Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Moo

Pages: 1 2 [3] 4 5 ... 10
31
The Lounge / Re: FTL in GMOD!? Sign me up!
« on: July 13, 2013, 12:18:20 pm »
I've thought before about how GoIO type gameplay could translate to a futuristic game... But came to the conclusion that it couldn't really work.
Yes, you could have several crew members responsible for different things, but they'd probably be stuck at a console most of the time pressing stuff. It would be rather too contrived if you had to run around to control different weapons, or repair something by hitting it...

32
Aaand some more. Should all still be relevant.


57. New for 1.2 I think: When adding someone as friend from a game lobby, the name doesn't go green until you click on it again. Similarly when blocking someone.
58. Ship screen: When first viewed, ship has engines, some guns, etc. Switching ships causes the engines to disappear until screen is reopened. Changing a gun makes guns disappear.
59. I've seen people using ships named as other ships before, but I had assumed that was on purpose. But now my Galleon is called Pyramidion, and I didn't do that on purpose. So there may be a bug that results in one ship name being copied to another. It may have been fixed already however, as I don't know when these things actually occured. 2013/05/25 My ships are all now called "Squid", except my Galleon, which is still called "Pyramidion"...
60. It would be good to be able to skip the "match will begin" countdown when playing a practice game.
61. Re #6 and #7: Almost no more black screen, but still have strange "exit game" buttons on the loading screens. One on connecting screen very briefly changes to "Exit to Lobby" or something. Why exit game anyway? If you really wanted to do that you could always alt-F4... So exit to lobby would be much more useful everywhere.
62. It seems to always show "connection failed, reconnecting" very briefly when starting a game.
63. Relax/remove chat message length restriction for CAs etc?
64. Icons for players in Social page could maybe have one for "spectator"? Also, what is the black square next to each name? Placeholder for user icon perhaps?
65. Look page: The Facial Detail icons don't really reflect the scars visible on the character model very well.
66. Report screen: One of the options is "match name", but without seeing them do it, you can't be sure who created which game. So for reporting match names, there should probably be some other mechanism, tied to the match itself rather than a player, and the server would need to remember who created it.
67. The status of the ship name display isn't correctly stored between spectating sessions, so if you turn it on in one match, you need to toggle it twice in the next match to see them again.
68. Clicking anywhere in lobby cancels a pending message. This isn't very helpful.
69. Social page: When scrolled down in the "people" lists, updates to the list will show the top of the list, without actually setting the scroll position to the top.
70. When the enter password screen is shown for a private match, the password entry box isn't automatically highlighted, and text chat can still be started, which looks strange.
71. When you are in a match lobby, you apparently can't join another match from a player-popup without first leaving the lobby.
72. Can do team/crew/etc. chat in game list but nothing happens.
73. Location filter in games list has options that aren't available when creating a game.
74. When sending a second report about one player in a day, the text in the message that appears doesn't fit in the box.
75. The "X for voice chat" now doesn't appear when voice isn't available. But sometimes it gets out of sync and appears at the wrong time. (May be fixed in 1.3)
76. Game sound can be heard very briefly as the countdown starts when starting a game. Also I often hear a "clang" when the game does start, as if everyone else was hitting something...



Model/animation related
81. Heavy guns don't have new handles, and characters' hands aren't aligned well with the existing ones.
82. Small/inner barrels of Mercury are often misaligned vertically.
83. Artemis model begins match incorrectly configured, part way through reload. Also reloading manually makes the loaded rocket disappear.
84. Hwacha similar sometimes? Or may just be #93 problem.
85. The flags to the front, top, and bottom of the Goldfish are held by metal poles. These poles become very bent when the ship has sustained damage, but the flags don't change accordingly, and are held up by nothing.
86. Menu background scene: Some of the rubble is very "low-res", texture-wise. Some is very angular, and some bits clip through the propeller blades at the left, plants at the right, other bits of rubble, etc. The brownish bits are fine, it's the greyish bits that look wrong.
87. Character hair... Lighting makes it look very strange sometimes.
88. Fixed 1.2.1?: Top hat (gents): Hair part is placed too high, clipping through hat at back and revealing "default hair" on head. Bowler hat (gents): Gap showing head between hair and hat. Removing that "default hair" brownish colour on the head itself would probably be a good idea too, as that shows with other hats etc too.
89. For many if not all guns, the reloading animation plays all the way through twice. For some of the guns, in the first of the two animations, part of the middle of the sequence is skipped - this can most easily be seen by the two nested covers on each barrel of the heavy flak opening gradually then suddenly appearing fully open. The second time the animation plays through, this doesn't happen. This seems to happen almost always in sandbox, but only some of the time in real matches.
90. When holding the handles of a (light) gun, characters still sway with the ship. This means the hands move around and don't stay on the handles. Either they shouldn't sway, or the hands should be fixed in place with only the rest of the body swaying.
91. Galleon: Medium-sized/front balloon seems to be positioned too high. Were it a bit lower, it wouldn't clip through the diagonal rope.
92. Galleon: Tube going between "balloon machine" and balloon itself disappears in lower LOD version. Likewise for other ships, but less noticable.
93. Sometimes high and low LOD versions of guns are out of sync, with one showing the wrong reload position. A and B
94. Flamer: The "mount" animation for the handles is bad. The parts that connect to the gun slide backwards during the unfolding animation, separating from the gun completely, then jump back to the correct position. This seems to vary based on something... Angle of the gun perhaps?
95. Other light guns: I didn't test with all of them, but happens on a few at least. Less obvious than the flamer problem, but the inner front part of the handles are at the wrong angle (similar direction to the gun) during the opening animation and snap to the right angle (straight along the handle) at the end. The handle parts jump forwards and backwards too.


33
Feedback and Suggestions / Re: Fire Stack Info on HUD
« on: July 12, 2013, 07:56:24 pm »
Isn't the red effect only on guns that are disabled by fire? And an on/off rather than a gradual change?

34
Feedback and Suggestions / Re: Fire Stack Info on HUD
« on: July 12, 2013, 07:40:21 pm »
Maybe rather than a HUD change, a "physical" change would work. The more stacks on the component, the bigger/more noticeable the fire effect is. Wouldn't help for when you can't see the component in question, but better than nothing, and realistic too.

35
Gameplay / Re: Downdraft or (mobula) bug?
« on: July 11, 2013, 09:52:47 pm »

36
The Lounge / Re: That Moment When...
« on: July 11, 2013, 03:58:45 pm »
That moment when you quickly look at the forum between matches, to see if there's any posts about the new disappearing-chat problems, and return to the game just as the next match starts...
Your captain has suddenly left, and been replaced by someone you don't know, who isn't saying anything... And instead of a normal junker, you're now on a 5-mortar manta ray! But somehow this loadout works pretty well, and the match ends in an easy victory. :o

37
Feedback and Suggestions / Re: Suggestion for Logs
« on: July 11, 2013, 03:43:17 pm »
Yeah, I can't say I'm a fan of the changed layout, I can't see the need for it really, and it's less quick.
But your idea would make it a lot better.

38
Feedback and Suggestions / Re: Go AFK Functionality Change
« on: July 10, 2013, 05:34:27 pm »
How about the AI just take over the player's actions, rather than a new AI character replacing them. They could be marked as "Whoever [AFK]" or something. That way the AI could keep the loadout the real player has, and when the real player returns from AFK, they would regain control at whatever place the AI was standing at the time. That way, no advantage is gained by going AFK.

39
With how dangerous fire is in 1.3, manta ray with 4 flareguns and a flak or something may be deadly...

40
Feedback and Suggestions / Re: AI selecting
« on: July 09, 2013, 05:38:23 pm »
They also seem to have a mallet (sometimes?) when they are gunner...

41
Feedback and Suggestions / My list of 1.3 issues
« on: July 09, 2013, 03:28:14 pm »
My observations/opinions based on the dev build. I've checked most of them are still relevant to the released 1.3...
First the chat-related stuff, then the other stuff.
And before someone suggests some lame, discussion-precluding method of reporting, don't bother...

  • Separating global and match chat is a mixed blessing. Perhaps give the option to display two chat boxes (one above the other) or at least be able to re-merge the chat into a single box so everything can be seen at once.
  • Having the J key do different things depending on what is visible isn't ideal. Better would be H for Global and J for Match chat, or something. Oh, H is party chat... G then? Or maybe G could be Party chat and H Global.
  • Can chat in match channels when not in a match. Can also chat in party channel when not in a party.
  • Another idea is to move the spectator slots to the top of the side bar in a match, and add another setting to the chat box to expand but not obscure the slots. The slots could automatically appear at the top when the chat is set to this position, and remain in their normal place at other times, if you don't like the idea of moving them entirely.
  • The chat window itself seems to have a kind of shadow all around it, which is kind of odd.
  • Text sometimes overlaps the chat window scroll bar.
  • The top left corner of the border of the chat window looks kind of unfinished.
  • The left of the chat input is sometimes covered slightly by the top of the surround of the bottom left bar.
  • Players in a game join "Global" channel as well as "Match" channel.
  • The chat returns (with animation) to default size when returning from other pages. Would be better to stay how it was set. This doesn't happen when in a game lobby.
  • Sometimes when switching to Match chat then expanding the window, the bottom (default size) part of the window shows match chat and the top part shows global chat, as if the background hadn't been cleared properly.
  • Something that would be good in its own tab is private messages. They should appear in all views so you can always see them, but a tab that only shows them would be good, as it would mean messages wouldn't get missed when there's a lot of activity, or when not looking at the screen etc.
  • A sound when receiving a private message would be good too. I guess make it optional for those who don't want it.
  • When spectating, toggling the chat shows the full chat window, which can't be clicked on.
  • I am seeing chat from blocked players. With their name in the blocked-player colour...
  • Clicking on the Global (and Match?) button in the chat when expanded hides the scrollbar. Seems to happen at other times too. I didn't notice this problem in the dev build.


  • Icons in top bar are somewhat unexpected. My suggestion would be to move the "Build Party" to the left where the icons are, shrink the role box (less space between them), and have Help and FAQ (text) buttons where the build party button currently is.
  • Build Party button has different font to the other buttons. This could be changed as there's plenty of space in the box.
  • Version number and players waiting appear at bottom left of main menu rather than top left in bar. Why? Now there is a blank space in the bar. I'm hoping this is only temporary, as it's good to be able to see the players and version everywhere.
  • Re #??? "Back" button on Character page should probably say "Cancel", as that's what it does, and Customization Complete also takes you back...
  • "Back" on Ship page doesn't cancel, and is therefore the same as "Customization Complete". So one should go. Or, it can be changed to actually cancel, see above.
  • Store page: New layout is nice. Perhaps rename role categories from e.g. "Gunner" to "Gunner Costumes" or something, to make it more clear.
  • The clan tags look no different from just typing in [abcd] as part of your name, as was previosuly. I think they should, to avoid ambiguity.
  • It says "enter up to 4 letters or numbers" but anything with numbers in is rejected.
  • I think the tags should be done "officially" with some kind of registration system and standards, rather than freely by each player...
  • I preferred the old layout of the Progress page, as it was easier to switch between things...
  • Why are Badges now unlocked manually? Will there be a choice between them at some point? Also they seem to still be called Medals (which sounds better to me) in the Stats page. Does there really need to be a page just for Badges anyway, as they can be viewed by setting the Prizes page to Type: Badge and Status: Redeemed.
  • So, the old layout could be retained, and maybe have a shortcut button (setting the Prizes page to those settings) on the bottom left of the Stats page if being able to see your badges is that important.
  • Summary tab: "Achievements to next level - x" I think would be better with a colon rather than a hyphen.
  • When clicking Practice from the main menu, "Cancel Search" appears at the bottom behind the bar.
  • When viewing other things (e.g. Character page) from the Form Crew screen, the bottom buttons from both things are displayed at the same time, making a mess.
  • Bottom left button in Form Crew window says "Exit Match", but there is no match at this point.
  • Social page shows placeholders for a second when switching to it, before showing correct values.
  • "Last Role" seems to show the rank (e.g. Powder Monkey) of the last role you played, rather than the name (Gunner).
  • Party voice chat lights the voice chat icons in both the party list and the match crew lists, so no way to tell which channel they are using? Perhaps different icons should show, or the speaker icons be different colours, or something. This isn't a problem in game as the bars are coloured.
  • Reported by others, but the purple for party chat during a game is replaced by black when that party member is also on your ship, which is confusing.
  • How about a voice-chat-to-ship key while in a lobby? This would be useful for crew as well as captains.
  • "Invite All" in the party window sends a message/invite to the party... It should have a cooldown or something to stop it being a spam button. It should probably also not send the invite to people already in a match with you.
  • The "Join my match!" text looks like something someone has typed, rather than an automatic message or an invite.
  • "Crew Formation" is sometimes an option in the map vote list. I don't see how this makes sense, and voting for this makes something weird happen.

42
Like this?


;D

Yes, that's an unmodified screengrab. But of a bug of some kind. Notice though that the weird yellow ships are far more visible than the dull blue and red ones... :-\

43
Gameplay / Re: 1.3 General Speculation
« on: July 08, 2013, 04:53:30 pm »
With a mercury? :P

44
Gameplay / Re: 1.3 General Speculation
« on: July 08, 2013, 03:59:27 pm »
The right mouse click is already called AltFire or something similar in the options, rather than zoom, which is what it currently does for all guns it does anything for at all, so why not have an alt fire capability? I  think being able to control the harpoon reel rather than zooming would be welcomed.
Also does set a precedent where other guns could have secondary fire mechanics rather than zoom. Perhaps flares, one for normal "detonate" and one for long-range (giving it an arming time, basically), for those times you want to use the flare but are in a cloud...
Another option would be to keep the zoom as it is, and add another key for secondary fire. This would mean guns could have new mechanics without having to lose the zoom.

45
Gameplay / Re: The Mobula
« on: July 07, 2013, 10:48:43 pm »
You can keep jumping and eventually get up, but it takes some time, probably quicker to go the long way round.

Pages: 1 2 [3] 4 5 ... 10