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Messages - Terrkas

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1
Feedback and Suggestions / Re: 50 Players in Game
« on: December 13, 2015, 10:39:21 am »
Should just go with the philosophy behind Japanese/asian game design.

I'm sorry my game is too hard for you. We look forward to your next purchase.

I mean imagine dark souls becoming easier just because people were too dumb to play the game. When a game is hard but fair (that being said guns isn't that hard), it shouldn't be made easier since the fairness becomes a joke.

Guns fundamentally stresses the importance of efficiency. That won't be taught via handholding with game modes and match making because the moment the match starts. You have to learn to get good in the first place.

Plus most vets do have a sense of fairness as they see fit.

Well, there are lots of ways to make dark souls easier. Like having  spells and playing with friends as phantoms.  And on the other side one can increase the difficulty with some items or by taking handicaps. Basically everyone can adjust the difficulty for himself, how he wants it with those options.

2
Community Events / Re: The Teaching Tournament! (Ended)
« on: June 08, 2015, 11:20:49 am »
The badge seems not to have an image yet.


3
Community Events / Re: The Teaching Tournament!
« on: May 16, 2015, 05:43:18 pm »
D.Strought and Terrkas will also form a team. Just as sidenote, we allready have teacherprivileges. So you don´t have to give it to us.

4
General Discussion / Re: GOI Board Game Idea
« on: February 03, 2015, 06:14:57 am »
How many crewmembers can a ship have in that game?


Next to the 3 classes pilot, gunner and engi, could be a teacher class, filled with CAs and Mods. They could have effects like "all crewmembers below level X get one additional level". Or they could give +1 markers to lowlevel cremembers after a successfull test, capping at a level worth keeping them, especially when they have nice bonuseffects but low attributes.

5
Release Notes / Re: Version 1.3.9 Release Notes
« on: December 22, 2014, 07:39:03 am »
"-popupwindow" doesn´t seem to work.

6
Feedback and Suggestions / Re: Bandit mask
« on: November 11, 2014, 05:06:50 am »
Oh, thougt it was meant as "man, at least (we should) have one dyeable hair style.

My bad.

7
Feedback and Suggestions / Re: Bandit mask
« on: November 11, 2014, 04:06:59 am »
yeah, sparky and I have been lobbying for dyeable hair for quite a while.  men at least have one dyeable hair style.

Nidh, it kept getting pushed back.  Howard has pinky sworn it will happen this week.

At the moment there is one hairstyle that is dyeable. Try khovanski, it was programmed as hat, so it will take the color of the dye you use. It is more likely a bug than a feature, but it is possible.

8
Feedback and Suggestions / Re: Ship Cosmetics Wishlist
« on: October 31, 2014, 04:50:31 pm »
Cosmetics for the components would be nice. They could change the apperaence of guns, the helm, armor, engines and the balloonmachine.

"Worn" for example could add rust to some components like the mortar. The goldlayer on the hwachaheads could be fading (or scaling, don´t know if its the correct word) away. The helmwheel would be missing some spokes and so on.

They could be fitting to the shipthemes allready implemented.

9
The Gallery / Re: Tanya's GOI fanart.
« on: October 13, 2014, 08:13:21 am »
Very nice. I salute you!

10
General Discussion / Re: Halloween speculation
« on: October 11, 2014, 05:46:52 pm »
I could think for something like this for a decal:


11
General Discussion / Re: Halloween speculation
« on: October 11, 2014, 03:37:16 am »
maybe they will come out with something for ships this year like a decal or figure head.

Nice idea. Maybe a skeletonfigurehead.

12
General Discussion / Re: AI Crew MVPs
« on: October 09, 2014, 02:57:38 am »
I like the AI Dusty, but I can´t remember, he was doing anything special, he just got the same name, like one of my friends.

13
Feedback and Suggestions / Re: Game Mode Idea - Weighted Deathmatch
« on: October 08, 2014, 06:26:45 am »
I think it could be very unclear, which ship has a reduced or increased value. When you show the value in the tabscreen, you will have to check it and then mark the enemy to be sure, you are focusing the target with the higher value. Will be most likely the case, when all enemies fly the same shipclass.

14
Feedback and Suggestions / Re: Hull and armor system overhaul
« on: October 08, 2014, 04:37:59 am »
When I was a novice, I really hadn´t any problem to figure out, how correct builds should look like. Reading the manual, doing the tutorial and checking the informations you get, when you click on a ships name and hover your mouse over the guns you can choose.  The guns even say, what they are supposed to do, when you look at them. The only real problem I had, was, that I haven´t tried all guns in practicemode, so I missed my first 4 volleys with mortars and hades, because I wasn´t used to their bulletdrops.

I even trained maneuvers with the first guys I played regularly in sandbox mode. After that, the novicematches went boring, because winning 5 to 0 or 1 in 90 % of the matches is not really satisfying.

But I am pretty sure, when I had to check additionally the ships for their armoreclasses and had to calculate, if doubleexplosive or explosive+piercing would be better, I wouldn´t really had known what to choose.

Also I am not sure, what will happen to extreme weak armored ships and to extreme tanky ships with your new system. Matches with squids could for example turn into endless hunts. They are the fastest ships out there and when they realise, they are not able to kill the enemy fast, they could just turn around and hide until they are fully repaired. When they deal enough damage to other ships, the fight could last one hour, before the squids get the first kill. They could deal just enough damage with each engagement  to scratch the permahull a bit more, retreat, recover and come back to scratch it a bit more, until their thousands needles tactic gets the first kill.

Also, the Galleon wouldn´t be able to follow up escaping enemies to give them the deathblow. Or the galleon could be the new best choice for each fight. It got enough tankyness to simply don´t care about the hullintegrity and keep shooting. After the enemy has been defeated, they would focuse on repairs and wait for the next engage. As long as a Galleon gets 2 kills for each death, they will win.

15
Feedback and Suggestions / Re: Hull and armor system overhaul
« on: October 06, 2014, 01:30:46 pm »

Hflak is no more difficult to use than another long range guns like Mercury field gun.


Now I want to see a video, where you hit 80 % of your Hflak charged shots on sniping range in a real match.

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