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Ship Scrambling and Other Upcoming Features

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RearAdmiralZill:
You misinterpret what we mean when we say we wish to stick with a good team. If I get into a lobby by myself, have a random crew and random ally captain who listens and is generally inviting, then that to me is a good team. Good team does not = Scrimmage team (aka all friends/clan buddies).

Then on the other side, you have one decent boat, but then one that has the unresponsive captain with two gunners, and even the captain would be a gunner. His boat is all harpoons. Normally those ships dissolve pretty fast because they cant figure out why they lose all the time, despite our advice to remedy it. Then the forced swap happens. The two decent guys team up, and im left with a mix bag. You aren't balancing anything. You just trade from a team that can potentially win to a team that is pretty much dead when the game starts. This is why people will leave 95% of the time to make a new lobby. We aren't actively giving the finger to the community we have for so long tried to foster since beta.

dragonmere:

--- Quote from: Dev Bubbles on November 16, 2013, 03:13:16 am ---Hi everyone, thanks for the feedback! 
Ok, here are some questions for you guys: 
1.  If a well organized, or "stacked," team moves and create another lobby, would you consider that to be a form of match balance itself?  Why or why not?  And what do you guys think would be the result of a stacked team leaving a match to create or join another? 
2.  If we do create another type of match called "Competitive" in addition to Novice and regular, how should we definite the level criteria for entry or qualification into that match? 
3.  If we make Scramble an option for match creator, what type(s) of players do you think would create scrambled matches?

--- End quote ---

1. If an actual team (read: organized) is forced to leave their lobby every 5 games due to a game 'mechanic' it's not balanced. Its punishing the team that wants to play together. I don't see how this could be beneficial at all. New lobby, same team. How is this better than when an unorganized team filters out of a 'stacked' lobby now? Just more waiting for the actual team.
2. No level restriction on "competitive" lobbies. "Competitive" lobbies should have Scramble disabled. And make it PAINFULLY OBVIOUS that it' a competitive game. And non-default. That's all. The 'stacking' teams will handle the rest.
3. Casual players who are still learning the game, or don't just give half a crap about teamwork or actually learning will create scrambled matches. Let them play together.


Now, I'm going break the usual brown-nosing streak that goes along with every time a dev posts. If you're easily flustered, I recommend you stop reading now.

I am really starting to question the direction MUSE is taking the development of this game. Not content with constantly and drastically changing the weapons and tools in the name of 'balance', they have now decided to attempt 'balancing' the actual composure of teams. MUSE needs to decide what type of product they intend to produce, and then make THAT game.

Trying to please every single user who makes a post was probably awesome a year ago, when the community was only 100s of players, and all on the same basic level of experience. If this game is going to continue to grow, this practice will go from being exceedingly difficult to actually detrimental to the development of the game.  Stop worrying about CONSTANT balance fixes. If their game is good, we'll play it. If it isn't, MUSE/GoIO doesn't deserve our time.

'Balancing' every single aspect the game for the sake of saying "Look its ALL balanced!" and catering to people who refuse to tolerate a learning curve makes no sense to me. If someone wants this game to absolutely hold their hand, and make every single match a 100% statistically 'balanced' and 'even', what is the point? Why are we playing? Why not create a virtual 16 player coin-flip simulator with steampunk hats?

Learning curves come with a benefit and pay off. This games learning curve isn't tough, but rather just unconventional. It requires you to form teams/clans. How many pub groups are there in tournament play? None. Hell, its usually directly stated in the rules. Establish a team, enter the team into the tournament. This is because in order to reach the potential of any ship, you NEED an organized team.

I am bewildered as to why consensus has seemingly been reached that organized teams need to be 'dealt with'. To me, this is saying 'Play this game, and get good - but not too good - or else!' or is evidence that the clan aspect of game play is being completely overlooked by MUSE as an actual asset of game play. It is an asset. It's the only reason I play this game anymore.

Don't get me wrong; Helping new players is wonderful! Give them tutorials, give them novice matches, give them CAs, mentors, training days, user-guides, youtube video tips, etc. Hell yes. Once an individual has utilized all these things, the only thing that stands between them and victory is their team mates and opponents.

But why don't we give them an easy and intuitive way to JOIN a group? Instead, it seems everyone (apparently MUSE very much included) are rallying against people who have taken the time and effort (and it takes LOTS) to form very effective groups in the absence of such a system. If EVERYONE had a group/team/clan, wouldn't the issue of 'stacked' go out the window? Wouldn't that make the people who are on these 'stacked' teams happy as well, as they get to face better competition? Why is this not an option? Help new players, help established teams, help the community, no one gets 'punished'. Well, except the people who flat refuse to play as a team rather than an individual, but I don't think we should encourage that mind-frame of play anyway.

If I'm completely in the wrong about balance-obsession and it truly is the only way for this game to progress, I've noticed something that should take 100% of our attention. Through extensive data analysis and spectating, I've found irrefutable empirical evidence that crew load outs aren't even remotely balanced. 99% of ships have at least one engineer with a Mallet/Spanner combo. It's clearly OP. A ship with a Mallet/Spanner engineer is able to repair their parts much too quickly. It's not fun for new players. This lack of balance is clearly breaking the game.

RearAdmiralZill:
I hope you realize that ranting like that won't do much besides solidify their positions, and understandably ignore your post despite the feedback trickled in there that can help them figure out the best course of action.

For all intents and purposes, lets keep this thread civil please. That's directed at all posters.

dragonmere:
Has censorship seriously reached the level where I can't say that I disagree with MUSE without getting a 'be civil' warning from a mod? There was no profanity, 'trolling' or harassment in my post. It was not ranting, out of line, or off topic. Nothing to warrant even a casual warning.

This "moderate/lock/delete if you disagree" mentality is very bad for the community in my opinion.  :) Censorship is always bad.

RearAdmiralZill:
Know that I am totally incapable of moderating this thread as I am an active poster in it with my own opinions. I'm posting my opinion, and not with mod mentality.

You can pm me if you have an issue with that. I'd rather not derail this thread as I'm sure you can agree it's rather important.

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