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Topics - RearAdmiralZill

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16
Feedback and Suggestions / New UI feedback poll
« on: September 20, 2013, 09:33:05 am »
To get right to it, I was a little put off by all the new UI in matches. I am definitely part of the "less is more" group when it comes to GOIO. From the new hit indicators to the achievement popup flashing in my face, it just didn't feel as clean. The small white dot for my "targeting" even annoyed me. I haven't hopped on to guns yet to see those changes, so I can't comment there. The biggest space waster to me was the rectangle in the lower right corner telling me my team color. Third match of the night, and a new player was asking which team he was on.

I realize though, that I don't speak for everyone, and people might like the added information. So it became apparent that options for these new UI would be the best route to suggest, because people like me will want to remove a few things, and others will want all the information they can get in matches. I realize a lot of stuff has been added for newer players, and that's cool. Even if the option is as simple as a Normal/Expert UI option letting you pick between the old interface and the new one, then that's a step in the right direction. Ultimately, I just would like a way to enable/disable the new UI additions, and wanted to see what others thought.

17
Gameplay / Lesmok 1.3.1
« on: August 12, 2013, 02:27:33 pm »
So I figured this would come around sooner or later. Why not now?

I played with it a little in the dev app and gave my feedback. I don't see the reason to change lesmok for seemingly only one gun, while also affecting many others that use it. The merc was already nerfed on its own, which to me was justified and done so well. Why nerf the ammo that makes it useful at it's intended role of long range disables?

This also nerfs the heavy flak, which we can all hopefully agree needs no such thing. It actually buffs LJ since you get more accurate shots, and you only need 3 to kill a balloon. Light mortars will shoot more like light flak, and with still more ammo. Artemis and flamethrowers get messed with too (not sure exactly how yet, as not tested)

Just feels like merc nerfing overkill. The changes to the gun itself are fine. Ammo changes went too far. Thoughts?

18
Gameplay / Clouds. Are they broken?
« on: June 25, 2013, 10:16:54 am »
A couple things regarding clouds, and I'm halfway asking and halfway suggesting here.

First, buffs. Either buffs need to stop showing through clouds, or the shiny glow (that doesn't always show up) needs to go away. If I want to be sneaky, I shouldn't be penalized for buffing my components. You could argue that you could just pre-buff and wait, but it shouldn't be a factor to begin with. Watching buffed engines fly through a cloud is a bit.....silly.

Next, perhaps it is just me, but clouds really do suck for losing spots nowadays. Idk if something changed, or a flare was remotely around (more on that in a sec), but I've come to really b-line for the surest way to lose a spot, which is terrain. Problem is that on dunes/fjords, that's not an easy luxury to come by.

Flares. When a flare is out doing its thing, lighting up a cloud, what is the range of that effect? 1km? 2?

And finally, I'm wondering if the fact that (im guessing) a vast majority of people have their lighting set to low (for fps issues) is lowering the effectiveness of hiding in clouds. While they obviously won't look so pretty, I'm hoping that lower settings isn't showing ships in clouds easier than high settings.

I know clouds will never be as effective as good ol' terrain blocking the enemy's view, but they still should play more of a role than they do now, which almost feels aesthetic vs tactical. Maybe it's just me, but I'd rather be told I'm losing my mind so I can work around it, or maybe this is a real issue.

19
Gameplay / Spire Discussion.
« on: June 14, 2013, 09:36:26 am »
Based on recent ship balance posts, I'm making this so it keeps that thread tidy. Feel free to discuss what it might or might not need.

20
Feedback and Suggestions / Flaregun toggle
« on: May 16, 2013, 09:49:02 am »
Funnily enough, flare guns are very useful support guns, and I've seen them being used a lot more than before for both the damage and utility. There is one thing that holds it back a fair bit though, and it's up for discussion as it might be for balancing.

Basically, I'd want to toggle when a flare goes off. Let me explain. You're in a cloud. You fire the flaregun and it just pops in your face, exposing you and your target hopefully. Well it would be great to be able to toggle the flare gun to not burst upon hitting the cloud, but instead when it hits the enemy ship. This way, on cloudy maps, you can still use the flare gun as fire support instead of the random aspect of it touching a cloud before it reaches the enemy.

Like I said, it would open up the flare gun even more as a support gun, and there might be a balancing aspect to that, but I think it would be fairly neat to have.

21
The Pit / I want my salutes back, and you should too!
« on: May 01, 2013, 01:48:38 am »
Sunderland has been sitting pretty with his salutes, and still no mic. Every time I see him in-game, he says "Oh soon Zill," "Few more days guys."

I am now making the public aware of this outrage.

Therefore, we much take back what is ours, and also endlessly guess what Sunderland really sounds like.

For all we know, Sunderland is really a girl!

22
World / What faction will you fight for?
« on: March 25, 2013, 12:49:10 pm »
Since Adventure Mode seems to like having factions at the forefront, there is likely many times where you will be picking a side and sticking to it. (Unless youre me and want Anvala independent forever.) Pick your side!

Included is a map for your viewing pleasure.

http://i.imgur.com/jVubc.jpg

23
The Pit / Kickstarter attention is already starting.
« on: March 19, 2013, 12:33:34 pm »
I look at "Who's Online" a lot, and now theres suddenly 3 pages of "Guest" looking at the adventure mode thread. Awe damn.

24
Release Notes / Official 1.1.5 Patch Notes
« on: March 18, 2013, 03:48:58 pm »
Version 1.1.5 Release Notes
19:02

Features

- Added support for most character sets in chat, including Cyrillic alphabet
- Added AI name tags with class indicator
- Announce part destructions and kills from the Tar Barrel skill (as with ramming, destructions are credited to the player on the helm)
- Spectators: new UI providing detailed information on ships and crew.
- Spectators: always show crewmembers on a ship you’re orbiting

Balance

- Rebalanced rebuild game so that engines are slightly easier to repair than before.

Fixes and Optimization

- Fixed excessive lens distortion on high-zoom scoped weapons (e.g. Mercury)
- Fixed gun rotation bug that led to shots not going where expected when the gun was rotated partially in both axes
- Enabled new packet CRC functionality; this should fix router-specific disconnection errors (WRT54G and others)
- Made a number of server fixes to improve performance and reduce/eliminate slow-time:

> Eliminated the (completely pointless) physics cost for spectators
> Improved physics performance in general
> AI crewmembers raycast for line-of-sight less frequently
> Improved networking performance; in particular, the amount of load per-user-per-object has been reduced.

- Fixed a number of bugs related to asset loading
- Fixed a bug where map name would not update after a vote
- Fixed a number of Explicit AFK bugs, particularly related to respawn
- Made several changes to graphics options (will be reset to default values):

> Excessive/redundant entries in graphics options removed
> Fixed a bug with initial resolution detection
> Fixed several bugs related to resolution settings

- Fixed an issue where AI gunners would not perform the correct line-of-sight check under 300 meters
- Fixed shader issue that could cause aliasing around objects silhouetted against smoke particles
- Fixed trails so they properly fade out.


(A thanks to Hubert PIckle for the list)

25
Community Events / Cog Map Selection Poll
« on: March 18, 2013, 03:22:33 pm »
Per the discussion after the Cog matches last week, here is a poll for what people think of how map selection should be done. Im not in a position to say the "winner" of the poll will be implemented, but they did want to see opinions. Feel free to discuss in a civil manner.

Random Draw: The map is randomly selected. No other influence is there.

Challenger Pick: The Challenging team gets to pick the map for the upcoming match.

Challenger Pick and Defender Ban: Same as above, only the Defending team can "Ban" one map from being picked prior to the Challenger's Pick.

26
The Lounge / Signs of Addiction
« on: March 05, 2013, 03:50:08 pm »
Hi my name is Zill, and I am addicted.

Goio has replaced about every other game right now. Also, I refresh my forum page way too much to see when the Burning Skies opens. RP is a dangerous thing.

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