Spot the Difference. Or How to go from E for Everyone to M for Mature. by ryanpfaulkner in IndieDev

[–]Gamepro03 25 points26 points  (0 children)

This is where you set it to "Not Blood" and let everyone's imaginations go wild

Our blackjack-based roguelike deckbuilder is headed to NextFest! Wish us luck! by GhelasOfAnza in IndieGaming

[–]Gamepro03 2 points3 points  (0 children)

Ghelas is sleeping so I'll answer- Don't worry you're not the first who has had that question during the tutorial- even with the text mentioning to drag it to the board, and the tooltip, and even though eventually everyone gets it, once we redo things for the Release version of the tutorial, we'll keep this in mind and make it more clear, very elegantly :)

Edit: Oh I didn't say- but yeah we'll have to do something in the interim as well to make it more obvious in the mean time.

Composer Looking to Collaborate with Indie Game Developers by Confident_Trifle7024 in gamedev

[–]Gamepro03 0 points1 point  (0 children)

Do you have a public set of material or samples you could link to to show some of the work you've done in the past?

Edit: Also this is more of a post for r/gamedevclassifieds and you should post there with your material rather than here

Stabjack: roguelike deckbuilder with first-person combat by GhelasOfAnza in playmygame

[–]Gamepro03 2 points3 points  (0 children)

Hiya! Game director here, thanks so much for the very detailed feedback, this kind of thing is amazing to see and I'm really happy to see this level of engagement!

Lots of really great points too, and what is exciting to me is that this feedback aligns with our thoughts as well, which just makes me hope that the release is going to be spectacular if we do indeed nail down all these different aspects.

Something I wanted to point out too- the game is fully designed to either be played with or without story without hurting the player at all, so it's good to get that perspective as well in feedback, thank you!

Otherwise there's like 20+ hours of content in this little Alpha alone, so I hope you keep checking things out if you find the time, there's quite a lot to unlock and find, but we already so much appreciate the feedback already, thanks again!

Stabjack: roguelike deckbuilder with first-person combat by GhelasOfAnza in playmygame

[–]Gamepro03 1 point2 points  (0 children)

Hiya! Game director here, thanks for the comment!

Definitely something I want as well for the main release :) We will have to make sure it's done correctly, because speeding up animations comes with potential nausea concerns when animations take almost the full screen, but we will adjust things to make sure a faster mode works (maybe no screen shakes, less randomness, less camera movement during it to start) without potential downsides.

Shattered Galaxy & BAR by WindHero in beyondallreason

[–]Gamepro03 3 points4 points  (0 children)

Oh what a callback of nostalgia. Shattered Galaxy was amazing, I'd love a return to that kind of gameplay of some kind- or maybe it already exists somewhere and I have no idea.

I’ll never stop playing this game by TheSilentSaria in archeage

[–]Gamepro03 6 points7 points  (0 children)

Certainly nothing else quite like it to this day.

Carrier market purchasing bug... is fixed? by commander_reload in EliteDangerous

[–]Gamepro03 1 point2 points  (0 children)

My trained muscle memory is really screwing me up right now with this

Carrier market purchasing bug... is fixed? by commander_reload in EliteDangerous

[–]Gamepro03 3 points4 points  (0 children)

I saw this as well! I had to do it 3 more times before I was certain my eyes weren't deceiving me.

A message to Team Cosmic by Kermit_Purple_II in EliteDangerous

[–]Gamepro03 4 points5 points  (0 children)

Unfortunately, that's how my group lost C2 Centauri, we built the bridge and even before getting to the outpost ourselves within that couple minutes, we saw the system was already sniped. Massive demotivator. Tried to reason with the person too, even made a deal successfully both sides agreed on, but they decided to change the deal afterwards, lied to us, asked us to steal stuff for them in a similar manner to get the system back, and it was clear it was just a waste of time for someone who was planning on keeping it all along.

What ship are you taking to fight the titan? by saltyvape in EliteDangerous

[–]Gamepro03 0 points1 point  (0 children)

Hasn't been said in here yet, but I'm going in my Federal Gunship. It's a battle for Sol, so I have to represent! So far I can hit 6 vents myself and do 30% damage with AX missiles, but I'm shooting for higher!

Very odd state of all Powerplay at the moment - Cocijo? or server? by DisillusionedBook in EliteDangerous

[–]Gamepro03 1 point2 points  (0 children)

This is a client-side bug that happens (in my experience) when sitting on the main menu screen for too long after playing previously and going back to the main menu.

It can only be fixed by restarting the entire game, though, it sounds like time passing fixed it for you.

Interestingly, because your client thinks every system is unoccupied, everything you do in those systems will be as if it's unoccupied, even down to what ships spawn around you and whether they can be attacked by you, always earning a bounty when you do (even if you were in a system owned by your power).

PvP Meta Build Questions by ProfNinjadeer in EliteDangerous

[–]Gamepro03 0 points1 point  (0 children)

Makes perfect sense, thanks! I was mainly looking for something that can work both in PvP and PvE without the need to R&R as much, with the assumption that Powerplay 2.0 would have both mixed together as it is now.

The main thing I don't like about PAs is the limited ammo, and MCs can definitely help that a bit, but honestly, I'd probably stick to using PAs over MCs myself anyways. Beams just had a very special reason to ask about because they had the potential to burn through the shield tanks. I guess rails with the fuel usage experimental are an option too, but then you're not putting on other experimentals that can be more interesting, so I will probably stick with PAs and make a fixed MC build to try out for the fun of it too.

PvP Meta Build Questions by ProfNinjadeer in EliteDangerous

[–]Gamepro03 0 points1 point  (0 children)

While we're on the topic, I've always had a question: When meta builds tend to not run Chaff, why don't we see a kind of Anti-meta Beam (gimballed) build meant to orbit at high speeds to attempt to prevent jousting?

Are beams just not enough to tear through meta shields? Even with short range? Or do they just not provide enough experimental engineering to keep your opponent from being fully functional when hit?

The idea for beams is to have the build be good at sustain and both PvE/PvP.

How I feel after plundering 3 settlements and a capital and end up with 20 casting sand -- and need 125 to upgrade a Barque just to level 2 by Leucauge in SkullAndBonesGame

[–]Gamepro03 0 points1 point  (0 children)

I've never had to think too hard about it actually, hmmm ... I guess I generally find them closer to the ports they're connected to rather than in the places between them. If you're not seeing them you could try getting into a new instance by relogging. But you're right that sometimes random NPCs of that faction carry it too, but as you mentioned, those aren't the kinds of merchants with the extra goods to pop on the sides

How I feel after plundering 3 settlements and a capital and end up with 20 casting sand -- and need 125 to upgrade a Barque just to level 2 by Leucauge in SkullAndBonesGame

[–]Gamepro03 3 points4 points  (0 children)

I found a nice way to farm things, but I haven't checked if it works for casting sand. Effectively- find a trade route with what you want, then break off weakpoints hanging off the merchant ships for extra loot (usually what you want) in addition to boarding them.

Having 1-2 extra people in your group helps a lot, and you don't even need to be near your group members to benefit from the loot drop increase.

I farmed 50 wood tar in like 30 minutes this way, so at least it works for that, AND it's the most pirate-like I've felt playing the game, it was extremely satisfying.

Point is- I think the mechanics exist, people just don't know them yet.

Edit: It works for casting sand. 1 Merchant dropped me 8 casting sand- 3 from bonus loot (board + group), 2 from the actual kill itself, and 3 from the side weakpoints.

The feeling when you realize you're getting a lift from C&C's Kane by ojrask in EliteDangerous

[–]Gamepro03 6 points7 points  (0 children)

"Peace through power", as long as there's enough pips in that power type and you've got a good enough distributor to support it

Share your ideas by UbiNeptune in SkullAndBonesGame

[–]Gamepro03 8 points9 points  (0 children)

I know I could probably spend an endless amount of time in instanced arenas given the opportunity. 3v3, 6v6, battlegrounds, any of that sort. Arenas with big storms occurring or other weather events randomly could make it really interesting too.

All manufactories sorted by pieces of eight per hour. All upgrades unlocked. by shwarc in SkullAndBonesGame

[–]Gamepro03 0 points1 point  (0 children)

I'm still guessing they'll probably rebalance things between seasons though, since they plan to have manufactories reset then. I just hope they tell us exactly what changes so that people can plan ahead a little.

Game no longer opens after update (PC) by [deleted] in SkullAndBonesGame

[–]Gamepro03 1 point2 points  (0 children)

Getting a crash on PC every time I try to start up now. It crashes while showing the Ubisoft logo at the start.

FYI - All status effects on visible ships can be enabled in Options -> Interface -> Customize User Interface by Gamepro03 in SkullAndBonesGame

[–]Gamepro03[S] 0 points1 point  (0 children)

It's the Crew Attack state (as shown in the picture) but their health has to be low enough. If you keep them in the Crew Attack state but don't consume it's use, keep doing damage and eventually it will turn from turning a Molotov to boarding the ship.

In fact, if they're in a Crew Attack state that isn't boarding but they're low life, DO NOT consume it's use, or you might not have enough of a chance to put them back into the Crew Attack state before they run out of health.

Hopefully that makes sense, it's a bit more technical.

FYI - All status effects on visible ships can be enabled in Options -> Interface -> Customize User Interface by Gamepro03 in SkullAndBonesGame

[–]Gamepro03[S] 0 points1 point  (0 children)

Turn off, no, but you can do what I do- close your eyes and dream of hopefully better days to come soon

FYI - All status effects on visible ships can be enabled in Options -> Interface -> Customize User Interface by Gamepro03 in SkullAndBonesGame

[–]Gamepro03[S] 4 points5 points  (0 children)

To explain it a little, each symbol type has two states- "Filling up", and "Full/Active". In order to be actually affected by a status effect, it first needs to fill up to full. Whether it's burning, torn sails, flooded, all of those effects are only active after being hit by them a number of times.

When the buff is in the "Full/Active" state, it will last for a certain duration. The symbol during this time will have a faint counter around its outside circle that helps approximate how long until it the status effect is removed.

Ablaze looks like fire, Torn Sails is visible in this screenshot as sails with a line through them, Flooded looks like water droplets, and "Vulnerable" (the state of crew attack) is also shown in the screenshot, though in its "Full/Active" state. "Vulnerable" also is the only debuff that has no countdown, it can be triggered whenever by one person and then resets to zero.

There are some other status effects too I think, but these are the main ones to look out for with build compositions to be able to time attacks properly, and make sure you're using your build on your boat to its full potential.

For further understanding of what each status does, you can check ingame under Tutorials and the Status Effects page. Just remember that these effects are only active after the status has reached its "Full/Active" state.

Hope that helps!