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An open letter to Muse
Kestril:
I didn't claim that you "had to" do any of that Narayan. It's every player's responsibility to watch their own actions and not be a toxic detriment to other players. Whether you do that by patiently explaining, quitting the match, negotiating with other players to balance the lobby, or captaining/crewing with only experienced people you know to avoid frustration is up to you.
I can say I've turned a noob ship into a well-oiled death machine on more than one occasion, so I can testify to the effectiveness of my methods. ;)
BlackenedPies:
--- Quote from: Kestril on January 04, 2017, 01:21:00 pm ---Finally, I do think loadouts should be able to be declined and selected be engies/gunners. It put's too much power in the hands of the captians and may make players feel very insignificant in the engineer or gunner role. Furthermore, I think it places an undue importance on the role of captianing, and makes the information burdern for new captians even higher, as a new captian will have to learn what loadouts to equip other players with in addition to their ship. It's not that hard to explain about the correct loadout. I do think that loadouts should be limited to one fire-extinguish tool, however. This will ensure that any engineer loadout will have at least one repair tool and we won't see chem/extinguish/buff trollout ever again.
--- End quote ---
In tough matches there's often only one correct loadout for each crew member and one wrong loadout can mean defeat for an entire team. Loadouts are not optional for the very reason that each role is significant, and that's why captains are forced to leave rather than play with a wrong loadout. Captain is objectively most important role on the ship: they choose the ship, loadouts, and when the match starts
On the contrary, I think it's essential that crew and captains learn these loadouts. Crew learn tools / ammo for a position, and captains learn how to better manage ships. If you think there's a better option for the loadout you're given, explain that to the captain. In the current system, the loadout gets declined and players start off pissed. The captain starts from a source of frustration and this escalates. This is the #1 cause of all reports I've seen, so much so that Muse removed the ability to spam loadouts - which captains resorted to as an alternative to leaving their precious slot
To clarify, loadouts should be auto-accepted but you'll still be able to change it afterwards. There shouldn't be an ability to decline loadouts - which is unnecessary and the biggest source of conflict in the game
Kestril:
Interesting point, pies, I'd love to go over this in more detail in a second thread. I'm coming from the angle of player retention and the "knowledge burden" new captains often get saddled with. Good point with how it does seem to escalate tension. And there ARE less captians then crew in any given match. So there'd be less players overall that make loadout mistakes. I'll chew on this for a while.
But yeah, I don't see what's wrong with a message saying "The captian has changed their ship. Your loadout has been modified."--or something along those lines, as long as engineers can modify their load out after the ship has been changed.
It may bring some frustration to new captians that don't know what ammo/loadout is needed. But to be fair that's an issue already with ship loadouts.
Narayan:
There you go again kestril you say it's every players responsibly to behave, but we all know the only ones held accountable are veteran players like sparkle dust. The noobs just come in and troll and there are no consequences. I feel like you don't think things thru before you post them here.
BlackenedPies:
--- Quote from: Kestril on January 04, 2017, 02:03:35 pm ---Interesting point, pies, I'd love to go over this in more detail in a second thread. I'm coming from the angle of player retention and the "knowledge burden" new captains often get saddled with. Good point with how it does seem to escalate tension. And there ARE less captians then crew in any given match. So there'd be less players overall that make loadout mistakes. I'll chew on this for a while.
But yeah, I don't see what's wrong with a message saying "The captian has changed their ship. Your loadout has been modified."--or something along those lines, as long as engineers can modify their load out after the ship has been changed.
It may bring some frustration to new captians that don't know what ammo/loadout is needed. But to be fair that's an issue already with ship loadouts.
--- End quote ---
I don't mean that players should automatically be given loadouts based on the captain's setup, rather the same system of giving out loadouts but without the ability to decline - the notification of the loadout pops up with an OK button (or similar). There are plenty of times where you don't want to give out loadouts, like if you don't have one ready, are using an alternate setup, or the crew already has an acceptable loadout
A notification for the captain when crew changes loadout, such as the crew's loadout icon becoming highlighted, would be useful
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