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cl_gibcount 9999
Aug 15, 2002

imo they just need their accuracy reduced slightly and the tracking rate of the turrets themselves dropped quite a bit.

they would still crush big targets, as they should, but have a difficult time hitting fighters which is a job for torps and flak if you ask me

e: limitimg the turret arcs, something another person suggested before, would force ships to maneuver more which would be pretty neat

cl_gibcount 9999 fucked around with this message at 02:46 on Aug 7, 2016

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Xerxes17
Feb 17, 2011

I think I may have found a bug in that if you take control of a fighter as it is launching bombs, the weapon gets jammed until you switch to it again. You can only imagine my confusion as this happens while trying to take down a carrier while getting pelted by flak :negative:

the bsd boys
Aug 8, 2011
Probation
Can't post for 382 days!
I got an instant wave clear as two enemy corvettes (I think) jumped in right on top of each other, collided, and exploded. Probably not intended behaviour :v:

Bug report: In the wave clear mode when I'm locked on to an enemy ship, the target lock chime and symbol will still come up if there's an asteroid between me and him. This seems to happen with the AI ships too; I've noticed my frigate shooting at an asteroid trying to hit something on the other side. I haven't seen this happening with the frigate's beam gun, but that's probably just down to range.

Xerxes17
Feb 17, 2011

I was just about to clear wave 25 when I ate two railgun shots to the face just seconds after my other fighter got killed. I had only one more unshielded carrier to kill too :negative: That's what you get for a moment of carelessness.



Today's lineup of enemies was very good, nothing too difficult or bullshit to take out. The wave with the shielded carriers was a bit dicey but was able to get past it.

Edit: So whatever seed was used today, keep it. It's a good one.

Kairo
Jun 21, 2003

Nice -- I am balancing the railguns a little bit better as I type this. I lowered the projectile muzzle velocity, the turret turn speed, and the max angles. Approaching the turret from above or below its firing angle should be easier. I'll probably take a stab at the destroyer weapons while I have the files open. Unity 5.4 is considerably faster and should fix a bunch of the black screen soft crashes people were getting, and everything seems like it still works.

Collisions on exiting warp should be looked at as a gift from RNJesus. There are fixes I can do for many of these random events, but they all involve expensive calls like raycasts which I'm trying to avoid as much as I possibly can. The ships do some initial checks when exiting warp, but it can get a little nutty when multiple ships are jumping in on top of each other and some of them start moving a second or two before another enters the space.

This upcoming update will probably be the last major one before the planned 1.0 release next month. Huzzah.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug

Kairo posted:

This upcoming update will probably be the last major one before the planned 1.0 release next month. Huzzah.
Are tweaking the VR bits on the list? Having a black screen or freezeframe rather than dropping out to the default steamvr background during scene changes or long pauses like death or switching ships is really distracting. You can probably look at sales to see what percentage of people are launching through steamvr, I'm kind of curious since it plays so well with it.

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.

Kairo posted:

This upcoming update will probably be the last major one before the planned 1.0 release next month. Huzzah.

Congratulations! (flagship hunt pleeeease)

Kairo
Jun 21, 2003

Bhodi posted:

Are tweaking the VR bits on the list? Having a black screen or freezeframe rather than dropping out to the default steamvr background during scene changes or long pauses like death or switching ships is really distracting. You can probably look at sales to see what percentage of people are launching through steamvr, I'm kind of curious since it plays so well with it.

Yeah, these cases are slowly getting cleaned up, especially when launching the mission and switching ships. There are special blackout calls in SteamVR I recently discovered.

General Battuta posted:

Congratulations! (flagship hunt pleeeease)

Thanks, man. I'm definitely planning on making the flagships more interesting for this update.

magimix
Dec 31, 2003

MY FAT WAIFU!!! :love:
She's fetish efficient :3:

Nap Ghost

Kairo posted:

Yeah, these cases are slowly getting cleaned up, especially when launching the mission and switching ships. There are special blackout calls in SteamVR I recently discovered.

Sweet! I nabbed this a while back, but have been holding off playing it until I got a VR headset (I've a heaving backlog in any case). And that time is now! (Or at least will be when I learn how to adjust the straps, lens-depth, and IPD properly :stare: )

Xerxes17
Feb 17, 2011

While long-rifle builds are definitely better for doing better in wave clears, the auto-cannon is still more fun. Live for the kill!!! :black101:

Xerxes17
Feb 17, 2011



Today's was a little too easy Kairo, I only died because after 90mins of it I'd had enough for one session and started playing recklessly.

You seem to have a stack overflow problem with the timer display. If it goes over 60 then it starts again.

Night Shade
Jan 13, 2013

Old School

Xerxes17 posted:



Today's was a little too easy Kairo, I only died because after 90mins of it I'd had enough for one session and started playing recklessly.

You seem to have a stack overflow problem with the timer display. If it goes over 60 then it starts again.

Oof! I got smashed by that wave full of flak drone shield heavy fighters and called it an evening, but my destroyers got wiped by the carrier wave prior and all I had left was the artillery frigate.

It was nice seeing myself at the top of the leaderboard though, that doesnt happen too often these days.

Xerxes17
Feb 17, 2011

Night Shade posted:

Oof! I got smashed by that wave full of flak drone shield heavy fighters and called it an evening, but my destroyers got wiped by the carrier wave prior and all I had left was the artillery frigate.

It was nice seeing myself at the top of the leaderboard though, that doesnt happen too often these days.

Against those kinds of waves, you better have brought the long rifle and thus are able to pick the flak drones off at range. If not, gg.

Night Shade
Jan 13, 2013

Old School

Xerxes17 posted:

Against those kinds of waves, you better have brought the long rifle and thus are able to pick the flak drones off at range. If not, gg.

Yeah I had the long rifle, but not the range.

magimix
Dec 31, 2003

MY FAT WAIFU!!! :love:
She's fetish efficient :3:

Nap Ghost
Holy poo poo, this game in VR is loving CRAZY :catdrugs: By far the coolest thing I've seen yet with the Vive (also the the coolest thing to *play*, thus far).

Everything about it is so well thought out. Text and UI is clean and readable[1], the overall aesthetic of the game means everything registers clearly, and pops nicely. Flying around is amazing, the cockpit is great, and... well, it all just looks loving awesome and totally immersive as poo poo hits the fan. :black101:

Even the main menu is entertaining! Sitting inside a diorama of little ships flying around you. :3:

[1] Versus what I've seen of Elite Dangerous, where things are a bit of a ball-ache to discern at times.

Xerxes17
Feb 17, 2011

The Carrier railgun changes are good. Incidents of frustrating deaths have gone down accordingly and it's now much more possible to (make final) approach outside of the rotation limits than it was before. I really don't understand why you nerfed imperial destroyer HP as they were already very fragile. The buff to their cannons is kinda nice, but only really usable against non-shielded targets of which you already have Long-rifle and frigate artillery for. :shrug:
Edit: I suppose it lets them kinda take on Republic Heavy destroyers in the DPS race better, but if the traitors are getting close enough for this anyway then you've already screwed up.



I think I need to take a break from this :haw:

So, are you a bad enough dude to rescue the president slaughter the Emperor's enemies? I'll tell you the best way to do this in the challenge mode.

Interceptors
Shields: You must have them as they are the only thing standing between you and getting one-shot by railguns. Not even Juggernaut + Carapace Armor would save you from that. Also, they recharge which armor cannot do.
AP Ammo: Makes you more effective against the big things you want to kill as this also effects your bombs. Two bursts of Purifier bombs will not kill a carrier unless you have AP ammo! Also, smaller stuff like fighters are already in OHK territory unless they have Juggernaut armor or shields for your...

Long Rifle: The ability to reach out and touch the enemy is something that you must have. It is OHK against fighters, 3HK against corvettes (with AP) and 4HK against heavy destroyers (with AP). So as a result you can make short work of enemy swarms or the escort of carriers. Furthermore, the ability to snipe off the torpedo turrets of carriers from a safe distance will make your life so much easier on your approach for bombing runs. You can also snipe out bridges or simply blast away at targets from max range if you'd prefer too. Don't be afraid to snipe flak or repair drones at range. However if the enemy has shields you are screwed unless you have....

Fury Missiles: Equal against shields and hull in practical terms this is what you will use to crack the shields for lighter enemies. If it's a fighter with shields, you can just dump the magazine and count it as dead. One magazine will take out the shields of a corvette or a heavy destroyer. You can also use it to finish off enemies, pop drones and even distract enemy omniflak from you as they will instead focus on the missiles.

Purifier Bombs: They're simply superior to the Scarab, so use these.

Destroyers
Shields: With shields your destroyers will be two-shot by railguns and Carriers have two railguns at a time. Do the math.
Shield Extenders: Your destroyers job is to (briefly) take the heat off you while they are alive. doubling their shields is the most effective way of doing this.

Torpedoes: Your only form of long-range (7km) shield damage that is actually worrying to a capital, you simply must choose this. They'll also handle all lighter targets well too.
Omniflak: When massed it'll slaughter fighters just as well if not better than the point defense and can shoot down torpedoes, the 2nd greatest thread to your capitals after railguns. A must take.

Frigate
Shields: Railguns are weaker to shields, and the frigate needs the leeway to do it's job. Regenerating HP is also always nice.
Repair Drone: For fixing your fleet up between waves, you only need one drone to do this.
Omniflak: For the same reason as destroyers. Keep your capitals lumped together and they'll live much longer!

Tactics:
-If there is a wave with flak drones, snipe them ASAP. They will gently caress your interceptors up faster than you can blink.
-Ditto for repair drones, but they are usually lower priority.
-If fighting a Carrier wave (four Carriers), take out the carriers with railguns first as they are more dangerous to you than torpedoes that can only do 8.5km, which is much less than your 12km Long Rifle.
-However if the Carriers have shields this is inverted. You want to take out the torpedo carriers with purifier bombs ASAP first, as they make approaching to under-shields range much more difficult than railguns.
-Another tactic against shielded carriers is to "cross the T" or to attack aggressively from the front of their line as they warp in. The front carriers will block the railguns and torpedoes of the back carreirs with their shields which will make your approach for a purifier bomb-run much easier. You should be able to take out one or two carriers in the first minute with this tactic.
-Also, do not be afraid of sacrificing your interceptors to get fresh bomb reloads. As such try to only "graze" on escorts in carrier waves as needed so you have enough chaff to keep repawning. An exception to this is enemy frigates with torpedoes as they're simply too dangerous to your fighters. Eliminate them as soon as possible.

Xerxes17 fucked around with this message at 23:02 on Aug 11, 2016

Kernel Monsoon
Jul 18, 2006
Been following this game for a long time and finally bought into the Early Access version to try it out in VR. This is a really fun, polished game and VR really makes the experience spectacular. Good luck on release!

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug
VR performance is definitely improved and you got rid of the bounce back to default steamvr environment which is awesome, but sometimes now when I suicide into ships it won't render into the rift - it's just a black screen. Weirdly, the desktop mirror works, but it's just black on the rift itself until the mission is over (it turns back on if you fail the mission or go back to the menu). I suspect there's a logic error in that blackout function.

I tried to reproduce it, it seems to happen most regularly after you suicide / ram a ship and the ship you're going to is under fire or dying, but I can't make it happen consistently. It happened maybe 3 times in a few hours that I played last night.

Game still really fun in VR, still don't like the control scheme much :/

Bhodi fucked around with this message at 15:39 on Sep 8, 2016

Kairo
Jun 21, 2003

Bhodi posted:

VR performance is definitely improved and you got rid of the bounce back to default steamvr environment which is awesome, but sometimes now when I suicide into ships it won't render into the rift - it's just a black screen. Weirdly, the desktop mirror works, but it's just black on the rift itself until the mission is over (it turns back on if you fail the mission or go back to the menu).

I tried to reproduce it, it seems to happen most regularly after you suicide and the ship you're going to is under fire or dying, but I can't make it happen consistently. It happened maybe 3 times in a few hours that I played last night.

Yeah that was a stupid mistake on my end. The fade code is different during collisions and I didn't test it well enough. I fixed it late-ish last night so it should be good to go.

Supernorn posted:

Been following this game for a long time and finally bought into the Early Access version to try it out in VR. This is a really fun, polished game and VR really makes the experience spectacular. Good luck on release!

Thanks!

quote:

still don't like the control scheme much :/

If you can suggest specific improvements that can be snuck in over the next few weeks before I launch this game into the sun, I'm all ears.

Kairo fucked around with this message at 16:05 on Sep 8, 2016

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug

Kairo posted:

If you can suggest specific improvements that can be snuck in over the next few weeks before I launch this game into the sun, I'm all ears.
I think this was talked about at length upthread somewhere but I don't think the reload button adds much to the game and could probably be replaced / enhanced with an auto-reload when switching away from the weapon. What I would really prefer is a separate button for primary fire and a button for alternate fire rather than a button switch. I think this was a specific design choice on your part and I know there's been a lot of input on this though so I don't expect it to change, it's just all the different button presses get tangled up and it's easy to accidentally reload a weapon mid-combat and trying to switch to/from the bomb/torp isn't overly intuitive, as it doesn't permanently switch the alternate weapon.

I would like the 'map screen' to be 100% pause rather than just a slowdown at map start so you can give initial commands / decide which fighter you're going to pilot - I forget what map I was playing but my ships were already moving and under fire while I was doing the setup. I'd also like to start inside the cockpit - I was demoing my rift and people were really confused at having to hit "down" every time to "spawn in" as they put it.

I'd like to be able to open the menu during the warp-in load, or have a retry/quit popup - if you die and just want to quit back out to the main menu to try something else, you currently have to wait the 10 seconds or so until the menu is active to abandon mission / retry.

I also wanted to mention that engine trails and "up close" objects look weird in the rift, it's hard to describe but I think the calculated IPD is wrong or isn't going off of people's IPD while in chase or map mode. It's noticeable during the warp-in and the brief zoom-out after death and in the map, if the ship is real close.

There are other balance things which you know more about than me, but missile lock-on distance significantly shorter than your autocannon is counter-intuitive and really annoying.

The instruction picture in various places shows buttons which is at odds with the actual D-pad which you want people to use. Also, the command radial is really awkward for me to use, but I'm having trouble pinning down why. I'll see if I can isolate it, I just feel a general frustration trying to use it while in the middle of combat and doing other things. maybe I just want pressing the right gamepad to just bind to 'attack my target' and such. I haven't played around with many of the options, am just playing with the default bindings.

Bhodi fucked around with this message at 16:53 on Sep 8, 2016

Kairo
Jun 21, 2003

Bhodi posted:

I think this was talked about at length upthread somewhere but I don't think the reload button adds much to the game and could probably be replaced / enhanced with an auto-reload when switching away from the weapon. What I would really prefer is a separate button for primary fire and a button for alternate fire rather than a button switch. I think this was a specific design choice on your part and I know there's been a lot of input on this though so I don't expect it to change, it's just all the different button presses get tangled up and it's easy to accidentally reload a weapon mid-combat and trying to switch to/from the bomb/torp isn't overly intuitive, as it doesn't permanently switch the alternate weapon.

I would like the 'map screen' to be 100% pause rather than just a slowdown at map start so you can give initial commands / decide which fighter you're going to pilot - I forget what map I was playing but my ships were already moving and under fire while I was doing the setup.

I'd like to be able to open the menu during the warp-in load, or have a retry/quit popup - if you die and just want to quit back out to the main menu to try something else, you currently have to wait the 10 seconds or so until the menu is active to abandon mission / retry.

I also wanted to mention that engine trails and "up close" objects look weird in the rift, it's hard to describe but I think the calculated IPD is wrong or isn't going off of people's IPD while in chase or map mode. It's noticeable during the warp-in and the brief zoom-out after death and in the map, if the ship is real close.

There are other balance things which you know more about than me, but missile lock-on distance significantly shorter than your autocannon is counter-intuitive and really annoying.

The command radial is really awkward for me to use, but I'm having trouble pinning down why. I'll see if I can isolate it, I just feel a general frustration trying to use it while in the middle of combat and doing other things.

1) Yeah you're right, the reloading isn't going to change at this point.

2) Do you hit start to pause/unpause when you exit warp and want to give orders? I might be able to add an option to autopause.

3) The menus not working during warp is a bug that I haven't been able to reproduce. Holding back or hitting ESC should bring up the menus but I haven't found out how to make this happen.

4) I think the scale is just a side effect of scaling the IPD so much (I don't set it with an absolute). Not sure what can even be done about it.

5) The fury missile launcher is like this for gameplay balance. Think of it like the Halo Needler more than a missile launcher.

6) The command radial probably won't change either, but if you can figure out specifically what is causing you problems, I can also look at it.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug

Kairo posted:

2) Do you hit start to pause/unpause when you exit warp and want to give orders? I might be able to add an option to autopause.
Nope! To me, a slowdown during the mission is intuitive and expected, but this is before I even enter a cockpit - you warp in and you're in map mode and things are already in motion, it didn't occur to me to pause at that screen.

Kairo posted:

6) The command radial probably won't change either, but if you can figure out specifically what is causing you problems, I can also look at it.
Maybe I just want pressing the right gamepad to just bind to 'attack my target' and such without having to bring up the radial? I haven't played around with many of the options, am just playing with the default bindings. I need to play with this more, Honestly I just set-and-forget during initial deployment through the entire campaign which was good enough to complete all the missions but now I'm going back and replaying this from the start on the hardest mode. I definitely need to play with this more.


You replied too fast! I remembered two other things:

The instruction picture in various places shows buttons which actually wants you to hit that direction in the D-Pad, like for getting into the cockpit; I noticed this and it could probably use a different graphic to make it more obvious.

I'd also like an option to start inside the cockpit - I was demoing my rift and people were really confused at having to hit "down" every time to "spawn in" as they put it, they didn't understand why they didn't just start in the fighter (this was before I had unlocked any frigates, I started a new game for them but we had limited time and I felt the tutorial was "too boring" so I just skipped right into the first mission with "this button fires, this button targets, this button switches your weapons, have fun". Maybe this woudn't be a good change, just something I noticed. I wanted to show off the game without really getting into it, just to see the visuals.

Oh, and in the latest version, there's no way to skip the tutorial anymore as the first mission doesn't unlock until it's done.

Bhodi fucked around with this message at 17:26 on Sep 8, 2016

Kairo
Jun 21, 2003

I might be able to add an option to start in cockpit mode. I get feedback both ways for this -- some people like having the tactical overview be the first thing they see so they can understand the encounter space. Others just want to jump into the cockpit and shoot things. This kind of struggle is constant in a hybrid game like this.

All orders are done through the radial. I can probably add separate commands but the d-pad won't be able to handle everything you'll likely want to do.

Thanks for your feedback. Hopefully next game I won't have to spend so much time designing/dealing with all sorts of control issues and can just focus on actual gameplay (it won't be a cockpit game). It's something I didn't anticipate and there's often no good single answer for any of it.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug

Kairo posted:

I might be able to add an option to start in cockpit mode. I get feedback both ways for this -- some people like having the tactical overview be the first thing they see so they can understand the encounter space. Others just want to jump into the cockpit and shoot things. This kind of struggle is constant in a hybrid game like this.

All orders are done through the radial. I can probably add separate commands but the d-pad won't be able to handle everything you'll likely want to do.

Thanks for your feedback. Hopefully next game I won't have to spend so much time designing/dealing with all sorts of control issues and can just focus on actual gameplay (it won't be a cockpit game). It's something I didn't anticipate and there's often no good single answer for any of it.
Yeah, wayyyyy back maybe a year(?!) ago, you talked a bit about the thought that went into designing UIs and how there's way more iterating and testing than people realize. I know this stuff is hard to get right and even then there are going to be outliers who have different ideas of what intuitive controls mean to them. Thanks for trying! I do like, just for example, the idea of subsystem targeting, but it's deep in a radial menu and only has two options, but you want to select that every time you target a capital ship (Always Be Targeting the bridge unless you're playing tanhausser gate) so that is a candidate for binding to a button for me. Or even nearest targeting fighter or capital - you've already done a lot of the work of playing around with this sort of thing though and if it was useful enough to be a button it would have probably been a button :)

I personally like the map mode but I can understand why it confused the people I was demoing it to (since there was a single option, your single fighter, they felt it was an extraneous step). We're too late in the dev cycle but I might have tried after the normal warpin, freezing time and doing a fairly fast 360 loop around the edge of the battlefield pointing inwards and then back to the craft you have selected, with a giant arrow "press down to pilot this ship" type thing, making it clear it was a "setup phase". In fact I would still like that, because there's not a good feel for the battlefield as a whole after warpin... Can you even pan the camera around at all? I vaguely remember in VR the camera being locked to the ship you're selected.

E: I think I know why the radials frustrate me, at least the alternative weapon one - it doesn't pop up fast enough when I want to gap-drive in, unload my shotgun and then switch to bombs on a capital - the radial popup delay during the maneuver is too high for my tastes, and I'm often past the enemy before I can switch and aim. This is especially true if I need a torpedo lock.

I think you might be in the single developer "I'm so done with this, this needs to get out the door so please just let me rest" step in game development at this point! I will say, back when you did livestreaming it was really interesting to see how the unity sausage was made, so thanks for that at least!

Bhodi fucked around with this message at 17:52 on Sep 8, 2016

Finster Dexter
Oct 20, 2014

Beyond is Finster's mad vision of Earth transformed.

Bhodi posted:


There are other balance things which you know more about than me, but missile lock-on distance significantly shorter than your autocannon is counter-intuitive and really annoying.


This is an issue because of how other games have traditionally done it. I'm fine with breaking with tradition, but if there were a UI element that clearly delineated what the optimum range was for each weapon it would be a non-issue. If there already is some kind of range indicator, I guess I missed it.

Finster Dexter
Oct 20, 2014

Beyond is Finster's mad vision of Earth transformed.

Kairo posted:

I might be able to add an option to start in cockpit mode. I get feedback both ways for this -- some people like having the tactical overview be the first thing they see so they can understand the encounter space. Others just want to jump into the cockpit and shoot things. This kind of struggle is constant in a hybrid game like this.

All orders are done through the radial. I can probably add separate commands but the d-pad won't be able to handle everything you'll likely want to do.

Thanks for your feedback. Hopefully next game I won't have to spend so much time designing/dealing with all sorts of control issues and can just focus on actual gameplay (it won't be a cockpit game). It's something I didn't anticipate and there's often no good single answer for any of it.

Yeah, and I'm in that other camp that likes it the way it is. *shrug*

Kairo
Jun 21, 2003

Finster Dexter posted:

This is an issue because of how other games have traditionally done it. I'm fine with breaking with tradition, but if there were a UI element that clearly delineated what the optimum range was for each weapon it would be a non-issue. If there already is some kind of range indicator, I guess I missed it.

It should say "OUT OF RANGE" on the target indicator. The unit stats in tactical mode lists the weapon ranges, and if you use the weapon radial from the cockpit it will show you the weapon stats (range, damage, etc) while it is open.

Kairo fucked around with this message at 18:20 on Sep 8, 2016

George H.W. Cunt
Oct 6, 2010





It would be super interesting to see a post mortem once you release this bad boy.

Was it a success? Things you'd do differently for next project? Hire a staff?

Ynglaur
Oct 9, 2013

The Malta Conference, anyone?

SaltLick posted:

It would be super interesting to see a post mortem once you release this bad boy.

Was it a success? Things you'd do differently for next project? Hire a staff?

Did you have to survive on ramen from the dollar store? Was managing distribution harder or easier than you thought? I'd be interested too, but realize you don't owe a bunch of curious goons anything. It's been interesting just reading the updates here.

Geisladisk
Sep 15, 2007

Oh poo poo, the guy who makes this is posting here?

Your game is amazing and it's truly spectacular. It's one of the first VR experiences that made me go "holy poo poo dude". It's rough around the edges, but overall, it's a focused, well thought out, and beautiful game. Also it doesn't hurt that it's a love letter to the games I loved as a kid.

Ugly In The Morning
Jul 1, 2010
Pillbug
Yeah, basically my only complaint about the game is that there isn't enough of it. That and the difficulty curve falls apart once you have the whole fleet, but up until then it's super intense and challenging.

kedo
Nov 27, 2007

Geisladisk posted:

It's one of the first VR experiences that made me go "holy poo poo dude".


Popping in to second/third/four-hundreth this. I played through the whole campaign on a normal monitor and really enjoyed it, but holy crap this game is a thousand times better in VR. It's easily the best VR experience I've had to date.

A few comments:

• The screen you see once you finish a level is just barely too wide to easily read with a headset. It requires a lot of left and right head movement in order to get text within the center focus area. If it were a little narrower it'd be a bit better.

• When you set the initial head position when you start the game it'd be great if there were a message about being able to reset it with RS (there might be and maybe I just didn't read it?). The text was on top of a star in the background when I first started the game so I turned my head and accidentally set my forward position way off to the right. I didn't know how to reset it without restarting the game.

kedo fucked around with this message at 15:31 on Sep 23, 2016

Kairo
Jun 21, 2003

kedo posted:

Popping in to second/third/four-hundreth this. I played through the whole campaign on a normal monitor and really enjoyed it, but holy crap this game is a thousand times better in VR. It's easily the best VR experience I've had to date.

A few comments:

• The screen you see once you finish a level is just barely too wide to easily read with a headset. It requires a lot of left and right head movement in order to get text within the center focus area. If it were a little narrower it'd be a bit better.

• When you set the initial head position when you start the game it'd be great if there were a message about being able to reset it with RS (there might be and maybe I just didn't read it?). The text was on top of a star in the background when I first started the game so I turned my head and accidentally set my forward position way off to the right. I didn't know how to reset it without restarting the game.

LOL, the first message tells you exactly that. Sounds like a combo of the RNG'd star being really close and in the perfect spot to screw you over. It's usually not a huge problem but maybe I can try forcing some offsets or just limiting how close that star can be.

I'll take a look at the score screen. It's rough because changing it in VR also changes it in normal mode (so I don't have to do the work twice), and a lot of my UI is pretty small already.

Thanks for the heads up!

kedo
Nov 27, 2007

Kairo posted:

LOL, the first message tells you exactly that. Sounds like a combo of the RNG'd star being really close and in the perfect spot to screw you over. It's usually not a huge problem but maybe I can try forcing some offsets or just limiting how close that star can be.

:downs: Yeah, I guess it was the perfect storm of star in face and me being an idiot apparently.

e: Played again last night, yeaahhhh... that message is really obvious. I'm a moron.

kedo fucked around with this message at 17:47 on Sep 25, 2016

Frida Call Me
Sep 28, 2001

Boy, you gotta carry that weight
Carry that weight a long time
Hey Kairo - just had a bug pop up on Slaughter at Tannhouse gate. I only had to destroy two of the four marked freighters to complete the primary objective. I went after the first two on the left with purifier bombs, and after destroying them I immediately got a 'Primary objective complete'. The other two shielded freighters hadn't even been touched.

Not that I don't mind that mission being a little easier, haha.

Kairo
Jun 21, 2003

Frida Call Me posted:

Hey Kairo - just had a bug pop up on Slaughter at Tannhouse gate. I only had to destroy two of the four marked freighters to complete the primary objective. I went after the first two on the left with purifier bombs, and after destroying them I immediately got a 'Primary objective complete'. The other two shielded freighters hadn't even been touched.

Not that I don't mind that mission being a little easier, haha.

Thanks for the heads up. There's something wrong with the kill callbacks on that mission. I haven't been able to reproduce it on my end unfortunately, despite even having videos of it. Something is happening in a different order.

I'll try taking a look soon. The ridiculous and awful flight stick problems never seem to end so I'm looking at one of those right now.

Eldragon
Feb 22, 2003

Playing the game and absolutely loving it. Love the art direction and mix of Tactical and First Person elements. Already hoping you roll out a sequel with more missions and more pilotable craft.

Have not finished yet but a couple comments:

I'm playing with Joystick and Head Tracking. I use the mouse when in tactical overview mode. However when I come back in to first person mode sometimes the game treats the mouse virtual joystick and deflected. Its very annoying an I have to manually grab the mouse and recenter it.

I find using the order radials useless since I'm using a joystick, it would be great if they could be done via the 8 way HAT instead. e.g. Press HAT in a direction and it opens the radial, select order, then release to execute it.

Sometimes using the Purifier Bombs the sight is a giant red cross. Other times it just does not appear. The actual "bombsight" of the red cross isn't particularly useful.

I'd buy a VR solution just to play this if the game had more replay ability.

General Battuta
Feb 7, 2011

This is how you communicate with a fellow intelligence: you hurt it, you keep on hurting it, until you can distinguish the posts from the screams.
Holy gently caress

quote:

ENTER THE DRAGON
1.0, codenamed DRAGON, will be unleashed on Tuesday, November 1st at 12:00pm PST. Along with being a culmination of all the improvements implemented during Early Access, we're excited to share some new improvements.

The base price of the game will not increase, and we will be participating in a launch week discount.

DEVELOPMENT BETA
An early build is currently available for testing in the beta branch. Lots of work will continue in this branch until Tuesday.

To access it, right-click the game in your Steam library, click "Properties" and select the "Betas" tab. Select "beta" from the dropdown menu before clicking "OK." The game will begin downloading the beta version.

If you have any feedback about the following additions, feel free to post them in the forums. A lot has been tweaked, so if any technical issues arise, please report those as well.



NEW DIFFICULTY
DRAGON DIFFICULTY unlocks after beating the campaign. Fighters are the only units available to you, and each mission is rebalanced with new timings, new enemy fleets, and new enemy loadouts.

When we first launched the game, some of you asked to opt-out of taking your capitals in order to have a greater challenge. This does that and more, offering a tuned experience that tests your interceptor piloting to the fullest. You will be required to truly understand your loadout, your enemies' loadouts, and the parameters of the mission.

This mode was super fun to work on because it is incredibly pure, and knowing the size of the player's fleet along with their skill level lets the mission be tuned more aggressively than normal. In our opinion, the game is at its strongest in the cockpit, and this mode takes advantage of that.


INTERDICTORS
With DRAGON DIFFICULTY comes INTERDICTORS, which will prevent your fighters (and allied assault transports) from warping out until they are destroyed.

Idle long enough for the flagship to arrive and you might be trapped until you can eliminated its electronic-warfare minions.

Along with interdictors, TARGET JAMMER FRIGATES make appearances on some missions, preventing your highest DPS from firing its weapons until this electronic-warfare frigate is destroyed.


FLAGSHIP HUNT
Some advanced players took it upon themselves to try and defeat the traitor flagship in every mission. We thought this was pretty cool, so we added gameplay around this.

Each mission's flagship has been given a unique commander and a custom escort fleet. They are designed to be extra challenging while offering super-capital battles even in missions that didn't originally support them.

Achievements are granted for each flagship you are able to kill during the campaign while playing on HARBINGER DIFFICULTY.

OTHER NOTABLE IMPROVEMENTS
We've improved the game in many other ways since the last update. Here they are:
Found and fixed several small memory leaks
Added option to start missions in the cockpit (as opposed to tactical mode)
Several small polish items, such as inbound fleet warp effects
Rebalanced subsystem repair times, they'll often stay disabled for longer
Increased ECM pulse damage for allied fighters
Buffed shield damage booster effectiveness (now 250%)
Tweaked cockpit UI for readability (particularly with off-screen targets)
Reworked The Physician mission and encounter skybox
Reworked The Quartermaster mission, now with cover
Fixed kamikaze behavior for enemy fighters, gave certain fanatics the Kamikaze Chassis upgrade
Traitor flagship torpedo launchers may now be disabled

HOTAS UPDATE
To be absolutely clear, HOTAS controllers are not officially supported and are not guaranteed to work. Some HOTAS controller do work well with the game, but they will remain at-your-own-risk.They were becoming a huge, never-ending time sink, so no more work will be done to support them.

Known throttle issues:
X52-PRO
CH Throttle

Thanks, and good hunting!

Flagship hunt :flashfap:

Dante80
Mar 23, 2015

YES! :gizz:

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Reiterpallasch
Nov 3, 2010



Fun Shoe
Jesus Christ.

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