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Messages - Zormac

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1
Community Events / Re: Cronus League - Single Ship Teams
« on: October 30, 2015, 12:03:24 am »
Glad to have your help, Zormac. ;D

I've sent BoCA an email in the past regarding this format and they have logged it. Thomas' idea - having a one-day tournament first - will allow us to see it in practice and refine the format.
From this I gather that Zomac, you are helping Zanc with this idea, not creating another event separately?

Oh, I think it's the other way around - I had an idea and Zanc pointed me in the right direction. Thomas suggested I create something new rather than combine my system with his. I'll put some more work into it and write it down formally.

Thanks, though ;)

2
Community Events / Re: Cronus League - Single Ship Teams
« on: October 25, 2015, 01:54:00 pm »
You should reach out to Competitive@musegames.com , which is the BoCA team. They'll help you find a good time period for the event (since they know when other events are going on), they can help set up prizes and graphics as well if  needed. They have a list of casters and referees too you can pull from. Basically they'll help with anything you need, and you still get final say on how the event is going to run.

Awesome, thanks. Will do.

Regarding the "backstabbing mine fest", I think it's really hard for people to "compete for kills", especially with mines, because mine kills are extremely hard to get in a competitive match. People would stick to more conventional builds for damage, with mines as an effective extra (Like Princess TuTu), as making mistakes could mean risking losing a game. The core of the points comes from winning a match, so meat grinding players would probably be punished by losing, while potentially breaking people who go for all-out disable ships with zero kill power or those who leech points off their allies.

I like and support individual ship progress, if done right. Since it's 4 players per team, it just makes sense. I would oppose in case of 8-16 player teams.

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Community Events / Re: Cronus League - Single Ship Teams
« on: October 25, 2015, 04:28:25 am »
I like the idea Zormac, but I think it would turn out better to run that as it's own thing and not do a combination of the current idea and your own idea. It sounds like a very neat system and I'd love to see how it turns out. One of the things I don't like would be tracking individual ship performance. This would likely lead to ships not working together and end up competing for kills. Although that might be neat in itself to watch.

I'd love to see this going at least once. I could write a neat little program that will generate the lobbies and calculate the tier changes based on match result.

As for the point system, tracking individual kills was just an idea - it would work just as nicely with just points for victory, or even based on the team points, for instance: match ends 5-3, team A goes up with 5 points and team B goes down with 3 points. I just think that this would make people abuse disable-oriented builds, or leech points off their allies without contributing much. Kills could mean a small bonus, because it would add up over several matches. Regardless, it's just an option, but not entirely necessary.

Anyway, what can I do to make this official? :p

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Community Events / Re: Cronus League - Single Ship Teams
« on: October 24, 2015, 10:08:58 pm »
I've been thinking about a pairing system for a cup that could probably be used here, and could still benefit from any sort of score system you'd like, but I recommend a different point system.

Mechanics:

- The games/lobbies are tiered, filled from the top down in order of subscription;
- Whenever a game ends, the two winners go up one tier, the other two go down one tier;
- Upon changing tiers, the teams scramble - so your ally in one match is your rival in the following;
- The winners of the top tier and the losers of the the bottom tier don't move up/down, they just scramble;
- There can't be draws. In case of a draw after 30 minutes, winner will be chosen by first kill, or coin toss if 0-0.

Suggested scoring system:

- Ships are awarded points upon winning a match;
- Additional points per kill.

The reasoning behind this is to give everyone a chance of a fair fight:

- By going up/down a tier, a winner will be paired with someone who lost, which can either help weaker teams go up, and might hold back stronger teams;
- Scrambling will force winners to fight against each other in the following match, which will make advancing increasingly more difficult;
- A simple scoring system that is easy to keep track of, and based on each ship's individual performance.
- Awarding additional points per kill will force people to avoid full-disable builds all the time.
- The tiers are only used for pairing the teams, rather than for score.

Extra suggestion:

- Ships and loadouts chosen prior to the match. However, referees would have to verify this, so it can be more troublesome. This is absolutely not necessary, just an extra idea.

5
International Community Boards / Re: Suggest a community board here!
« on: August 31, 2013, 06:33:46 am »
I think you should contact Keyvias via Steam or forum PM. He's in charge of stuff on the forum now.

Will do. Thanks for the info, N-Sunderland :)

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International Community Boards / Re: Suggest a community board here!
« on: August 24, 2013, 02:30:58 am »
Awesome.

Setting up the board is easy, we'll just need a translator for the description text and to write a welcome post. The board will also need at least one, preferably two moderators who will be be able to visit frequently and up with the board, greet new posters and help ensure the board stays active, and be responsible for moderating content.

If that job sounds like something you'd be interested in, I recommend applying for a Community Ambassador position, and in your application specifically state that you're interested in helping create and run a Portugese-language board on the forums. The next recruiting round finishes up next week, so this is the perfect time to get in.

The CA application is here: http://gunsoficarus.com/community-ambassadors/

Feel free to ask here or get in contact with Keyvias, the official CA Wrangler, if you have any questions!

Hey Clara,
What else do we need in order to get the Pt-Br board going?

7
The Lounge / Re: Introducing the new CAs!
« on: August 13, 2013, 01:17:46 am »
Hello everyone!

Not everyone might know me, but I started playing in March. Nice to meet you all. I remember most here from either the game or the forum, and it's a pleasure to be part of the CA team.
I'll do my best to help and welcome any pointers you would like to give me.

Cheers! :)

8
International Community Boards / Re: Suggest a community board here!
« on: July 28, 2013, 05:27:16 pm »
I gave it a thought and I think I'll apply. The only problem, though, is that next semester I'll be very busy with work, university and a personal project, but I think I can meet the required amount of time.

9
Gameplay / Re: The Mobula
« on: July 26, 2013, 11:55:39 pm »
The Mobula needs repair difficulty to balance it. Adding walkways would make it far too easy to run.

^This

10
Feedback and Suggestions / Re: Weather system.
« on: July 25, 2013, 09:28:08 pm »
I think this is an awesome idea. Weather could be a voted option during lobby where people click a checkbox and if more than 50% checked it, there's weather.

If not weather, at least dynamic wind.

11
Gameplay / Re: Tar barrel
« on: July 25, 2013, 09:08:43 pm »
While they're at it, why don't they give the Spire the health of a Galleon? That'd make it a much more viable option :P

Tar is effective enough as it is.

While I don't appreciate the sarcasm, I understand your point. And to be honest, I always thought the Spire could use a small boost to the health (just not as much as a Galleon, per your exaggeration, as during the 3x hull event the Spire was a beast).

And "tar is effective enough as it is" is your personal opinion. I respect it and I won't try to change it, but I don't have to agree.

Just out of curiosity, Sunderland, what piloting tools do you use?

12
Gameplay / Re: SHIPS & PILOT Skills v1.3 Balance Issues
« on: July 25, 2013, 01:56:30 pm »
You read that in a post made by somebody with no affiliation with Muse:

It looks so fancy... Almost like a place I would hold a cocktail party in, not use as a battle station.

I'm loving to imagine backstories... It looks to me like a ship designed by demand of a spoiled child princess. I can almost picture the engineers working their asses off to produce a ship without visible balloon so said princess could have a perfect panoramic view, and lay on her back and look at the stars... Then the kingdom falls in disgrace and the design survives in the form of a battleship, like a reminder of lost innocence.

So no, that's not the official backstory.

Anyways, let's keep this on the subject of balance, guys.

Oh, I'm sorry! I got it all wrong. I must have been sleepy when I read it :p

As for balance, I really think it's pretty much balanced. It's too powerful with the correct loadout and its purpose is to kill ships before they can fight back. With a good crew and ally it's nearly invincible. In my opinion, any attempts to make it easier to repair (such as a link between corridors / engines or read ladders) would make it imbalanced. It's just like what would happen with a Spire with more health. Whoever was present at the 3x hull dev app event saw how it went.

13
Gameplay / Re: Tar barrel
« on: July 25, 2013, 01:50:44 pm »
Ah, yeah, I reported to Muse that tar barrel seemed to do 1/4 the damage it was supposed to, as Zormac noted. They're quite responsive at the feedback@musegames .com address.

So you can blame/thank me for the tar barrel nerf/fix.

That's awesome! I just thought it was really strange they didn't add any of this to the patch notes, I thought I was going crazy.

But now, with it doing the correct amount, it seems too much :p I hope they lessen it at least a bit.

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International Community Boards / Re: Suggest a community board here!
« on: July 25, 2013, 01:46:32 pm »
That sounds like a good idea. Anyone to second the request?
Also, I'm a native Portuguese speaker, if you guys need help with something about the boards, let me know.

Same here. I'm from Brazil and have yet to see Portuguese players, but I've met a handful of Brazilians around. I don't know how many of them are active in the forums, but a board in Portuguese would possibly gather them.

15
Gameplay / Re: Tar barrel
« on: July 24, 2013, 10:56:17 pm »
Regardless, 25 dmg/sec seems too much. 15-20 dmg/second would make it a much more viable option.

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