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A few questions regarding the Player Counsel and community interaction
Kira Wa Nai:
With creation of the player counsel the community has gotten a great opportunity to improve the game.
It is, however, pretty chaotic, disorganized and, most importantly, doesn't have a slightest clue of what they are trying to build.
This results in inefficient testing, hurt feelings (my latest attempt to organize an internal test was met with "nobody cares mate so im not wasting my time on this") and general disillusionment in the whole thing.
Hence, I want the following questions answered by the developers:
* How do you see Alliance and Skirmish? Are they separate games that can(and should) provide separate experiences? Can the numbers and mechanics differ between the two? Will you try to unify them or keep them separate?
* How do you see the competitive play? Is it something rudimentary or is it the central pillar of the community?
* Related to the previous question, which audience is the game balanced for? New players? Competitive players? Casuals?
* Are new game mechanics planned? Is proposing a new mechanic valid feedback or will it be scraped as being too low ROI?
* What is the general balance strategy? The current devapp tests are not enough for thoroughly testing things, so it's either greatly increasing the quality and quantity of those, or just stuffing things onto the live server and doing the balance later. This could be pretty important for the competitive community.
Right now everyone in the player counsel has their own opinion regarding any and every of these questions, so it would be nice to get a coherent vision that we all could follow.
SirNotlag:
Wait what player council? do they wear silly hats?
on a serious note i actually haven't heard of any player council and am curious as to what they do wand where they talk.
Piemanlives:
--- Quote from: SirNotlag on April 27, 2017, 12:18:20 am ---Wait what player council? do they wear silly hats?
on a serious note i actually haven't heard of any player council and am curious as to what they do wand where they talk.
--- End quote ---
The player council meets on the semi official discord here: https://discord.gg/qZ2pwkD
They test arrange balance tests on the dev app. If you're interested drop a message.
Kira Wa Nai:
Player counsel is a community initiative to create a team of people that actually play the game and are willing to help the developers balance it. It proposes changes to the game and conducts playtests of those on the DevApp. You can find us in the official GoIO discord.
Naoura:
Here's the thing I see about it;
GOIO, Skirmish has been the staple for years. It's what was first released, and it's worked almost perfectly so far. Almost. Not quite, but we'll get there in a second.
Alliance is, of course, new, and as it is new, there's a lot of uncertainty. And a shit-ton of balance that needs doing, especially when fighting massed amounts of enemies rather than the tried and true of fighting only a few. The difference in the combat and how you're supposed to play is drastic between Skirmish and Alliance.
As such, I'm of the opinion that they need to be seperate, partly for balance issues, partly for play issues. The Tempest being nerfed all to hell in order to be allowable into Skirmish means that you have to use more than one in Alliance to get much done. Same with the Aten, though that's in a more extreme manner. Once a very powerful and very viable weapon, now I'm only finding use for it on the Mob. Why? Because it needs to be balanced for Skirmish.
As long as Alliance is balanced downward to match, I can agree to the argument that they can be brought into Skirmish. I'm not sure I like it, but it's easier for the team this way. My issue is how hard they are trying to balance for Skirmish is affecting the whole of both games. If you release a new weapon balanced for PvP, and it's never used because when used in PvE it was garbage against the AI, have you made a viable weapon? Same thing the other way around, if you release a weapon into PvE, and then start balancing it for PvP, can you keep it powerful enough for both? Likely not, and therein lies the issue. Either the weapons need seperating, or the AI needs rebalancing to make it semi-Skirmish so as to make all weapons balanced between both.
As for Casual/Novice/Comp, you need all three. You really do. Comp play is always in the bones of any PvP game, whether or not there are huge prizes for it. In one school of thought, Comp play attracts newer players, because they want to be on the top of the pile like them, to be near professionals at the game like them. In that school of thought, Comp play is the backbone of a game. In another school of thought, Comp play is a necessary tool to seperate very high level and highly skilled players from newer players so that newer players aren't fully and completely destroyed and uninstall because of anger.
I really, really like Muse's choice to have everything open for everyone. That means that no matter how skilled someone is, they have access to the exact same tools as any novice, meaning that the novice simply has one directive; Learn. Not grind, or complete some quest, nor just work the achievements until he unlocks the tool, he just has to learn the ship, learn the weapons, and learn the tools. That's it. Simple, easy, efective. You can pick up the game and effectively learn the overall mechanics of engineering in two or three hours, if you actually pay attention and read the stats. Gunning is more difficult to learn, as it requires you to keep the physics in mind, and captaining more difficult still, as you have to be a command-type role.
That being said, very little is properly explained for newer players, and often they are left in the dark about oerall mechanics and overall skills that they need to develop. The tutorials are complete shite, and it makes for a very difficult learning curve when brought into regular play.
As such, I would certainly say it is balanced heavily for more casual play rather than comp or novice play.
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