Sir

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Sir
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  • Individual unit selection frame is a valid concern, though it has some UI design implications. Could you elaborate on what use cases it solves? Maybe they overlap those and both could be solved with the same features. The shift box select removing …
  • @TokOwa said: I think the fact that unit choice is the sole aspect of complexity is really good for the accessibility of the game. It's supposed to be a very arcade'ey game I think. While the idea of stacking different measures of complexity a…
  • @Blodir said: I heard a developer mention in chat that there were readability issues with this, but honestly I don't see how this would be a problem. You could play an animation of shards flying toward your shard count in the UI and show how m…
  • @TokOwa said: I am totally aware of Dota2 and CSGO's systems. These are very successful games. But that doesn't mean that success hinges on not having gameplay unlocks. I also think that the more subtle and inobtrusive the cosmetics are…
  • @angrySloth said: I think another intuitive sollution would be to make "ready for warpin" units selectable just like normal units, so you can shift+click on the hud to add one or more of them to a group and then warp in. That way you never nee…
  • @Asawn said: Now lets say I am building another scuttleguard to add to my army. I don't see any way to do that without going back the warpin point to click on it separately for adding it to group 1 if I don't want my lone scuttleguard to also …
  • There seems to be three main points against a cosmetics-only business model. Let me tackle them. 1. Cosmetics interfere too much with gameplay. @Spartak, @Rodick, @HoolaBandoola and @TakOwa have concerns about that. That's only true for overly fla…
  • @tedster I agree that in some situations it is powerful, indeed. But I it still requires some micro and it isn't always more optimal than manual micro. Since @Treisk loved the idea I was just giving some possible implementations as food for thought…
  • @TokOwa Any progression system is extremely powerful, and even more effective with daily quests and randomness. You can make cosmetic-driven progression systems, you don't have to use gameplay unlocks for that. @TokOwa said: But I don't reall…
  • Have you tried the Army, Army and Hero, Select basic units, Select slot 1 units and Select slot 2 units special control groups? They do what you described, though only for specific stuff. Let's say that you want to warp in Purifiers, put them in co…
  • What I dislike is how long it takes to kill the creeps that are inside the base, particularly in early-mid game. Since they are inside the base they discourage PvP (unless you split your army). Add to that the fact that those creeps are located far …
  • @tedster said: My only concern is that this would trivialize some in-battle micro. I can see myself mashing this button constantly to pull back wounded troops and cancelling it with an attack-move command If you can mash the button then you …
  • @TokOwa said: Love Hoolabandoola's suggestion of larger founder's pack stuff with merch! Need to scale T1 unit plushies! Yeah, it almost looks like the art style has been specifically chosen to sell stuffed animals. All units are cute as fuc…
  • @Spartak said: I don't have any strong opinion about ranks or stuff, but in calculating the rating you could go full competative and just use Elo rating instead of calling it MMR))) It's at least important that the "mmr" is being calculated in…
  • @Spartak said: Then what you are proposing is even more unsustainable. You are saying there should be no progression to unlock gameplay elements and therefore there should be no way to pay for those gameplay elements. Then you are also suggest…
  • @cdiss said: True MMR should be hidden, so that players don't see it going down on every loss. Instead, players just see tier, which directly corresponds to an MMR range. @angrySloth said: I think that the MMR should be hidden thou. Be…
  • Agree, competitive games should have this kind of accessibility features. As an anecdote, I'm not daltonic but I usually end up using Colorblind mode in many games because I don't like seeing too much green .
  • @Treisk said: Ooh, this is a really cool idea. No clue how easy or difficult it would be to implement, but I'm gonna ping around and see how doable this is. Wouldn't expect it soon, but, damn, I like this a lot haha! Here's some suggestions …
    in Key suggestion Comment by Sir August 31
  • Glad to hear that!
  • @Xiniu said: next up is the first one that's considered to be good by most, the League of Legends system, splitting up players into Bronze, Silver, Gold, Platinum, Diamond, Master and Challenger, and each of these leagues is divided into 5 di…
  • Btw, have you seen my other feedback regarding hotkeys? https://forums.guardiansofatlas.com/discussion/820/allow-more-granular-keybinds#latest
  • Right, hadn't thought about Vertical Sync, my bad. It's 20º C colder now.
    in FPS limit Comment by Sir August 31
  • @MutableMan said: Thanks for the detailed feedback! This is an area we haven't had time to improve yet, but it's on our list to make this easy to discover and customize. E.g we could show you what the "default" hotkeys will be for your composi…
  • @Spartak said: Sure. But then you are further limiting your avenues for microtransactions. You are proposing to remove progression and then only make cosmetics for heroes and UI/announcer packs. I'm not proposing removing progression, I'm pr…
  • @Rodick said: That is reason why skins on units would be bad idea! Unit skins is the most tricky cosmetic to do well without interfering with gameplay, I do agree, but it's not unfeasible. They can be subtle. As long as they don't alter the …
  • @tedster said: Treisk If sandstinger upgrade was to get changed (which I'm not sure is necessary, but I don't have the data to back it) I would suggest nerfing the upgrade itself rather than changing the cost. The symmetry on the cost of …
  • @Rundar said: Customizations in this sort of game are gonna be tricky because you have a lot of unique units, and changing up their in-game models with 3D cosmetics would add confusion to those in-game. Applying paint ("camo") skins would be e…
  • @Spartak said: You can't unlock heroes in HotS as fast as you can currently unlock content in GoA. Not even close. You can unlock everything in the game in about a week right now and I'm not even talking about playing 8 hours a day. Not a…
  • So packet loss would explain the intermittent stuttering, units walking in place and then teleporting, I'm getting every game? I'm from Europe, fast fiber and wired connection.
    in Random Stalls Comment by Sir August 31
  • By all means, I'm in favor of controlling and shaping the map. I think that I would prefer doing so more organically, through units, much like you would with BW tanks. There could be units that block paths, like SC2's raven turrets, swarmhost/broodl…