts me at a slight disadvantage.

209
I understand how much running a company can cost. It's very hard to lay out a firm figure and say "thats all we need". Things pop up, costs change, it's very dynamic. I totally understand. I'm just playing a bit of devil's advocate, which is a lot more mild than the potential mob mentality of an angry internet.

There is a huge difference of almost 50% in funding if they're overall intended to be cumulative or completely separate. The final goal of $500k seems quite doable with the rolling release plan, but ($100k + $350k + $500k + overfunding=) $950k minimum doesn't seem quite as hopeful to me.

210
I'm still a bit concerned that some or even most of the backers are under the false impression that this Kickstarter is funding COMPLETE adventure mode. This concerns me because of the fickle nature of the internet. I would hate to see a mob mentality form in the uneducated masses (read: majority of the internet) falsely vilifying Muse.

The wording is a little confusing that we are only outright funding the AI/PvE. By "confusing" I mean that anyone with intelligence and a basic grasp of the written language who ACTUALLY READ the Kickstarter should understand the "pillars" that need to be funded. Unfortunately this is the internet, and I know a lot of backers did NOT read the full copy on the main page.

Of less concern was my unanswered question earlier in the thread. It appears the "stretch/over-funding" from the initial Kickstarter did not 'bleed over' into the adventure mode pillars. What I mean by that is, even though there was $25k over funding on the initial pillar, the next goal was an even $100k, not $75k (meaning the $25k from the first carried over) OR $125k (meaning this pillar was an ADDITIONAL $100k). How will this be handled in the next three pillars? Is Eco/Political going to be funded at $350k LESS whatever is raised this time? Or will it be starting from $0 and raising a total of $350k in new capital?

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