Search Results for 'feed'

  • Topic: New Steam Release?

    July 4, 2019 at 7:31 AM #147266
    Lodmot
    Participant

    Hi there.

    I just bought this game today, and it looks pretty awesome– very reminiscent to Armored Core, which is what I was looking for. One piece of feedback though (from one game dev to another): do you guys plan on going back to Steam?

    I read a few other questions here about the Steam release, and it sounds like you pulled it from the store to ease the workload on the developers. The problem is, I would never have found your game and bought it if it wasn’t for the fact that I was *specifically searching on Google* for a mech game with customization options. Going back to a popular game distribution platform like Steam or the Epic Games store would help bring in more people, no?

    Also, the installer you guys have is not that great, because I had no idea when the game was going to finish installing/updating. Steam’s installer is very good at giving you that overall progress info for updates. I know it’s a minor nitpick, but yeah.

    Other than that, I’m totally ready to play. Can’t wait to customize my mechs!

    In reply to: Just a big pile of balance ideas.

    June 19, 2018 at 6:19 AM #145934
    FenixFenix
    Participant
    Major
    Total posts : 1787

    Thank you! :3

    If you have any feedback for my feedback feel free to exchange ideas. If there was a version of MAV that was entirely balanced by me it would probably have its own issues.

    In reply to: Just a big pile of balance ideas.

    June 17, 2018 at 9:15 PM #145930
    Bombdog StudiosBombdog Studios
    Forum Admin
    Chief Warrant Officer
    Total posts : 643

    Lots of great feedback!

    Topic: End of Match Feedback

    June 15, 2018 at 11:17 PM #145912
    SmuttySmutty
    Participant

    Something I would like to see would be a detailed end of match report. Currently, very little information is displayed at the end of a round.

    Damage:
    The damage stat shown is a mere total of damage inflicted. It doesn’t show what type of damage you delivered, your average range of engagement or furthest engagement range, and it doesn’t do much to let you know just how well you performed. 5k damage. Whatever. Now 4k CE damage and 1k KE damage is something to consider. You know, are those backup Light Minis really worth it?

    Match Score:
    Match Score does nothing for you. To a new-ish player like myself, it seems super arbitrary. Why did I only get 1200 score this time when last time I did more damage but only got 1000? To improve the experience of both new and veteran players, a detailed (or at least somewhat detailed) score report could be shown. Something that lists how you got to that total match score, be it through deploying equipment, tanking damage, or destroying parts. Currently there’s no feedback on how you got to whatever number appears at the end

    Role Type Evaluation:
    Aside from getting Scout points in my MG/Shotgun tank, there’s currently no feedback at the end of a round that details what you did to get Role Type points. I assume there’s a matrix of how points are awarded, but it would be really nice to see some of that at the end, so players can formulate what they would like to play and what they’re good at. Additionally, it will help inform players as to what they should be doing each match to ensure steady Role Type Mastery progression

    I’m sure you’ve heard this all before, but II really want the game to succeed. Without basic feedback modes for new players (and even older ones), people might not latch onto the game so readily

    Rafzakael's whipping boy

    Topic: MAV Flavour Text Project

    May 21, 2018 at 9:08 PM #145755
    SmuttySmutty
    Participant

    Hey guys, it’s been a while since I posted here, but recently I got back into the game. Glad to see it’s still alive and getting updates. As I was mucking around in the garage I noticed a lot of parts had company names associated with them, like all good giant robot games should, but no real flavour text beyond a basic description to go with those parts.

    So I, in true mother’s basement fashion, decided I should do something about that, so I started creating a list of all the components in the game and an associated fluff text blurb to go with each one, tailor-made to describe each part in a way that’s both interesting and accurate.

    https://docs.google.com/document/d/1d3sqWOnQvnJTsi3aBrWWi57fAkpie_FY8gpdcskBP1I/edit?usp=sharing

    This link will take you to the Google Doc where it’s currently being assembled. As of this post, I’ve finished a little over half of the mobility bases and all of the cockpits. I hope you all enjoy what I’m doing and I’d love to hear feedback (even if it’s as simple as a grammatical error). I’ll continue to update this somewhat regularly until I’ve finished all the parts, so wish me luck

    Cheers,

    Smutty

    Rafzakael's whipping boy

    In reply to: February Scale Mail Challenge!

    February 28, 2018 at 8:58 AM #144998
    GigglerGiggler
    Participant
    Lance Corporal
    Total posts : 41

    Thank you for the posts, feedback and compliments to all submissions!

    Ahearnlord wins IMHO

    In reply to: Season's Greetings Photo Competition

    January 14, 2018 at 6:40 AM #144008
    LegacyElite84LegacyElite84
    Moderator
    Lieutenant Colonel
    Total posts : 2516

    Any chance this can make it into the in-game news feed for the remainder of the competition?

    Part time filthy. Part time opportunist. Full time goat. "Holy f*** that was the greatest thing I have heard from your keyboard." - Cyberdogs7 on my top quality shitposting.

    twaldowski
    Participant

    I started with a build armed with three RM-DIR sniper rifles. After some playing I switched to X-SNP-.x2 due the much higher velocity. As I played it seemed my rounds were mostly missing but upon further observation the target would be emitting smoke indicating some hits were occurring and there would be the periodic rocking of the target as good hits occur. My perception is that the ‘clang’ of the impact is missing; and I can’t explain why the shots seem to go through the target.

    In reply to: Vote for MAV as Indie DB Game of the Year

    December 2, 2017 at 2:10 PM #143662
    Bombdog StudiosBombdog Studios
    Forum Admin
    Chief Warrant Officer
    Total posts : 643

    Can do, great suggestions! News feed is actually dynamic, so I can update that realtime

    In reply to: Vote for MAV as Indie DB Game of the Year

    December 2, 2017 at 6:04 AM #143661
    LegacyElite84LegacyElite84
    Moderator
    Lieutenant Colonel
    Total posts : 2516

    Have a message pop up in the News Feed for the next few weeks while it’s going on. And make it so it pops up more than normal. Like a 2x multiplier. Throw it in with the hotfix. You put the system in, so abuse it for things like this.

    And potentially 1.5x the time each post is up? They cycle really damn quick.

    Part time filthy. Part time opportunist. Full time goat. "Holy f*** that was the greatest thing I have heard from your keyboard." - Cyberdogs7 on my top quality shitposting.

    In reply to: It's too easy to push the AI into the boarder

    December 1, 2017 at 10:10 PM #143650
    Bombdog StudiosBombdog Studios
    Forum Admin
    Chief Warrant Officer
    Total posts : 643

    Thanks for the feedback. I will try to get a fix in for the hotfix patch.

    Topic: Map Concept : Molten Lead (need help)

    November 25, 2017 at 2:38 PM #143346
    TigrisTigris
    Participant

    Okay, so this is a more closed map. Now, I’m having trouble on the base location.


    Feedback.

    You can tell me to go back to the drawing board if you like- perhaps MAV needs more open spaces, much like my previous concept map.

    Topic: Tools of Destruction

    October 25, 2017 at 12:18 PM #142066

    i see a few people are posting builds so, im gonna try this out for the purpose of feedback.

    first up comes the emperor scorpion, a heavily armored, high durability sniper tank with an amazing speed to-durability ratio. its stability paired with the stable arrow allows it to use the three railguns quite well.

    it has few but very big weaknesses. the super high output generator is extremely vulnerable to any weapon, especially flame-types. the stable arrow cockpit is also very low durability. however, its top speed, armor and aim speed allow it to annihilate any foes at medium to extreme ranges. it also has a big thermal unit on the end of the generator to make the best use of its precision weapons.

    Attachments:
    1. Emperor-Scorpion

      Emperor-Scorpion.png

    1. current-22.mech

    "As I gaze upon my tools of destruction, I know that I shall fear no evil and feel no mercy to those who would seek to destroy me, for I am the bringer of Death, and spirit of war."

    In reply to: durability monitor design

    October 21, 2017 at 10:06 AM #141893
    Ruludos
    Participant
    Corporal
    Total posts : 66

    The main problem would be the massive amount of effort required to make this happen. I don’t think it’s worth the development time required for a meager improvement over the current system. I feel like there’s already enough player feedback regarding the state of your MAV. Even when you have a large number of parts it’s easy to identify damaged parts by their sparking/burning animations.

    In reply to: better rangefinder PLEASE

    October 17, 2017 at 2:37 PM #141766
    FenixFenix
    Participant
    Major
    Total posts : 1787

    I know you’re using realism as an argument but even realism is working against you here.
    Real howitzers can and have been used as direct-fire weapons, and it’s much easier to use them that way since you don’t need any spotting or calculating the angle necessary to hit a coordinate that someone else outlined, just as it is in MAV. Obviously it isn’t optimal to direct-fire them as you lose a lot of range in doing so and puts the weapon itself and operators at risk, but then again, how’s this any different here?

    Howitzers have one of the highest skill ceilings in the game and I appreciate that, anyone can just run up and hurl explosives into someone’s face, and anyone can just spam rounds towards the sky hoping to hit something in that general direction, but it takes a player that has dedicated some good proper practice to reliably smash a sniper’s roof in from across the map even with someone spotting for him; which is far more dangerous and scary.
    It’s hard to do that by yourself, but this is exactly what scouts are for (assuming your scout didn’t try to bum-rush the enemy front-line and get himself killed), supports aren’t designed to be independent.
    With that said; I’m with Tewdrig on this one, I’d rather keep the skill ceiling high and extremely rewarding rather than spoon feed the player-base so everyone and their mother can use them to their full effect.

    Remember, MAV is a team-based game and supports aren’t exactly independent which is why you mostly see howitzers used as a direct fire weapon. If you’re playing as a scout and you have a support trying to do his job properly, give him some feedback, tell him to aim further left, right, farther, etc. Give that support the information he needs to function properly, he’s most effective when he’s not even in view of the area being bombarded.
    That support will probably thank you if you enable him.

    As for lobbing sniper rounds, shotguns, and such and not being punished for doing that, I do agree that is actually kind of messed up that it’s viable due to the lack of damage drop off.
    I remember there was in fact a damage drop off in Chromehounds but bullet drop was also a lot more pronounced in that game, the rounds almost took a 90* turn and make a beeline for the ground below.