Guns Of Icarus Online

Main => General Discussion => Topic started by: Warpspeed on August 27, 2013, 11:10:48 pm

Title: Why are the two gametypes that best embody GOI the least supported?
Post by: Warpspeed on August 27, 2013, 11:10:48 pm
I just got done playing my first ever games of 4v4 KOTH and 3v3 Resource Race and I am confused. These gametypes seem to embody the teamwork of GOI so much better than the meat grindy 2v2 deathmatches we always are stuck with.

In larger matches like this, it is less about who is and is not flying a gat-motar pyramidion. It allows many of the other situational ships to really shine. On resource capture, piloting a squid actually seems like a viable idea. You are able to support your team by disabling ships and securing points. You don't immediately lose if you're not flying a meta-midion.

In 4v4, you can actually use a long range support ship reasonably well without worrying about your one other teammate getting shredded in a 2v1.

I just don't understand why most of the maps focus on 2v2s, in which you must bring the best ship in the meta to stay effective. It seems to me GOI is trying to be a great teamwork game, but there is not much to be had in that regard with the current gametypes.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Byron Cavendish on August 27, 2013, 11:33:51 pm
The main reason: it takes forever for us to fill those games. Most people don't have the patience to sit there and wait.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Squidslinger Gilder on August 28, 2013, 12:04:05 am
Attention spans of Goldfish type players are big problems to getting 3v3/4v4 content going. There kinda needs to be a way to fill these better.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: N-Sunderland on August 28, 2013, 12:22:24 am
3v3 lobbies take forever to fill up. 4v4 takes even longer, and there's only one map, so not much diversity going on there.

I just don't understand why most of the maps focus on 2v2s, in which you must bring the best ship in the meta to stay effective.

You mean the Junker?

(I hate to sound like a broken record, but I'll just reiterate here what I've said in other threads: the Junker is without question the best ship in the game. The Pyra's the best in low-level matches because it's much easier to use.)

Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: N-Sunderland on August 28, 2013, 01:26:57 am
Quote
I just don't understand why most of the maps focus on 2v2s

Also, this is wrong. There are six 2v2 maps and eight 3v3 maps.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Eukari on August 28, 2013, 12:23:11 pm
The main reason: it takes forever for us to fill those games. Most people don't have the patience to sit there and wait.

This is pretty much it. Even a 2v2 lobby can often spend a close to 1:1 ration of time in lobby vs. time in match, especially if it's a slow time of day. You've got the people who never ready up, the people who join a lobby and leave if the game doesn't start immediately, the people who join, realize they just joined a half-empty team going against a full team with all the same clan tags and the people who just plain can't sit still for long. Getting 16 players is easier than getting 32, even if the bigger games are more fun.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Nidh on August 28, 2013, 01:58:58 pm
Attention spans of Goldfish type players are big problems to getting 3v3/4v4 content going. There kinda needs to be a way to fill these better.

I beg your pardon
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Warpspeed on August 28, 2013, 02:05:08 pm
Perhaps a small change, were larger sized games are put at the top of the matchmaking list would facilitate more people joining. I also see the fact that there is only one 4v4 map, and only one Resource Race map as a significant problem. Even if those modes are super fun, playing on the same map all the time might get a bit boring.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Imagine on August 28, 2013, 02:12:22 pm
Attention spans of Goldfish type players are big problems to getting 3v3/4v4 content going. There kinda needs to be a way to fill these better.

I beg your pardon
Yeah, sorry, what exactly does this have to do with people who fly Goldfish?
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Zenark on August 28, 2013, 02:20:43 pm
Attention spans of Goldfish type players are big problems to getting 3v3/4v4 content going. There kinda needs to be a way to fill these better.

I beg your pardon
Yeah, sorry, what exactly does this have to do with people who fly Goldfish?

I think he's referring to a literal Goldfish, not the ship. Some players have the attention span of a Goldfish, ie. Three seconds.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Imagine on August 28, 2013, 02:21:50 pm
Attention spans of Goldfish type players are big problems to getting 3v3/4v4 content going. There kinda needs to be a way to fill these better.

I beg your pardon
Yeah, sorry, what exactly does this have to do with people who fly Goldfish?

I think he's referring to a literal Goldfish, not the ship. Some players have the attention span of a Goldfish, ie. Three seconds.
Probably shouldn't be capitalizing the word goldfish, then >.>
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: HamsterIV on August 28, 2013, 02:24:24 pm
I think the game is balanced around 2v2 encounters. 3v3's or larger get a little meat grindy when one team can't regroup when facing the concentrated fire of three enemy ships. The capture point maps prevent meat grinding because it forces the winning team to stay in one spot thus allowing the loosing team a chance to form up and put a new plan into action. 3v3 death matches are some of the least interesting GOI matches. The only thing that matters is the initial encounter unless there are some very bad spawns or some very good mid game joiners.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Imagine on August 28, 2013, 02:37:05 pm
I think the game is balanced around 2v2 encounters. 3v3's or larger get a little meat grindy when one team can't regroup when facing the concentrated fire of three enemy ships. The capture point maps prevent meat grinding because it forces the winning team to stay in one spot thus allowing the loosing team a chance to form up and put a new plan into action. 3v3 death matches are some of the least interesting GOI matches. The only thing that matters is the initial encounter unless there are some very bad spawns or some very good mid game joiners.
I think the 3v3 tournament proved that to be mostly untrue. I mean, maybe for pugs it is but in a competitive setting, I actually like it more than 2v2.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Warpspeed on August 28, 2013, 03:02:59 pm
I think the game is balanced around 2v2 encounters. 3v3's or larger get a little meat grindy when one team can't regroup when facing the concentrated fire of three enemy ships. The capture point maps prevent meat grinding because it forces the winning team to stay in one spot thus allowing the loosing team a chance to form up and put a new plan into action. 3v3 death matches are some of the least interesting GOI matches. The only thing that matters is the initial encounter unless there are some very bad spawns or some very good mid game joiners.

I'd give 3v3s another chance if I were you. There's no reason you should be rushing right back into the fray after you die. The maps are large enough that you should regroup with your team and make better plans after the first lost encounter.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: Eukari on August 28, 2013, 03:17:00 pm
I think the 3v3 tournament proved that to be mostly untrue. I mean, maybe for pugs it is but in a competitive setting, I actually like it more than 2v2.

I think that's the heart of the problem. Two PuG ships will often 'cooperate' simply because the battle is so small there's a 50-50 chance they're attacking the same target anyway (and 50-50 they're being attacked). In 3v3, you can end up with three different battles going on in three spots on the map- if you're lucky, and you don't get two 2v1 skirmishes...or a 3v2 with one guy off running into walls. Yeah, people are supposed to be talking to each other...but that doesn't always happen.
Title: Re: Why are the two gametypes that best embody GOI the least supported?
Post by: HamsterIV on August 28, 2013, 06:57:29 pm
I would argue that the decisions of individual captains don't matter as much in a 3v3. When an ally dies in a 2v2 the remaining captain can stay and try to finish the kill, or run to regroup. On the other hand if an ally dies in a 3v3  running means certain death for the remaining ship. Even if the runner does get away and forms up with the first ally who died the length of time it will take the 3rd ally to get back in the fight is often longer than it takes for the enemy to catch you.
It is also too easy for a 3 ship combo to focus down an individual ship of a smaller formation essentially tuning a 3v2 into a 3v1 before the weaker team can turn the situation into a 2v2.