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Was GOIO A Fluke?
Richard LeMoon:
--- Quote from: Mr.Disaster on May 05, 2015, 06:42:19 pm --- BUT THEN, OH BROTHER, YOU'RE GONNA HAVE FUN!
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Instantly read that in drunk Sapphire's Savage voice. Intentional?
--- Quote from: Mr.Disaster on May 05, 2015, 06:42:19 pm ----About the variety of feedback - I think it's really helpful when devs put their reasons for particular change in patch notes (as they did now). It may lessen the outrage (at least the first wave) of the players-
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I personally think we need to get more players testing, especially novices. I propose to merge Devapp with the main game and give it permission based access in addition to random sample invitation. Then you can test the game from the same client.
Mod Josie:
--- Quote from: Mr.Disaster on May 05, 2015, 06:42:19 pm ---@Jacob
--- Quote ---Some games are produced on massive budgets and are fated for success due to hype, marketing and a big brand-name; other games have to lead a harder life in order to gain notability.
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I don't think that's always the case. I mean, I refuse to believe that consumers are stupid enough to buy the game just because it looks cool on commercials and everyone is talking about it. And even then - it will fail soon. Good example is waaaay overhyped Evolve
http://steamcharts.com/app/273350#All
In 3 months average population decreased by 7 times. Games have to be fun to be successful. And although it's surely easier to do with more budget and more marketing resources, that's not always the case, really. Also there is quite a lot of going on in indie scene also and good indie games gain recognition pretty quickly
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I would argue that pre-ordering any game is exactly what you mentioned. You are relying on what you've heard in commercials and reviews to make a decision about whether or not to lay your money down.
While I do definitely agree with your assessment in premise, Evolve is a case study that made some big mistakes. Their model's reliance on DLC peddling made a lot of fast enemies. I'd also like to note that the game did initially sell well purely based on hype, generated by strong marketing. It was only after the fact that the game's sales began to suffer. Not that that game is completely dead mind you, they're still pulling numbers!
You're definitely not wrong though. The indie scene has the power to produce utter juggernauts of games (Minecraft fills my head at this moment) though it is easily admitted that having a bigger budget to hammer consumers with will make the job of selling a game easier. The video game market is stupendously competitive (that's a good thing, don't get me wrong) and having a big wallet and a reputation behind you will give you a leg-up.
Mattilald Anguisad:
--- Quote from: nanoduckling on May 05, 2015, 05:59:57 pm ---... Anyone who has read Gilder's posts know that in 1.1 things were more dynamic and pilots were better able to dynamically control engagements. More recent patches made the positional game vital (especially the era of the gat/mortar metamidion). Of course this means that it is impossible to satisfy everyone at once, and it is sad for me to see so many folks not having a good time in the game at the moment, even if others are thrilled with the recent changes.
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I loved playing in those times, but I got to say: no things weren't more dynamic, it's just ships like Pyramidion (with 300 000 kg it was second heaviest ship, and still almost as manoeuvrable as the Goldfish) were far too manoeuvrable. In competitive you only saw 3 ships and 4 builds total (gat/flak metamidion, blenderfish, flakfish, and galleon with a double flak and merc long range side). People have had their builds nerfed or broken in 1.1.4 and 1.1.5 (witch saw explosive damage nerf, heavy flak got arming time, flamer nerf, pyra nerf, junker buff and some new clouds added on some of the most prominent sniping maps like the Fjords and Dunes), have rose tinted glasses for those times and are inflexible with their builds (admittedly I'm inflexible only when it comes to purely sniping builds). I'll freely admit I was abusing the op as fuck metamidion in those days.
--- Quote ---I think one of the core problems of GOIO is two(and a half)-step problem:
1) One stupid player can easily ruin your experience
2) Vets can't play with vets, they have to play with medium or low skilled players*
2.5) There's no way of dealing with stupid players (once they're on your ship/team)
*inb4 "But Dis, it's due to low population!" - devs have had 2 years to solve this problem
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The 2 most popular MOBAs (LoL and DOTA2) have both problems 1 and 2.5 with the addition of extremely toxic communities
* is a circular argument
There is nothing preventing Vets playing Vets (it might be slightly less likely to happen with matchmaking, but you can always join on friends you can even make custom lobbies specifiicly to play with other players you want to. Players don't HAVE to play with medium or low skilled players.
Sammy B. T.:
I was ignoring this thread in hopes people would realize how whiny and ridiculous it is. Then it became 7 pages long and I see now that failed.
Just because Muse doesn't agree with your opinions doesn't mean they don't care about your feedback. Muse has been pretty damn consistent with being attentive to feedback. This is easily the most ridiculous thread I've seen started. I know I am guilty of it as well, but I see so many people around here mistaking their opinions for objective truths. The notion that 1.1 was some golden era has as much evidence to support it as the notion that 1.1 was the dark ages.
Muse definitely listens to constructive feedback. However many people have a warped view concerning where their opinions end and constructive feedback begins.
c-ponter:
Bit off topic but seeing all the stats about how long a player stays made me think. Of the 4 friends I either bought the game with or convinced to buy it, they all stayed roughly 10 hrs total game time, and they all give the exact same reason for leaving. Its not that they kept losing to higher PvP players or found a long time to get into a game. Every single one of them said "the game is great fun at first, but gets repetitive extremely quickly. As an engineer you just run around hitting the same old components. As a gunner it is almost a point-and-click game. The pilot is the only class that stays fun." Obviously 4 out of how every many thousands is next to nothing, mu point is that the game, from my experience at least is fun at first, then gets a bit boring, then is fun again once you understand it more. The question is how to make that slightly repetitive middle stage more diverse?
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