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A cry for change

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Schwalbe:

--- Quote from: BobyWilliam on January 24, 2017, 02:37:44 pm ---The core thing that I am trying to say is being a gunner/engineer is boring imo, it's a very repetitive task and not rewarding, you are like slaves to the captain's will pretty much.
That's why bots are decents at doing this job and outplay most average players because it's a pretty boring and repetitive job. Yes you are busy all the time, but doing not very fun/rewarding things. I won't be against a rework on how you manage your time on the ship, mostly as engineer, faster repairing could allows more room for other more interesting stuffs, for example.
I am not saying the ideas I am proposing are the ones you must apply at all costs, just the general direction I would like thoses jobs to improve in the future.
Peace. ;)

--- End quote ---

With all due respect, I believe you may have bought the game that is unfit for you, sir. G'day.

Naoura:
Awfully tame of you Schwalbe.

Hoja Lateralus:
With my 2,3k-ish match count I feel experienced enough for you not disgarding my opinion so quickly.

I think Boby's post went completely over your head. Of course I don't mind you having a different opinion but I think you don't see the issue. It's very telling that Bobby says engineer is not fun and first thing you respond with is that engineer is important. Nobody said it isn't. It doesn't matter at all for this case though.

Platforming is an exaggeration of what engineer is doing. How much platforming do you 'really' do on, say, mobula, spire, junker or pyramidion? Not much. I wouldn't say jumping straight down to reach the lower deck or jumping over a rail is really (an engiaging) platforming. Jumping over the stairs not to be blocked by a sticking out pixel is not platforming. The best of it is on the squid and even there it's like one or two jumps you have to learn and that's it. Rinse and repeat.

On time management... meh. This would have been true if cooldowns had been changed a bit. Usually it comes down to a good repair cycle and following your captains orders. And at some point you can't really get better at it because, again, cooldowns. Not even mentioning that many times you're just forced to camp the hull or baloon anyway, and again, you can't get any better at it and it's not really engaging.

Naoura:
I wasn't disregarding his opinion, just offering up the view I had on his.

From what I saw of what he was saying, most of the things he was offering there would lock you down, pin you to an area. A quick QTE for a near full repair would encourage staying in place, trying to execute a perfect repair rather than being extremely mobile across the ship, attempting repairs on all fronts. Trying to give a firing speed boost to a weapon would encourage an engineer to simply support the gunner, rather than be where he or she is needed.

I know you're much, much more experienced than me. Believe me, I know, hell, practically everyone on the forums is. From what I know, however, speed, maneuverability across the ship, and timing are what an engineer needs. They need to be everywhere at once, even with cooldowns. Light repairs if you can handle it, so that you can get to something else that needs more urgent repairs. Small repairs here or there, as well as you can do them, before you run to mallet a component. The cooldowns just encourage this, quickly moving about a ship and keeping your repairs up.

And platforming is what an engineer does, if it isn't as expressed on some ships, but there again, it's the ship and what the ship is supposed to be doing that encourages or discourages it. Your example of the Mobula is because what the Mobula is designed for; long distance engagements. The Squid is very apt, as it's supposed to be a fast and loose ship, with the engines the priority rather than the hull. Then we move to ships like the Spire and the Goldfish, which certainly do encourage platforming between the top-decks and the lower decks. Ships like the Galleon and the Pyra I don't believe encourage much platforming due to what those ships are supposed to do.

As for camping, yeah, you do end up needing to camp the hull or balloon at times, and I would definitely like a tool that helps with that. It's not that I'm against trying to hold a component, but I don't think that's the focus of the engineer. Might be a difference of opinion, but  a lack of mobility is an engineers bane.

I'm not against new content or new mechanics. Far from it. I would definitely like new content, and maybe one or two tools that do allow you to camp more effectively, or else be much more powerful for camping, but I would rather they be very costly, simply due to your lack of mobility. What Boby was suggesting, honestly, seemed to pin the engineer down much, much too hard for my view of things.

As for not seeing the issue... I think it's just a difference of enjoyment for some people. There are certainly people who don't enjoy engineering. That's fine. Engineering isn't for everyone, just like Gunning or Captaining isn't for everyone. Some people like the simplicity of running their chem cycle, other like the complexity of trying land a Lumber shot at five kilometers. People take to some things more than others.

Shas'ui:
I would argue that the routine/"boring" is needed: it allows for the engineer to carry out their tasks without being hyper-focused on them, allowing them to retain a wider view. This is most notable on Crazy King matches: it is often the engineers reminding the captain that it is time to move on, as the captain is distracted by their focus on piloting.

In regards to the fun aspect, different people enjoy different things. I personally find the repeated loop of "identity critical task, start on it, plan next move, complete task one, repeat " extremely satisfying when done properly.

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