[quote who="marmycat" reply="16" id="3548417"] In case you don't know, Side mission: Build 10 Bloom Refineries, does not seem to be working. My count after multiple games is still 0/10. The other side quests count up are working as normal. Great game. [/quote] Glad you're enjoying it! I think we just fixed that bug yesterday.
BXP_Godgib
[quote quoting="post"] Showing DPS is great for making comparisons between weapons. However, with armor now a regular thing, it would be useful to compare the actual unit of damage against expected armor values. Knowing actual attack rates would also be useful for working out the expected value of special abilities. [/quote] The "Very Fast", etc. things aren't enough? What are you looking for? [quote quoting="post"] S
Thanks for the feedback! [quote who="marmycat" reply="11" id="3548058"] I have found issues with the side missions (build so many, kill so many) At times once I complete a side mission, when I go between menus, the numbers do not update or the side mission does not clear (I have had it stay 7/10 Beacon between games and between the store and main menu. Only when I exit out and re-enter does it change). Also the side missions do not refresh unless I exit the game and restart th
[quote who="Skoolbus" reply="10" id="3548032"] Quoting BXP_Godgib, reply 1 Creep Rock City vacillates between OP and nerfed Bloomspawn. Today (with some turret changes we were trying), they were completely ineffective. At this point, the question is "Do you like the idea of the map?". It's not balanced yet and the AI won't eve
[quote who="fugmulch" reply="8" id="3547963"] AI and factories, it appears that the computer is spamming the factories but not building drones. [/quote] This is a result of a quick slash 'n burn throughout the AI to tone it done. Got a lot of feedback that it was too hard, so we took the nerf bat to it. Right now, we're in the process of rebuilding its meta thinking so that we can control it better to make it more fun at every diff level and harder at the higher leve
[quote who="Heavenfall" reply="4" id="3547854"] Oh yeah, one more. When activating a missile salvo there is a deadzone close to my mech that I cannot target. I would like a UI display of this, in the form of a ring around the unit activating the ability. The purpose is to allow me to see precisely where I can and can't hit immediately. [/quote] We had that and folks didn't like it. I guess we could add it back as an option.
[quote who="Heavenfall" reply="3" id="3547848"] I like the previous model for bots better. You build a factory and it produces bots throughout the game, for free, up to a cap. Now I have to micro the factories. And the truth is, there is practically no reason to build bots until you have your third mech out (heck, you can't even build most until you have 2 mechs). I'd like to see a compromise between the two systems, where "up to X" bots are free and can be set to be maintained.
[quote who="Skoolbus" reply="3" id="3547673"] As far as the new animations go, they are all sexy looking, my only gripe is with the recoil on the rifles still. Coming from somebody who enjoys using guns immensely, a big turnoff to the rifle recoil animation for me is how it is late as well as divided into two parts. A gun recoils in the moment that the projectile is fired, which comes before it actually leaves the end of the barrel. It looks like this animation got passed over between th
Online vs. offline is a tough one. We absolutely want offline folks to have a fantastic experience. But, we also have to protect the online folks. We just can't trust any data once it's "been taken offline". Eventually, we will likely allow you to seed offline with your online profile. We've talked about converting offline to "unprotected" mode so that you could use it to play MP games with your friends (and cheat your butts off, etc.). Those extensions will
Heh, we've already made a quick fix to the bloom well color xform issue. Bigger fix scheduled. We just biffed that one and only evaluated it on the grass map. The immediate response ack to building a well is on the punchlist for tomorrow;) Yeah, if we keep the bloom "pods" (not sure why we wouldn't, but we still need to sit with it a bit and get feedback), we'll incorporate them more. Bastion art remains stand-in. The only "not stand-in buildings" rig
Last I saw, yes, the ingame reports were going through. Yes, the armor and damage types align. Cold armor stops cold damage, but nothing else. Regular armor only stops regular damage.
Thanks for the feedback. Yes, the comps to the WC3 heroes are reasonable. It's probably the classic RTS game that had the closest Hero:Normal unit thing we're going for. Music just started going in. We can probably post that up to the Founder's vault if you all would be interested. Still very much a WIP. VO will be much later. We're still a very small studio; we don't have the resources to record the VO too many times. We are waiting for the gameplay to cal
Yup, this week.
Main Menu: It's there for the online/offline choice (coming in next build). Bloom proximity: Yeah, understand that. What would you do with it when nothing is selected? We'd have to add some perm UI in the lower left so it could always be on-screen. Bar suggestion is good. Hangar: You can rotate the Servo if you mouse over it and use the wheel. Drag coming eventually. We'll think about the suggestions for the part swapping!
We're still working on the balance there. There are some new features in the update after the next one that will smooth it out and keep it interesting as you level up.
Yes, the math doesn't look good when you do that. The 75k cost is likely too high. That said, to some extent, that crate is also not really supposed to be your goal. The system should be fun with the basic crate. The 75k crate is really there for the "folks who have almost everything and really just want that last big thing". In that context, having it priced high is the right thing. We don't want you scrimping and saving for that crate whilst you're in the meat of
We are trying the no-fog thing to keep game time down and make it less cat and mouse. We've been pleased with how it feels to date, but that's why we're doing this (to get feedback). The combat states (that will start rolling out in the update, but will really take all summer to fully come online) will be the thing that you're looking for in the servo weapon/counter weapon comment, I think. Those are heavily tied to the damage type changes we've made (5 types of da
There are techs to upgrade the turrets (on the turrets). There is a tech to increase the dropship and beacon healing. We are testing some increased drone healing, too. That said, healing is tough. We want the game to be about moving forward, not kill one thing, wait for healing, etc. There will be a point, as well, where the turrets won't protect you. Offense wins "in the end". New build should have more siege capability, too.
Yes. Some of the ammo boxes have vanity skins. Still sorting out the exact plans, though.
But, we aren't complete jerks. The tutorial will be juicier with parts. And, more credits when you finish it.
I'm pretty sure everyone on the team visits each day, but not everyone is the posting type. More of them will start doing it once we get farther, I bet.
Anything at level 1 is much worse than anything at level 10. The issue is that the value of gear is not linear. The higher level cost will cost more (proportionally) than the low level gear. We could put it at 25k to start, but then we'll have to raise the price as you level up. Clearly the feedback is that it's a crappy price. We'll tweak it and see how it feels.
Thanks for the feedback. In no particular order... We like credits as the main reward for playing games because it gives us a lot more options with balance. If we give out a loot crate, then that locks us into expectations with always getting parts. We tried that. It was more frustrating because it just increased the crap part distro and you were just always selling parts. I say that knowing/expecting/wanting the crates to feel better than they do now. The next update
Yes, the sword unique option works fine. I think it's probably still confusing, though. We'd like to avoid that. I think we're centering around trying the "switch the default auto attack" button. Yeah, adds another two buttons to the UI (since we'd really have to show the default attack by, um, default and the switch button, though maybe the switch button can be a smaller one or something), but it makes it a choice and unasks any ambiguity. Then, if you choose to dual
Oh, and 5% fire resist is pretty good when you factor in how it works... Currently, resists do a straight negation of chance to proc (with no minimum, unlike armor which does always let 1 point of damage through). So, a 5% fire resist will negate up to 5% chance to proc. It'll reduce a 10% chance to proc down to 5%. So, it's not so much a percentage really... Still figuring out how to represent that better.