Info > Feedback and Suggestions
Fireworks after birthday week
HamsterIV:
I would rather it be a client side option. The fire works don't add anything to game play aside form allowing people to tell when a kill was made. So there is no reason why one player should be allowed to see them while another player is not.
The Djinn:
--- Quote from: HamsterIV on November 04, 2013, 11:09:18 am ---I would rather it be a client side option. The fire works don't add anything to game play aside form allowing people to tell when a kill was made. So there is no reason why one player should be allowed to see them while another player is not.
--- End quote ---
The same argument could be made for cosmetic items though.
Maybe add a few more decorations/death effects, then them to the store and add a select number to the achievement system? Maybe tied to the Good Citizenship medals, or something.
LorlieNeison:
I would love for the fireworks to be a graphics option you could toggle on or off. Personally, I would keep them on constantly. They are simply fun and, as far as I can tell, do not give an advantage to the individuals who can see them.
Seems harmless and yet very enjoyable. So long as there is a toggle option and people who do not want fireworks can turn them off.
Gryphos:
I don't like the idea of the fireworks staying. To me the fireworks are a great thing for special occasions such as the game's birthday, but retaining them would probably just ruin the aesthetic of the game, which needs to have a certain degree of authenticity. Not realism, but definitely authenticity.
Squidslinger Gilder:
--- Quote from: The Djinn on November 04, 2013, 08:53:03 am ---
--- Quote from: Gilder Unfettered on November 04, 2013, 04:23:47 am ---But before that, give us more server mutator controls. The purists can play GOIO the way they want and the rest of the community can play the way they want. Everyone wins. Let the community decide what they like. Just look at how Day Z put Arma II on the map. How a WCIII mod created a booming MOBA gaming scene. How Bungie turned a crappy level editor into a major selling point of Halo. Then heck...one word...Minecraft. Its simple...giving a community the ability to tinker leads to more positive results than negative.
--- End quote ---
I'll reiterate my concern: this works fantastically when the UI is designed specifically to give this information, and when the community is larger. Our player base is small, and having those few games that are already live split between any number of mutations both encourages achievement farming and makes normal games harder to find and harder to play in. If we had thousands of people online at any given time, sure. But with only 300-400 players active at once (and often far less) I'd see this as an issue.
--- End quote ---
And I'll reiterate again...our playerbase is not small. The active playerbase is. If you give them reasons to keep playing, they'll come back and you'll also stir up more. No game has ever become popular on just stock gameplay. Even those that don't have modding have multiple gametypes and modes to compensate. We only have 2 gametypes in GOIO...that is not enough and I've seen players complain of boredom.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version