Off-Topic > The Pit
"Guns of Icarus" fans, holding game back.
Kyren:
I'm also one of those cool guys who tend to switch teams if it's unbalanced. Was on a 3v3 yesterday, first on blue, and we were winning against other at least somewhat experienced crews (level 3 and upwards, at least the captains), until most of them left and the other side got filled with level 1 players. I switched teams with their remaining level 3 Captain and found myself paired with 2 level 1 Captains, one of them an Engineer. We got one kill troughout the match, and were constantly battling their level 7 pyramidion Captain. That was funny though, and I guess that's what kept the game going for a while. Anyhow, about my team:
I called targets troughout the game, and no one responded, and when we nearly had the Pyramidion down for the first time one of our allies respawned behind them - I asked for help with them, and they flew straight away, totally oblivious to us struggling with another ship just in front of them. It was a little frustrating, and I'm seriously happy that my crew stayed aboard the ship troughout the game. Still, I felt a little unnerved at the end of it.
It's a quite tedious business at times, teaching and playing with new players. Especially if you've got to give up on the lads you usually play with. I usually avoid matches with guild tags in them, because I've only got one fixed crewmember who plays regularly, and the rest will be quickly filled up with whoever comes along or has me on his friends list, and whoever comes along sometimes puts me at a disadvantage. You could say I'm used to having a second captain fire my gatling.
Still, I'd call it best judgement to switch teams if things get unbalanced, because there's no fun to be had if you're just wrecking a totally clueless opposing team. In that I like the guild-tagged matches very much, because they usually only attract players who are up to the challenge, and the rest will go for Randomname's Game. In my opinion, having a high level of experience should morally oblige one to share it with newcomers.
We could maybe force players to get at least some captaining experience by making them go trough a tutorial before they're able to take the Captain Role, or Commander position in a game? Could work much the same way with Engineers and Gunners. I've started another indie game recently, and before you even get to have a look at the main menu of it, you're forced into a tutorial. For instance.. Captaining: Use Hydrogen to reach a ascending speed of X. Ram target X at the other side of the map with Impact Bumpers.
Jazzza:
--- Quote from: Charon on March 06, 2013, 05:34:48 am ---Hey guys, I think I've figured out what to do about this. Once I say it, I'm sure you'll all agree.
WE ARE OP
NERF US
--- End quote ---
Yep I'm out. It was nice playing with everyone!
*deletes account*
HamsterIV:
Whether or not Aythreuk is still paying attention, three pages of discussion proves he/she has struck a nerve. I think we all feel a little guilty for some of the harsh newb stompings we hand out, especially when more than half of the names on your team are in green. At least I do.
I don't really know how we can make the situation better without changing what we love about Guns of Icarus. A crew of coordinated experienced players should do significantly better than a crew who doesn't know what their are doing. Otherwise what is the point in coordinating and learning the game?
TheMick:
Im guessing I'm one of the newest here, im one of the indie bundle purchasers.
Things really haven't been that bad in terms of finding games so far. I managed to convince four other friends to pick up the game up because we all have a blast playing team based games together. There's really been only one night that we had trouble finding a game andthat was because we were dead set on crewing together; if we split up it would have been far easier.
I will admit it is intimidating seeing opposing ships manned by a bunch of vets but many people are fairly sporting. even our kamikaze Russian opponents were diligent enough to drop a GG afterward. I guess the lesson from my point of view is to just take the games as they happen; if I can fly with friends great. if not I'll gladly hop on (as an engineer WITH a mic, don't worry) and cruise with someone else.
Macheath:
Part of the problem is that, when many new and inexperienced players lose to a well-organized team, they simply leave the match in silence. They don't learn from the defeat, nor make any attempt to improve. Instead, they try to find a game with other players closer to their own experience level, in order to find a "fair" fight. Many players who play online games don't actually want to play with other players. What they really want is to play against really smart AI. They have no interest in communicating with their fellow players, and when the challenge is too great, they prefer to turn down the difficulty instead of raising themselves to that level. This is not exclusive to GOIO, but rather is a shift seen in the culture of online gaming in general over the past decade or so.
Now, I'm not trying to place blame on the new players, nor am I lumping every single online gamer into this category. I'm simply pointing out a trend of modern online gamer behaviour. 10-15 years ago, when online gaming was really starting to take off, player community was a much higher priority than it is now. In today's online community, players want to be able to log in solo and have fun, even in games based entirely around an online experience with/against other players. Even MMOs feel they need to cater to "solo" players in order to have success. It used to be understood that, in order to get the full potential out of such a game, you needed to find yourself a solid core group of friends to play with. The expectation today is that the solo gamer should be able to "pop in" to an online game and have a blast. Any obstacle which gets in the way of this casual fun (like, say, running into a good team of players) is immediately met with frustration and hostility, where it potentially could have been a more profound learning experience.
-Macheath.
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