August Update And Rollout - Feedback
#41
Posted 06 August 2014 - 08:46 PM
#42
Posted 06 August 2014 - 08:50 PM
Nice work!
P.S. Here's hoping that we get a crack at some sort of Fed-Com and/or St. Ives factional elements as playable options in some way. But, even if we don't, what you are getting ready to launch looks freaking awesome!
Thank you!
#43
Posted 06 August 2014 - 08:54 PM
Tezcatli, on 06 August 2014 - 08:31 PM, said:
First patch/week of Sept, which makes me wonder if three heros in August was intentional or not. We haven't seen any official (alex Vindi art was just fan doddling) art for the Vindicator, did they need to buy a little more time to refine it for release and thus the bump?
#44
Posted 06 August 2014 - 08:55 PM
The one we seen before looked MUSH more detailed.
#45
Posted 06 August 2014 - 08:55 PM
#46
Posted 06 August 2014 - 08:56 PM
It was mentioned, some time ago, that ranks may not be limited to 32, and that PGI would need to see how certain things worked before they would think about expanding on this number. I hope that remains true.
Also, I'm wondering if, within the rank system, multiple "ranks" -up to 5- could be assigned to one person? I have ranks, but I also have positions and command levels to deal with. Just because someone in AU is a Major does not, necessarily, mean they control a Battalion, or that a Sergeant Major is a Command Sergeant Major, with different responsibilities and privileges. My Training OIC might only be a Senior Sergeant, but s/he would have the permissions of both a Senior Sergeant, an Enlisted position, and the unit Training OIC, which is typically an Officer position. How do I reconcile both of those.
Also, someone in this thread asked the question about faction-specific ranks... notice that each of the nominal ranks that come with that portion of the interface can be removed, and different ones, with different privilege levels each, can be added in its stead?
#47
Posted 06 August 2014 - 08:59 PM
#48
Posted 06 August 2014 - 08:59 PM
Dan the Ice Man, on 06 August 2014 - 08:08 PM, said:
if you wanted a canon unit you should have done with the Deaths Hand boys did, and take the spirit of said unit you revere, and change it to make it your own.
show a little creativity and originality, and make a back story and unit history even make a staff of supporting characters, that's what i did with my unit even though i will never release it to the public.
With how many Grayysen Deth Carlisles (to my knowledge, made up version of the name) I see around, you'd be surprised.
It's better that they explicity spell out that you can't have the Celt Hounds, the Gree Daeth Legion, Woof's Dragons, or the Nordwind Hilanders. Otherwise, people who aren't founders might Get Ideas. Now, they can Get Ideas, but can't say they weren't warned.
Kay Wolf, on 06 August 2014 - 08:56 PM, said:
I know they can be added manually. I'm suggesting that faction ranks be available on a preset toggle, because they are the faction ranks.
Edited by Sandslice, 06 August 2014 - 09:02 PM.
#49
Posted 06 August 2014 - 09:00 PM
#50
Posted 06 August 2014 - 09:04 PM
I don't have a problem would just like confirmation so I can get people in place
Edited by slide, 06 August 2014 - 09:05 PM.
#51
Posted 06 August 2014 - 09:04 PM
also why have the faction sales before implementing the factions and not after?
factions would boost faction sales, and faction events related to faction related sales before implementing them?
seems odd.
don't get me wrong I am super excited! sure I am gonna love it even though the removal of any cost seems a pity like the removal of r&r but whadever. I will wait making any faction related purchases until AFTER I see what they are.
edit - and despite the fact it looks like a "friends list", but I am sure it is going to be awesome....eventually and sure postpone release until after the related sales are done, why hit a deadline when you are already two years late, hell why postpone a sale eh?
Edited by Henri Schoots, 06 August 2014 - 09:09 PM.
#52
Posted 06 August 2014 - 09:10 PM
On the other hand... there's so many sales and MC references... not that they shouldn't be mentioned... but it reads too much as a sales pitch for the month.
#53
Posted 06 August 2014 - 09:14 PM
JennerCrusher, on 06 August 2014 - 08:51 PM, said:
ETA: SOON FOR MECH FACTORY, UNKNOWN FOR SWAMP
Yo man, chill out on the CAP usage. I don't think two new maps is enough for a game that's meant to take place over like thousands of planets.
#54
Posted 06 August 2014 - 09:21 PM
Despite many of the things I criticize about this game, I truly have faith that you guys will pull it off and forge this into the masterpiece it deserves to be.
Cheers!
#55
Posted 06 August 2014 - 09:27 PM
#56
Posted 06 August 2014 - 09:38 PM
Oh... one last thing... Vindy artwork, for the love of Kerensky! Don't keep us hangin'.
#57
Posted 06 August 2014 - 09:39 PM
And why on earth would you need more than 32?
#58
Posted 06 August 2014 - 09:41 PM
AUSwarrior24, on 06 August 2014 - 09:39 PM, said:
And why on earth would you need more than 32?
20 variations of Janitor.
From kitchen scrubber to toilet cleaner.
These things need to be explicit you know.
#59
Posted 06 August 2014 - 09:43 PM
Nikolai Lubkiewicz, on 06 August 2014 - 07:05 PM, said:
Spider Hero, probably my most eagerly anticipated Mech.
I was afraid it would be another 5 month before we saw this due to Battlemaster hero suggesting next 5 would be the other Phoenix Heroes.
looking at Smurfy the Spider Hero hardpoints look pretty good, 2 energy, 2 ballistic, 1 missile 2 AMS and 6 Jumpjet with a 270 engine limit
#60
Posted 06 August 2014 - 09:45 PM
Star Map:
The resolution and crispness of the graphics should be increased. For the stars in the background, I'd really like to see some nebula type of stuff going on like what was used for the clan promo. People will nit-pick that this example is too bright/colourful and it could will clash with the faction's territory, but I trust that you have the artistic know how to adjust its brightness, contrast, and colour to make it work.
Depending on the density of planets, I'd like there to be bigger names or, if things get too dense, then a simple scaling motion tween while rolling over planets will be perfect (the name enlarges when you mouse over the planets). Readability is a very big issue with UI2.0, particularly with small, hard to read fonts.
I hope that you invest more time into quality-of-life features like this.
I'm hoping that territory borders and colours are tightened up. I see on the outer edges they are fuzzy, while connected borders look like they're clipping into each other awkwardly (because of the difference in line thickness and hardness).
I would really like to see this cleaned up for final release.
Create A Unit:
Please... Change your font. It is way too small, and way too tight.
Regarding Rules: let it flow and expand! Those words should utilize the ample space that you've given it. I hammered out a quick example that shows what I mean. The Rules now feel like they have their own section as part of the UI. The font I used is Gautami. Centered text is not always the way to go, and never should it be used it for numbered text - it looks erratic and is hard to find the next line. Left aligned creates a uniform look and is easy to understand and read, as rules should be - concise and proper (just ignore my spelling mistakes since I had to retype it for the example.). There is one exception to this and that's if the rules are combined into a solid paragraph, much like you see in contests.
"Coffer Total" Should be centered above the amount, rather than on the left side. It looks alone, and should be paired with what it's referring to.
Thanks for listening!
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