Thanks for the note guys. This was actually an oversight when we changed the scoring for this alpha, should be fixed next time!

TBPhoenix
@TBPhoenix
Posts made by TBPhoenix
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RE: Announcement that the game is about to end comes way too soon IMO
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RE: Alpha 2 Review - Depth vs. Complexity
Excellent feedback, thanks for taking the time to write this up.
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RE: My first feedback for the Closed Alpha.
Thanks for the feedback Juxta! Very well written and thought out, much appreciated.
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RE: Briefly why I didn't enjoy the first 30 minutes of the alpha but a couple hours later couldn't stop playing
Really appreciate the feedback! The new player experience is something we’ve wrestled with for a while, and it’s a hard balance to strike, so we really appreciate your input.
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RE: Mirage Closed Alpha coming next week...
We’re doing the alpha in progressively larger groups over time so if you don’t make it in the first round, don’t sweat it too much. We’ll be gradually expanding the alpha numbers as we go, so it’s pretty likely you’ll have the opportunity to get in!
Hope that clears it up.
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RE: Blood, gore & ragdolls.
Just to be a little clearer about what’s going on there, the blood is actually fully opaque and a solid red color. However, as an opaque liquid it is also highly reflective, which means that the final look is highly dependent on the environment that it’s rendered in. In that particular shot, it’s likely that a lot of those sandy colors are reflecting on the surface. Have a look in some other conditions to see if you are still noticing it. The other possibility is that the origin of the decal is offset substantially from the surface and that the only sections rendered are in the fade area of the decal.
If it ends up being some issue only with sand as you say, then that would be a really good find, and we could probably track that issue down.
Hope that all makes sense.
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RE: Blood, gore & ragdolls.
Hey Xylvion,
Thanks for the feedback! I implemented most of the gore stuff, and I’ll be taking another pass at it in the future (maybe about a month depending on progress on my levels), and feedback like this is super helpful, so definitely keep it coming!
Thanks!
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RE: Armor collection at the Army Museum in Paris.
That’s some great ref Oily! I’ll pass it along to our character artists!
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RE: Steam Achievement Suggestions
The more creative the better! Maybe some interesting possibilities with movement abilities? Or ability interaction?
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RE: Courtyard - Level Feedback
Hey Greg,
It’s actually much more important in Mirage to try to spawn with team mates than in Chiv because of the low player count. We started with a consistent timing method and it ended up being a serious problem. Outside of comp play, people are just not inclined to wait for team mates, especially when acting on objectives can seem very urgent. Furthermore, the waves are actually a much more consistent way to try to set up encounters between teams than individual spawns, and it helps with an ebb and flow feeling to combat rather than a constant mash. Even though this may feel slightly more variable to a player, in the scope of the game, it’s a more consistent feel. Our spawn waves are also not incredibly long (~15 secs), and there’s a minimum value for respawns, so you may end up in the next wave if you spawn at the end of a previous one. So it’s something like min 4, max 19. Obviously this’ll end up becoming more complex with the time extension over time on this particular map.
We’re also currently missing a few features we’d like to add to the HUD to help make the waves a bit more integral to play (a wave timer and/or spawn queue list) for instance.