Main > General Discussion
Was GOIO A Fluke?
Arturo Sanchez:
--- Quote ---Its not a big learning curve wall, its a competancy wall. The learning curve for the fundementals is actually not big at all. But to master, goes narrowly deep. However, the game expects you to follow, which if you dont, makes things go really badly.
--- End quote ---
Mezhu:
Goio had the potential to be a truly unique game, not just in theme and setting, but in gameplay. It has all the necessary elements for a competitively successful game- easy to grab but without a skill ceiling, rewarding communication and tactical play. It had a meta that was flexible and not set-in-stone. People were always complaining about this or that being OP, but truth is that without any balance adjustment we had at least a year where different ships and builds became more or less prominent, simply due to people adjusting and improving.
I always thought that Muse should've promoted this aspect of the game more. Instead of silly youtube videos, with 'fun' online personas goofying around clueleslly, they could've taken the time to show how the game plays at a high level with promoted twitch streams, featured tournaments and utilities such as pov cameras, replays, pausing etc. The game was promoted to a sort of crowd that it naturally had no appeal to. We kept having huge population bursts with only a tiny bit staying, simply because they found the game to be nothing other than a PUG deathmatch where your own skill was largely irrelevant.
The features mentioned above did eventually come, but it was rather late. As with all games, players don't give second chances easily- especially so players that have already invested a lot of time and saw the game head towards a direction they didn't find appealing. Instead of crucial updates of this sort, as well as updates that actually offered new content to explore, experiment, and have fun with (such as new maps, modes, guns and ships), we got an endless series of self-canceling, largely unecessary balance updates and features. Maybe in an attempt to keep everyone happy, Muse has diverted their limited time and resources in getting many different things done instead of picking a specific direction, being bold with it and standing by it from start to end. The amount of ideas that were toyed without ever being properly implemented (or at implemented at all) is truly huge (gunner ammo, engineer tools, matchmaking, stamina, balance changes).
This last update, to me, makes even less sense than the rest. It nerfed mutliple guns (that were, mind you, deemed underwhelming in their exact same version some months ago), and then gave gunners the means to negate this. It gave pilots an omni-tool that largely destroyed the idea of specialization and counter-play that was prominent before. It gave engineers a totally out of place mechanic, that goes against the core element of timing your actions and being aware of your surroundings, by instead allowing you to sprint into position in a 20m2 environment (seriously..). It dumbed down the flamethrower and the flare (I can't help but wonder who was unable to properly use the flare or counter the flamethrower after 30h of gameplay- if someone's that bad at the game, you don't adjust the game to his/her lack of skill, you give him/her the means to improve). What I also fail to understand is who this update was even targeted towards- previous versions were more or less the absolute peak of balance the game's ever been at.
To answer your question, no, I don't think the GOIO's beginnings were as glorious as you try to present them as. Balance was terrible, bugs were common, population was low- I will agree though that were was a point in time when I too thought GOIO is a gem, temporarily hidden, which will eventually rise to the glory it deserves. And it truly is (was?) a gem, but any chances of it ever being received as such are gone. Most of the updates were to me a waste of resources. The game's essentially the same as it was 1 and a half year ago- equally small content, with random patches of irrelevant or badly implemented features here and there. I don't want to sound rude or harsh- I appreciate the game for what it is and I loved all of my 2,000 plus hours playing it. I recognize Muse had an extremely difficult task to perform, being an indie company and all. I just wish launching the game after a long break would feel me with joy (as all other games I grew attached to do) instead of give me a bitter feeling of regret.
I guess some of you are still having fun, though, and the update seems to be well-received to the current playerbase of 200, so that's good. Maybe GOIO has good things yet to say, just none that I'm willing to listen.
edit: Maybe it's unfair to blame this on Muse. Maybe it indeed is just the nature of the game and the state of the industry that hurt it. I honestly don't know.
Byron Cavendish:
--- Quote ---Most of the updates were to me a waste of resources. The game's essentially the same as it was 1 and a half year ago- equally small content, with random patches of irrelevant or badly implemented features here and there.
--- End quote ---
Nail on the head...Muse take note.
David Dire:
Honestly, this game is probably only alive because all the people that remained loyal to it. So instead of listening to them it seems Muse decided they wanted better sales than keeping their community which lifted them so much.
GreyTea:
--- Quote from: David Dire on May 04, 2015, 12:29:01 pm ---Honestly, this game is probably only alive because all the people that remained loyal to it. So instead of listening to them it seems Muse decided they wanted better sales than keeping their community which lifted them so much.
--- End quote ---
Match making
The active community changes a lot, thanks to those sales it brings it fresh people the retention rate is very low, so ask the question is why? One of the main complaints was Match time/ lobby time hence MM and forced timers to start a match,
Plus MM also deals with the lag issues and reports not only does it reduce lag on the servers because it took alot to constantly update the list especially when high volume of players, remember forced starts to matches? even though lag is still present for some,but no where near as much, and MM in theory will match players quicker than scrolling down through matches one person hops in then tells the rest to join on this lobby before someone else,
But with the low count in players it takes a while atm, and we know that it was intended for high volume of players with varying MMR which can only be achieved when we have a high number of players, and to get that we need promotion and sales,
an online indie game that's been around since late 2012, and is still actively rolling out patches and working towards content, good or bad the dedication is their, and of course it would not of happened with out the core people, 2000+ matches and 1000+ hours, who have been through it all, good and bad but believe me, everything gets read talked about but we have to look from different perspectives of both new and old players and obviously everyone is not going to be happy,
I started of as a player picking this up in the sale went through comp scenes and ca road up till where i am now, just like Keyvias and meta originally did, people do understand but it is catering to everyone that the balance gets upset,
ship nerfs
Needed to happen gat mortar pyra kills under 6 seconds and anyone can pick it up and use it, 200m charges through open ground balloon shielding hydro up boom dead, and that was not balanced. Problem was it was so powerful the majority including myself used it all the time, people would laugh if you took a spire or a mobula, you were ram bait and a fool!! unless you were a certain GWTH player :P or your name is daniel :) , not now spires get used and mobulas to brawl and win alot more, in one of the recent releases on the website we showed the win ratio and the play rate of ships pyra was up their so it got tweaked, it can however be tweaked back if it gets underpowered where you can't win at all but it takes time,
feedback
With changes comes new metas and people might hate it but keeps it fresh to a degree until the next one comes around and its tweaked again, but yes a large focus is going to be on new players, because that is what a game constantly needs, and i am sorry it feels like the vets are forgotten that is not the case, maybe holding a community skype call with a mix of players will work to get calm feedback like in this thread, rather than MUSE SUCKS RUINING THE GAME, because that is never anyones intention, people work hard and to have it all in ruins and for nothing doesn't serve any purpose,
So this is just my unofficial 2 cents to try and explain best i can decisions and reasons, and if i don't know i will find out, because the core players are leaving the familiar faces i am use to seeing are no longer here and the frustration is clear, but with communication i think some of this can be resolved, and maybe players will come back in time, but i know personally i don't want to see the vets leave or to have anyone think bad intentions if their is somthing i can at least do or say,
Thanks Grey
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