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Why GoIO is not for every one

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Argus Finkle-McGraw:
This was an interesting read.   I wonder though if your comments may be more applicable to 'why people don't stay more then a few weeks'  as opposed to a few days.

During the last steam sale I came to GoI with 3 friends.  Two of the friends lasted a couple of days, the third lasted a week.  All three of them claim the main reason they quit is because of the non-noob friendl game and toxic player base.  One even claimed 'this community is worse then dota 2'   (whichi on a whole, it clearly isnt')

Now we know you can't judge a community based on a couple of days of playing games, and you can't judge a community that swells to 1000% it's normal size during a steam sale.  But defintiely people should be aware that bad apples are ruining the game for at least some of the population.

Secondary to complaints about  the community (which I firmly believe they had outlier experiences) was the feeling of being 'not ready' for team play.

So that being said I can't help but wonder if we can't keep more of the beginners if we had a better starter experience.   I  think (searching the forums I see I am not nearly alone in this idea) that one solution would be AI pilots in the practice matches (of various skill levels) to give people more practice time outside of the competition.

Perhaps it something they are working on with GoI adventure mode, but a as a new player who loves this game I would love to see a larger community both in and out of the game.

Omniraptor:
I agree, good point about sacrificing individual glory, but another required skill is radio discipline, being able to give/take orders and feedback.

It's similar to more 'realistic' games like ARMA or EVE that have a bigger emphasis on teamwork and voice comms. Personally I am also excited for arena commander v2, which will introduce multi-person ships.

@tanya speaking of which, I think EVE battles are a good example of pvp raids.

@seranis, generally asking questions and reaching out is good. My perspective is probably skewed though because I read all the forum guides before I started playing, so I (partly) knew what to ask.

NallyNally:
Ah, interesting topic. I assume Hamster's referencing the old "Types of players" text that sets us in card suits.

That's Spades dig, (Exploration) Clubs smash, (Confrontation) Diamonds shine, (Achievement) and Hearts care. (Socialization)

I agree that GoIO requires a skillset that's not common to many players nowadays. Hell, some people will actually be amazed if you just time things right without indication.

Another big reason, I would say, is that while it's not impenetrable and it's damn easy to learn the game by playing novice games, reading a guide and asking CAs, is that most people really don't want to be arsed to learn the game. They just want to go in and win without having to learn anything. GoIO has nothing but contempt for you if you run a triple harpoon Squid, and God knows people like to pick shit that looks cool instead of what might actually work.

Also, no random number god matchmaking. While you play your ranked games in whatever mainstream title you play, you'll have to praise the sun as well as every other deity ever to get teammates that can, well, not even carry their weight, but at least be polite and not extremely bad. A fairly common event in your mainstream arena is either a team of 20 year olds with a single 10 year old squawker screaming bloody murder over some strategies, or a team of absolutely clueless tweens harassing a single 20 year old sane man who's then between the choice of ragequitting or just taking a free loss AND a free torture.

For all it's IMMENSE, TERRIBLE flaws, random matchmaking makes sure the community will live long and prosper, because it blends every win rate to about 50%, regardless of skill. GoIO has none of that, and to top it off has a high level community that mostly knows each other already. I wouldn't be surprised if most if not all posters in the forum have win rates over 70%, which would be unthinkable in a matchmade game. That creates frustration in the players who actually lose consistently enough for us to win consistently enough.

And that about sums it up, I think. Then again props to Muse, they've made one of the best designed games I've seen in years... I actually think it's MLG worthy and should be a huge success, but oh well.

@Seranis

I am curious about one thing: Did you guys stick to novice games, or just jumped right in? The game goes to great lengths to make sure that you'll learn the game by playing it in a slightly more controlled environment. Personally. most of my worse experiences with this game do come from novice games where people would just constantly ram for giggles or just grab the wheel and refuse to move, so that our team would lose for sure.

Tanya Phenole:

--- Quote from: Omniraptor on June 19, 2014, 09:04:18 pm ---
@tanya speaking of which, I think EVE battles are a good example of pvp raids.


--- End quote ---

Suprizingly, EVE was underpopulated for a long time, compared to the rivalry MMO-projects. I am not sure how the situation was outside Russia, but I remember a lot of articles about "what a great game, why it is so underestimated". That is why I chose buying WoW distributive instead of EVE's back in days. 
So the situation is pretty simular to GoI.

Still, EVE provides a lot of personal redemtion - after playing for some time, you have your ship, skills and loot with you. It is pretty similar to the luggage of average PvE raider. People still fight for the loot, locked to economics and alliance politics, not for pure competitiveness. We don't have anything like that in GoI.

HamsterIV:
@The Valz
I tried looking up all sorts of things to get the correct terminology down for the 4 sorts of motivations to play, but at no point did I look for "Types of Players." I was initially introduced to the concept through Extra Creditz, which explained that most successful games engage the player on two or more of these motivations. GOI is a weird combo of Social Killers.

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