Author Topic: Masteries system, ship balance, improve the game...  (Read 22435 times)

Offline Caprontos

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Re: Masteries system, ship balance, improve the game...
« Reply #15 on: May 19, 2015, 07:15:22 pm »
I think you have plenty of posts against your ideas and why its not likely to happen..

First, They are working on PVE content atm.. Which will be a DLC for this game, but PVE instead of PVP.. So Right now all new maps, ships, and guns and most of there work time(for the most part) are being put in to that.. Once co-op is out, they will bring things from co-op back to skirmish.. (the things that can be brought over)..

Second.. your idea isn't all bad. Co-op can have more things like this, It probably won't have class levels.. but you will unlock possibly tools ammo and definitely ships through progression in a specific faction.

Also I'd maybe be for them expanding stamina... and making it work like tool slots (So you select what you want)... Which would cause vets to yell at new players for using the wrong things... I mean add some more "Customization" to how your character plays.. Which depending on what they did.. could work possibly.

Just adding more tools, and ammo that are very useful could expand how customizable your character is, in how you play..

Basically there are probably ways they can add more customization/depth to the game - with out adding "Your level 8 now you can use a buff hammer!".. type of thing.. But we won't get much of that until co-op is done.

Offline Fynx

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Re: Masteries system, ship balance, improve the game...
« Reply #16 on: May 20, 2015, 09:54:44 am »
Hey, I rather like the idea of squids and galleons available to pilots lvl > 15...

But it would be more of a nuisance than actual help to disable certain resources. Especially for people who specialised in other classes and basically know what's going on. Lumberjack. H. Flak. Mines. Lochnagar. Harpoon. Incendiary. Range-finder.

Masteries are not needed - skill level advantage is enough for experienced players to crush new players. And then think about how difficult it is even for experienced players to get into competitive action...

Ceresbane: 'This game can be mastered in a week'? I agree it's not particularly difficult to reach a very decent engineer skill level and decent knowledge concerning game mechanics, but... is that enough to master this game?
Few types of ammo, several ships, several guns... you can learn it in a week, if you have someone to learn it from. Is it enough to play against experienced opponents?
Good luck have fun. You know that. And you're not even a competitive player.

About specialisations...
tl;dr dreams

Just think about badges / titles for being good at something. Not necessarily competitive games.
Subforum with many many topics!
Crazy lumberjack shooting, being known for keeping multiple opponents on the ground...
Making the world explode with mines, including two enemy ships and one ally as a bonus. In 5 secs period.

For example, ship specialisations
Elite Junker Commander -> Sammy, Frogger
Master Wizard -> Crafeksterty
Fancy Commander -> Dementio Daniel

Acclaimed by community, appointed by mods, admired by new players!

Based on both in-game and forum discussions. And not unique. Because what's the point if you can't be better than they are?

Offline Hilary Briss

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Re: Masteries system, ship balance, improve the game...
« Reply #17 on: May 20, 2015, 11:11:08 am »

Making the world explode with mines, including two enemy ships and one ally as a bonus. In 5 secs period.


When Phobos has done the above. The Whoops and Cheers on a Dagz Ship can be heard from; Canyon Ambush to Anglean way. Even if we hit one we still Praise the Phobos!


Offline David Dire

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Re: Masteries system, ship balance, improve the game...
« Reply #18 on: May 20, 2015, 04:01:00 pm »

Some ships in the game totally useless like Galleon or Squid,


Finding newbs 101

Offline Squidslinger Gilder

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Re: Masteries system, ship balance, improve the game...
« Reply #19 on: May 20, 2015, 04:04:08 pm »
Heh he he he...he said squids are useless. Meet me in game sometime, I'll make you eat those words :D

Offline David Dire

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Re: Masteries system, ship balance, improve the game...
« Reply #20 on: May 20, 2015, 04:14:55 pm »

Improve the game by little things add more content like maps ships, balance the game, then more people buy game, then more money, then bigger development team, then improve of engine and anything. Its just my thoughts.


Okay so I just went back and completely read his post and he has flying colours in the "27 minutes of gameplay yet judges the game completely on his opinion" test

Offline Squidslinger Gilder

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Re: Masteries system, ship balance, improve the game...
« Reply #21 on: May 20, 2015, 05:08:39 pm »

Improve the game by little things add more content like maps ships, balance the game, then more people buy game, then more money, then bigger development team, then improve of engine and anything. Its just my thoughts.


Okay so I just went back and completely read his post and he has flying colours in the "27 minutes of gameplay yet judges the game completely on his opinion" test

Ahh, sales weeks...the time when people with 30 minutes of game time think they are better than those with hundreds of hours.

Offline David Dire

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Re: Masteries system, ship balance, improve the game...
« Reply #22 on: May 20, 2015, 05:27:43 pm »

Improve the game by little things add more content like maps ships, balance the game, then more people buy game, then more money, then bigger development team, then improve of engine and anything. Its just my thoughts.


Okay so I just went back and completely read his post and he has flying colours in the "27 minutes of gameplay yet judges the game completely on his opinion" test

Ahh, sales weeks...the time when people with 30 minutes of game time think they are better than those with hundreds of hours.

Speaking of: http://steamcommunity.com/app/209080/discussions/0/613958868353224644/

Offline Koali

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Re: Masteries system, ship balance, improve the game...
« Reply #23 on: May 20, 2015, 06:06:20 pm »
Hoo boy, that's like opening the door at night to let your dog back inside but also getting 36 junebugs, 20 mayflies, and a moth.
« Last Edit: May 20, 2015, 06:27:40 pm by Koali »

Offline Carn

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Re: Masteries system, ship balance, improve the game...
« Reply #24 on: May 20, 2015, 06:07:14 pm »
don't forget the racoons

Offline Koali

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Re: Masteries system, ship balance, improve the game...
« Reply #25 on: May 20, 2015, 06:28:26 pm »
I live in Texas, we don't seem to have them here. Just a whole lot of noobs.

Shoot, I'm derailing yet another thread, aren't I?

Offline Arturo Sanchez

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Re: Masteries system, ship balance, improve the game...
« Reply #26 on: May 20, 2015, 08:27:43 pm »
Hey, I rather like the idea of squids and galleons available to pilots lvl > 15...

But it would be more of a nuisance than actual help to disable certain resources. Especially for people who specialised in other classes and basically know what's going on. Lumberjack. H. Flak. Mines. Lochnagar. Harpoon. Incendiary. Range-finder.

Masteries are not needed - skill level advantage is enough for experienced players to crush new players. And then think about how difficult it is even for experienced players to get into competitive action...

Ceresbane: 'This game can be mastered in a week'? I agree it's not particularly difficult to reach a very decent engineer skill level and decent knowledge concerning game mechanics, but... is that enough to master this game?
Few types of ammo, several ships, several guns... you can learn it in a week, if you have someone to learn it from. Is it enough to play against experienced opponents?
Good luck have fun. You know that. And you're not even a competitive player.

About specialisations...
tl;dr dreams

Just think about badges / titles for being good at something. Not necessarily competitive games.
Subforum with many many topics!
Crazy lumberjack shooting, being known for keeping multiple opponents on the ground...
Making the world explode with mines, including two enemy ships and one ally as a bonus. In 5 secs period.

For example, ship specialisations
Elite Junker Commander -> Sammy, Frogger
Master Wizard -> Crafeksterty
Fancy Commander -> Dementio Daniel

Acclaimed by community, appointed by mods, admired by new players!

Based on both in-game and forum discussions. And not unique. Because what's the point if you can't be better than they are?


Fynx... that title bollocks aint needed.

We as a community have a reputation for every major vet. People know my ships, the Koi being my trademark ship. The sun my vet match carrier. Chlamydion my "safe" ship, etc. The Titanic Hindenburg my screw I'm gonna lose, but I'm going to make delay it as long as possible galleon.

Really should stop pestering muse for useless ego-stroking features and actually focus on requesting for features to do with actual functionality. This includes bug fixes, balances, etc but also system overhauls to streamline an otherwise clumsy process (like finding matches, keeping player retention, etc.)





IN ANYCASE. Awhile ago me and howard had a lil talk.

Quote
I know this is against your philosophy of the game   Inbox
Add star  Ceres Bane<ceresbane@gmail.com>   Fri, May 8, 2015 at 4:14 PM
To: feedback <feedback@musegames.com>
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But frankly the moment you brought about novice mode, you pretty much
made that moot.

So novices. They don't stay in novice. They want to play with their
friends/get matches quickly.

But vets are stuck with them. MM especially likes to put me in crews
of them against vets despite my likely now legendary hate of them.

So might as well do the natural process of this. Vets always
reccomends things that should be taught in novice. Clearly they
haven't been there "because slow MM."

So how about just making novice a personal thing. I know the
philosophy of the game is that everyone has access to all things and
hence its all about skill.

But frankly the noob galleon, suicide spire and squid is so ingrained
in guns culture that they're a meme. Novice pilots cannot fly the
advanced ships, they can when they go to vets and fail at it. Or they
can go to novice and be barred access.

How about instead, those ships are locked until they graduate from
novice. Not novice mode. But novice level. They get everything that is
in novice follow them where ever they go until they graduate.


Alternatively extend novice to 20s so you have novice teachers that
can teach from a lower-mid lvl.

That would put me in novice, but whatever I've toughed out novice in
the early days. I lvled every class to just short of graduating when I
started (so I stayed much longer than I should have). I can tough out
some grinding to graduate.
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Add star  Howard T<howard@musegames.com>   Fri, May 8, 2015 at 4:25 PM
To: Ceres Bane <ceresbane@gmail.com>
Cc: feedback <feedback@musegames.com>
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Yeah...  I know what you mean actually.  This is one of the toughest challenges I think. 

So let me ask you this Ceres, what do you think about: 
1)  Making tutorial more mission based (ex. more engaging short series of missions that teaches the different core mechanics)
2) Requiring novices to finish tutorial before they can graduate or play normal matches

The concern is obviously exit rate from being forced to play tutorial, but the advantage would be to better ensure the novice learns the basics before playing with more vets. 

It's something we're thinking about and aiming for.  Improving the tutorial I think is a given, and we've got a new design almost ready to start implementation.  The requiring novice to play tutorial part is a larger debate we're having. 

We could consider raising novice lv caps as well.  That's not a bad idea either.  I want to look at the player progression chart again to see if this would cause an issue, but it's definitely easily doable. 

Not sure if you noticed, but another thing that we did is to not allow novices to captain ships in normal matches when they join from queue.  I wonder if that would alleviate at least some of the problems, because as you stated, the bigger issue is when novices fly, and especially with more advanced ships and ship builds. 

Thanks a lot!  And have a great weekend!  Howard

Offline Hoja Lateralus

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Re: Masteries system, ship balance, improve the game...
« Reply #27 on: May 21, 2015, 08:58:54 am »
Well since this turned into another "How to deal with n99bz" thread...

Devs said that they tweaked the achievements so novice get less exp from them. I don't think that's enough, but still it is a good change. We'll see how it goes I guess.

And yes, the fact that vets MUST play with novice is one of the greatest problems that I've described many times.


Offline BlackenedPies

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Re: Masteries system, ship balance, improve the game...
« Reply #28 on: May 21, 2015, 01:45:05 pm »
I have noticed that novices level much slower. I played with an awesome 3 novice crew for 20 matches and they grew a combined 5 levels. I think leveling should be sped up but not from achievements.
« Last Edit: May 21, 2015, 01:49:15 pm by BlackenedPies »

Offline Arturo Sanchez

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Re: Masteries system, ship balance, improve the game...
« Reply #29 on: May 21, 2015, 02:42:44 pm »
I have noticed that novices level much slower. I played with an awesome 3 novice crew for 20 matches and they grew a combined 5 levels. I think leveling should be sped up but not from achievements.

as they should... starting out in any major game is always slow.
only MMOs go with this dumb hand holding nonsense.


If novices stay in novice for longer, you get higher quality novices graduates. As the vets in the novice pools teach the babies there. Unless you have an actual point to why slow lvling at the start (ha!) is bad, it should be fine.


As the key problem wwas fixed, novices lvled too quickly and graduated novice without using any novice features to teach. Hence you have mid lvl scrubs that didnt know bugger all. And some high lvls that still don't know the basics yet.
« Last Edit: May 21, 2015, 02:55:40 pm by Maximillian Jazzhand »