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Why GoIO is not for every one
NallyNally:
@HamsterIV
Oh, I see. I actually re-looked it up. It's a 1996 article called "Hearts, Clubs, Diamonds, Spades: Players who suit MUDs" by Richard Bartle. Had a lot of influence on MMOs and the like. So maybe the Extra Creditz article (Or thing) is influenced by it as well. Wouldn't know. The principles seem the same, minus mastery.
Well, you got it right. It's Social-Killers, although you could throw in some mastery too. After all, you'll get better at shooting guns by shooting guns. I wouldn't say that being the twitchiest twitch in your arena is mastery per se.
vyew:
Disagree on not being able to transfer skills from regular AAA FPS games.
Personally I found my twitch shooting skills from CoD and Halo (I hail from the land of consoles) apply to engineering, and some jumping skills from Halo also transferred.
Grenade throwing/any guns with ballistic arcs transferred pretty well to the projectile weapons of GoIO (although the duration of travel is much longer).
I was a terrible sniper in Battlefield, but since Battlefield has projectile drop and velocity, compensation skills carried over.
Many players do say that Tribes: Ascend's projectile velocity inheritance is pretty good for learning the same concept in GoIO.
General reflexes are certainly useful in GoIO for dodging rams, hydro etc, just less so than FPSs.
In terms of piloting, giving arcs to gunners is not unknown in FPS territory. In Halo, learning to drive the Warthog properly in order to give the turret gunner good constant arcs without also exposing your Warthog to enemy fire for too long is pretty tough, since everyone has the ability to quickly destroy your vehicle.
You can certainly solo (as in, you and your crew) carry your team to victory in GoIO :)
Edit: Forgot to add in Planetside 2, where occasionally there are exhilarating moments where your highly coordinated, communicative and severely outnumbered platoon can delay and even defeat a vastly larger uncoordinated enemy. Also there is an air vehicle called the Liberator which has a dedicated pilot, main gunner and tail gunner which requires very good communication and individual skill between its crew to function at its peak efficiency role of targeted bombing.
Really there are only 2 concepts not transferrable from your typical AAA FPS:
1) Teamwork. Most AAA FPS don't need much teamwork since individual accomplishments are influential for winning the matches. Furthermore communication is not encouraged in pub matches.
2) No gameplay unlockables, thus the game gets boring fast to players expecting to unlock new ammo, ships, tools over time etc.
Argus Finkle-McGraw:
@The Valz - my friends that quit the game had bad experiences in the novice matches. They did the tutorials and then had several games of practice where we had loads of fun. It was shortly into the novice matches where we would occasionally get the bad/obnoxious team mate.
The point I wanted to make was that it wasn't how niche the game is but rather the new player experience (perhaps more so during a steam sale) that make some players quit.
Imagine:
--- Quote from: Seranis on June 20, 2014, 01:32:02 am ---@The Valz - my friends that quit the game had bad experiences in the novice matches. They did the tutorials and then had several games of practice where we had loads of fun. It was shortly into the novice matches where we would occasionally get the bad/obnoxious team mate.
The point I wanted to make was that it wasn't how niche the game is but rather the new player experience (perhaps more so during a steam sale) that make some players quit.
--- End quote ---
The best way to learn the game is to attach yourself to a veteran, and learn.
And I mean really actually pay attention to what they like to do, and at appropriate times, inquire as to why they did what they did. If you have someone approach matches with that notion, this player base is probably one of the most welcoming you'll ever have.
The problem is there are too many of those who don't have the will or patience to actually learn and communicate in a manner which is not hostile, leading to some poor player interactions. It's too bad your friends decided to give up so easy, but that's how it often goes, I'd say that having 10% retention of new players is about the number the game has from every sale.
NallyNally:
Hah, we might be on to something here! I'd honestly say GoIO suffers from early game hell until you get the notions down. Imagine makes a good point: The best way to learn the game is to stick to veterans. But I do remember my novice matches being terrible unless I steered myself, and almost MOBA-level toxic.
And if you don't stick to novice games, you'll cause high level people to stack against you, because most high level engineers aren't very keen on wacky builds and pilots. Or just make them annoyed at you, which in turn might take from your experience.
People are just not ready to talk stuff over without taking offense at the smallest things, apparently. Maybe on the next sale Muse should give rewards to CAs for overlooking novice matches, and make their chat match only or something. Just an idea.
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