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Autoswtich lobby slots. Dev discussion and poll

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BlackenedPies:
Yes, but instead of blocking gunners from joining mid-match in slot 2 or 3, lock them to engineer if there's already a gunner aboard. Locking out gunners from joining mid-match on a ship with no gunners would frustrate players. A common belief is that ships need gunners, and they may blame their loss on not having a gunner. Alternatively, there could be an option for custom lobbies as a checkbox to "lock crew positions" so captains are pilots and there's only one gunner

Most important to me is the ability to change class mid match. This is an essential feature that was disabled two years ago (and the subject of my first forum post). There have been various workarounds, and I'm told every six months by Muse that a plan is in the works, but in the meantime I have to tell every extra gunner to leave. I've heard conflicting reports on whether or not the current workaround works, but I don't remember any recent example of it working for newer players (and they try). Thankfully, they almost always leave and don't get to play :(

There's no reason to block class changing and require a secret workaround. IF there was a reason to abuse class switching, which there's not, those players already know the workaround and would be using it! >:(

I've never heard a single instance of abuse in 3k hours, and that was the sole reason given for blocking it... Meanwhile, players are regularly frustrated by joining as the wrong class and being unable to swap :'(

Richard LeMoon:
This is not about joining running matches. That is different function that would not be effected by this.

Currently, you are only blocked from joining 2,3,4 midmatch as pilot. I can ask if that logic can be applied to gunners for slots 3 and 4. There is no support for checking to see if there are any gunners already in a running match.

If you try to join a running match, and there is no gunner and an engie in slot 2, there is a pretty good chance that the pilot did not want a gunner. Maybe it would be a bit frustrating to adapt, but with new labels, players will automatically gravitate to taking the lower two slots as engies. If a pilot does not want a gunner, they will just put an engie in 2, and leave 3 and 4 as AI. No more surprise gunners.

TruWolf:

--- Quote from: BlackenedPies on August 04, 2017, 10:16:11 pm ---Yes, but instead of blocking gunners from joining mid-match in slot 2 or 3, lock them to engineer if there's already a gunner aboard. Locking out gunners from joining mid-match on a ship with no gunners would frustrate players. A common belief is that ships need gunners, and they may blame their loss on not having a gunner. Alternatively, there could be an option for custom lobbies as a checkbox to "lock crew positions" so captains are pilots and there's only one gunner

Most important to me is the ability to change class mid match. This is an essential feature that was disabled two years ago (and the subject of my first forum post). There have been various workarounds, and I'm told every six months by Muse that a plan is in the works, but in the meantime I have to tell every extra gunner to leave. I've heard conflicting reports on whether or not the current workaround works, but I don't remember any recent example of it working for newer players (and they try). Thankfully, they almost always leave and don't get to play :(

There's no reason to block class changing and require a secret workaround. IF there was a reason to abuse class switching, which there's not, those players already know the workaround and would be using it! >:(

I've never heard a single instance of abuse in 3k hours, and that was the sole reason given for blocking it... Meanwhile, players are regularly frustrated by joining as the wrong class and being unable to swap :'(

--- End quote ---

The current work-around is:
-Leave running match
-Make a practice lobby or crew form
-Change class within the practice lobby/crew form
-Rejoin through friends/clan/recents list
While it is a somewhat convoluted work-around I've definitely been able to consistently explain it to mid-match joiners and have them change class.

Biggest problem with any slot-based system is simply that often you don't really want the gunner in the second slot. You want the person most capable of taking the helm in the second slot, because captaincy is passed down to the second slot if the pilot dcs. I probably weigh this a lot more than others because I dc a lot but it's still a factor. If the captain dies then you generally want the gunner to keep shooting.

Dementio:

--- Quote from: Richard LeMoon on August 04, 2017, 07:05:30 pm ---Note: YES, people could still fill their ship with gunners for luls. The slot 1 logic would just be applied to slots 3 and 4, but autoswitch to ENGINEER instead of PILOT. As we all know, you can easily switch your pilot to Gunner or Engineer once you have that spot. This would be no different. This is how it plays out:

1. Click slot 3 or 4.
2. You automatically become an engineer.
3. Pilot says "Hey, lets do a silly build. Everyone go gunner."
4. You click gunner.
5. You become gunner.
6. profit.

Nothing stops a player from switching to gunner. The only change is that they become an engineer when first clicking that slot. I am told this might apply to matchmaker as well, so if there are too many gunners in queue, it will put them in slot 3 and 4 and automatically switch them to engineer (they can still swtich back). Joining on friends and through the match list would also autoswitch for 1 (pilot), and 3-4 (engineer).

It is NOT a lock, however. The only class lock is not allowing pilots out of slot 1.

--- End quote ---

I like this and only switch to engineer upon joining if there is already a gunner, if there is no gunner then gunner can join as gunner.

Richard LeMoon:
On slot 2 becoming captain, this issue is easily solved in the lobby if you don't want a gunner to become captain. Since everyone can still switch, shift your best pilot to slot 2 as whatever class you want. I don't see it as much of an issue, though, since the only thing you really gain control of as a slot 2 captain is AI control. I have piloted from all 3 slots on pilot loss, and it is generally not an issue. Well, not more than losing the pilot in the first place and having no tools to throw the ship around.

Maybe a better option on captain loss is just give everyone captain abilities.

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