Guns Of Icarus Online

Info => Feedback and Suggestions => Topic started by: Pyrate Roberts on May 25, 2015, 04:34:55 pm

Title: Some suggestions
Post by: Pyrate Roberts on May 25, 2015, 04:34:55 pm
Hey everyone,

Pretty sure these might have been thought of already and it's just a matter of getting around to it.

1. More clan options
a) Clan charter: a place to list guild rules or information longer than 1 paragraph.
b) Clan ranks: A place to create ranks for your guild, and assign these ranks to members. Officer is to give powers, but ranks would have more of a Roleplaying purpose.

2. A way to talk to your guild while in game, meaning when im flying a ship and my clan is in a different match altogether. I know this might be possible already and I just haven't figured out how yet.

3. Eventually more customization on ships, possibly the ability to make our own flags for our ships or symbols, even if it comes with a .50 cent charge to do so. If you add a small editor for this, then players themselves could make ship decals, less work for developers, and each decal would be made available to be sold in the store.

Title: Re: Some suggestions
Post by: Carn on May 25, 2015, 04:51:17 pm
Their is a round about way to voice chat with people in other matches. Party chat, just send an invite to party with someone, and if they accept, you have your own private voice chat. Standard button is Z.
Title: Re: Some suggestions
Post by: BlackenedPies on May 25, 2015, 04:55:46 pm
There is a workshop for creating custom items and art.

For clan chat I recommend a service like Teamspeak or Mumble. There are free servers available, or you can host your own.
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 25, 2015, 04:58:00 pm
Awesome guys! thank ye

For the workshop how would said items created make it into the game for all to see? they need to be approved or just uploaded?
Title: Re: Some suggestions
Post by: ShadedExalt on May 25, 2015, 05:00:55 pm
Awesome guys! thank ye

For the workshop how would said items created make it into the game for all to see? they need to be approved or just uploaded?

Uploaded to the workshop, and then approved by the devs.
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 25, 2015, 05:06:17 pm
Thanks, guess I'll get into the workshop now since the ddos keeps dropping my connection none stop. :(
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 27, 2015, 02:33:00 pm
Names being taken forever isn't really a good policy.

It really isn't fair that I am spending money on the game, playing every day, and yet the name I want is taken by someone who no longer plays.

I've played many games where names were reserved once taken, and ALL such games had an expiry system on all names, player and guild alike. You must have an expiry system on names. It is ABSOLUTELY absurd to have names taken for 3 years and the guy never even logged in more than once.

Furthermore I really don't see the point to even reserving names. Most games today adopted a system where logins are unique per a person but character names can be anything you want. Much like in real life, if my name is Michael, I can meet someone else with the same first name as me, and yes, even the same last name. It in no way diminishes who I am. You can still charge for names, and even charge extra for wanting a name that is taken in my humble opinion. I'd pay $20 to get the name I want.

Anyway expiry systems if clearly laid out, would not offend anyone and you will find that the majority of players will love such a system. Such an expiry system would have conditions under which names expire. I understand MUSE is obligated to it's customers who play, that players may want to go on hiatus for awhile and be able to come back to what they have. But it's unrealistic to assume everyone will come back and it's unfair to have names reserved for posterity, so as a gaming company one needs to be balanced in the way they deal with old players and new players.

Keep in mind the expiry system ensures that the game is set in the moment, and is not some artifact for the past. People have to play, not have a museum in their steam library they never visit again where they reserved their names. Also keep in mind players can change ips, e-mails, and reserve many different names, and yet only play on one main account often, this again is not fair especially without an expiry system on names.

For players who own guilds with 5+ members:
Has not logged in for 2 years.
Sends reminders by e-mail every 6 months, that if you don't login your name may be taken.

For players in guilds:
Has not logged in for one year.
Sends reminders by e-mail every 6 months, that if you don't login your name may be taken.

For players not in guilds:
Has under 50 hours played in a year or has not logged in 1 year.

For guilds:
Guild has less than 20 members
Guild has not had anyone online for more than 6 months.
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 27, 2015, 02:56:55 pm
Dread Pirate Roberts, level 1 in everything, last played 753 days ago, no guild. What a sad joke, no offense, but it's very absurd. That's one of the names I might have had, since Pirate roberts is taken by a level 10 player, who last played a month ago. Perhaps he will come back. But who knows, he might be another 753 days gone player too. His name definitely shouldn't be expired under an expiry policy, but the other guy? 753 days? level 1? no guild? Come on..
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 28, 2015, 11:40:36 am
I noticed the chats have filters for inappropriate words which is great since many kids might be playing. Just there is not much point to filtering every single chat mode since the game has mics and people can get away with saying anything they want in their microphone. Party chat is something private, made by players, we invite who we want and that means we are prepared to listen to whatever that person might say. Party has a mic chat, so why is the text even filtered there? Crew chat doesn't need to be filtered either, but that is actually debatable. Global needs a filter for sure. It may be possible to turn off filter and I just never found the option in which case ignore what I said above.

Other than that I noticed some moderators threatening to mute people who were spamming. I think other than help people, mods should do as little as possible, definitely time should be spent on development rather than policing. The mod was absolutely very nice about muting people and gave them fair warning. But a game itself can be designed to prevent spam and as such mods would not have to be involved. This also prevents people from directing their anger at anyone. IE you muted me, I felt it was unjust, I will cause more problems. If people are auto muted by the game for example such feelings don't exist as readily toward an AI.

I propose that if a person types really fast, every 0.5 milliseconds more than 3 times in a row the game itself can recognize that, and boots them from global chat for five minutes. Alternatively it can mute them for 5 minutes, or kick them from the game for 1 second. Meaning yes they'd have to relaunch the game, but they could get right back in instantly. All these consequences have been done in another game with great success. No spam there, and the game itself recognized spam accurately 100% of the time. So for example I am not sure 0.5 milliseconds is enough, it might be too little, or too much, someone has to play with the values.
Title: Re: Some suggestions
Post by: DJ Logicalia on May 28, 2015, 12:08:45 pm
As for the chat filter, you can turn that off in the options.

As for moderators, mods aren't developers, mods are voulenteer members of the community with a track record of helping others. They do their best to keep the streets as clean as possible in a way that an auto mod, in my opinion, really couldn't. I think you may be posing a solution for a problem that doesn't  exist
Title: Re: Some suggestions
Post by: Kamoba on May 28, 2015, 02:24:18 pm
Just an additional, the game already has an automated system to avoid chat spam within a set period of time.
The mods are extra measure to provide a service no AI can, and helps keep this community better than any other community I have been a part of.

Yes, bad eggs get in, its the internet, but most people will chill out once a mod speaks to them... Yet if it was just an automated system, nothing more, it'd be less effective than out awesome volunteers. :)

Title: Re: Some suggestions
Post by: Koali on May 28, 2015, 05:58:53 pm
That, and the mods are generally some pretty cool people.
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 28, 2015, 10:27:18 pm
Aye the mods are really nice. Wasn't suggesting to get rid of them, just meant not to have only them there.

But yeah it seems there is a system in place already! Awesome! You guys are on top of everything :) please forgive my ignorance :-\
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 29, 2015, 03:59:58 pm
Gamemodes
How do you like the idea of a New game mode called CONQUEST, you start with goldfish when you die, you spawn as junker, when you die you spawn as galleon, and you keep going down the ship line, team with no ships left loses. Or a game mode called CAPTURE, where if you kill enemy ship, he spawns again as part of your team. Games over when all ships are on your team.

More weather or environmental damage
Instead of dust storms, have giant tornado's on one map, which move randomly, need to evade them or take massive damage.
Instead of dust storms, have geysers, and a map with all holes on the floor where geysers erupt from randomly reaching high altitudes, ships can catch on fire.
Title: Re: Some suggestions
Post by: Carn on May 29, 2015, 04:13:51 pm
Ok, cool things, but Muse is currently putting most of their work into co-op and Adventure modes. We're unlikely to see a new map for awhile.
Title: Re: Some suggestions
Post by: Kamoba on May 29, 2015, 04:57:32 pm
Or more specifically, we are guaranteed to see more maps with in co op mode :):)
Though geysers would be nice...
A tornado or two wouldn't hurt.
The lightning storms look awesome already  8)
Title: Re: Some suggestions
Post by: Sarabelle Marlowe on May 29, 2015, 06:56:07 pm
I once suggested a night time volcanic map, mountains that now and again spew fire that would need to be dodged in some areas, other areas with roaming thick smoke clouds that dont do damage but ruin line of sight. The only light would be from the volcanic vents and fire. But that would be really hardcore hard...but I think it would be fun
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 30, 2015, 10:02:55 am
Most things listed here

1. have been done already because I just got back after a long hiatus and never knew the features were in place already
2. are just my ideas that I like to express and get out there, I will try not to debate them, if people like it that is good! and if not that is good also!
3. If an idea is liked by MUSE then it really is up to them if such an idea is possible to do, how to prioritize it and so on, so most suggestions are just here for whenever the developers can get around to it, they have a list of ideas to look at and consider.

So yeah its perfectly fine that MUSE is working on adventure mode and nothing else right now. Keep in mind I didn't ask for new maps. The idea was to have new elements on existing maps, environmental ones, that cause damage. Game modes I suggested are probably the easiest thing to implement, they require no changes graphically, just my guess is like 4 hours of code to set some parameters or something, but I could be totally wrong.

IDEA:
In clan list, on the left side of the screen is a list of clans, but there is no sort function there. I'd like to be able to sort clans by member count, likes, and so on. The right side of the screen has some sorting tabs for most active guild etc, but that only displays top 6.
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 31, 2015, 01:03:17 pm
A way to add people to party while in the game flying ship.

A way to see my PING while in game flying a ship.

Is there a way to do any of these?
Title: Re: Some suggestions
Post by: BlackenedPies on May 31, 2015, 01:19:07 pm
I believe you can add party by pressing esc and opening social tab.
Title: Re: Some suggestions
Post by: Carn on May 31, 2015, 01:34:23 pm
I think you can check your ping, by pressing the squiggle button next to the 1. I don't know the technical name.
Title: Re: Some suggestions
Post by: DJ Logicalia on May 31, 2015, 01:34:47 pm
You can see your ping if you hit tilde (hit it again to get rid of the graph)
Title: Re: Some suggestions
Post by: Carn on May 31, 2015, 01:36:18 pm
So that's what its called.......I'll probably forget.
Title: Re: Some suggestions
Post by: David Dire on May 31, 2015, 03:07:37 pm
So that's what its called.......I'll probably forget.

I just call it "quote"
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 31, 2015, 04:30:25 pm
Arr

tilde is pretty standard on most games, brings up console usually, alright thanks carn, and everyone else.
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 31, 2015, 05:19:30 pm
Sending load outs is becoming dumb. If I'm level 20 I think I should have some say in how I play. I didn't buy a game to be dictated to on how to play by others. What's most annoying about it is, I enter a match there is 220 seconds on the clock, and the captain immediately sends me a load out. Can you wait for me to get my bearings? To check ships? To check what the crew has? I can set up my own crap but furthermore it's actually NICE to use your MIC and tell the person, hey this is what we are doing, do you think you might want to switch to that? Or to have a captain who is willing to work with some of your choices. Instead we have pretentious arrogant captains not even asking, just sending load outs, then rage quitting if you decline. I'm going to block everyone who sends me a loadout without first asking me to change something.
Title: Re: Some suggestions
Post by: Sammy B. T. on May 31, 2015, 05:48:47 pm
Well thats a little harsh there Roberts. You have to remember that pilots already have those load outs saved and ready to go so why wouldn't they send them? They're not locked. Its great you want to discuss load outs with your captains and I imagine the majority are willing to do so, however its hardly rude for them to start the discussion by sending you there suggestion of a load out.
Title: Re: Some suggestions
Post by: Carn on May 31, 2015, 05:51:43 pm
They have those loadouts because that's how they run their ship. When I pilot, I expect the crew to listen to what I am saying. I'm not opposed to suggestions and advice, or a request that the ship change, but I do expect them to take the loadout I designate, unless they can suggest a better one.
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 31, 2015, 05:55:21 pm
Yeah well it's kind of rude to send load outs I think UNLESS the match is just about to begin and there is literally 10 seconds left. I literally just enter and I get spammed loadouts. I don't see why they can't get on a mic and say hey take this ammo, it is in part a social game, and being communicative is a big part of it, unless they've got no mic. I mean I have no chance to see the ship and guns, I'm perfectly capable of knowing what ammo type goes with what gun, I've been playing awhile now, played with a bunch of experienced players who helped me, AND I read some good guides. It's just arrogant captains thinking everyone is dumb and they know best imo, proven by the fact that at least 50% of the people I've declined load outs from immediately leave the match and don't even bother to talk. They don't even get that I need like 50 seconds to see whats going on and if by then I still have a bad load out, they can send me theirs. I have no chance to show that I know how to make a loadout myself. Part of the fun of the game is making my loadout based on what the captain is doing, I don't need to be hand held through that.. not to mention if we have two engies, there is some flexibility there on what each can bring.
Title: Re: Some suggestions
Post by: Sammy B. T. on May 31, 2015, 06:02:13 pm
How is the pilot supposed to already know that you know best or that you know where you are wanted on the ship. Imagine you jump on my ship and see I am a meta galleon with an Lumberjack, a Heavy Flak, and a Hades on the left. I probably need a gunner and two engineers each with very different ammos, do you know who is already doing what cause if you go engineer with lesmok, and the other goes engineer with lesmok, one of y'all is wasting your ammo on my flak. I've no idea your communication level, whether I'll need 4 seconds or 100 seconds to get you to switch ammos or tools. Why wouldn't I send a recommended load out? I chat at the same time, but sending the recommendation will always be the first thing I do.


Recommended load outs are a great way to quickly suggest a load out. Instantly assuming arrogance is its own arrogance.
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 31, 2015, 06:17:38 pm
Well I just started getting loadouts sent all of a sudden, played two weeks fine without it, plenty of high level captains communicated and everyone got along fine. My communication level? chances are on american servers I speak english, I enter matches and say hey all, or hey guys, like come on, your not playing with apes, humans are on the other end. Though sometimes I doubt that myself.. It's just more polite to wait a few seconds, maybe give the guy who just joined a heads up what your plan is, before sending load outs, MY example above when I made my first post was that I just entered, and there was 220 seconds and I got sent a load out.. sigh anyway i'll just agree to disagree..  :-\
Title: Re: Some suggestions
Post by: Carn on May 31, 2015, 06:27:21 pm
I believe the issue is more to do with etiquette, rather then any actual game mechanic.
Title: Re: Some suggestions
Post by: BlackenedPies on May 31, 2015, 06:31:50 pm
Regardless of experience level, when someone joins in I give them a loadout and tell them their position.

If I join someone's ship there's nothing wrong with immediately sending me a loadout. I decline it and put it into the order I'm used to, and then tell the captain that I have the correct loadout. If I have a question then I ask. It's a common routine.
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 31, 2015, 06:32:40 pm
They could just make it so you can't send loadouts to a person until 50 seconds after that person joined. Unless there is 50 seconds left before the match starts. This promotes etiquette, and talking, and being friendly in my opinion. I see no great distress to be caused by this condition either, I agree sending loadouts is definitely necessary for new players, and for matches about to start and even just for people not so annoyed by getting a load out, like people who see that as "yes thanks for sending that I dont have to look at anything". Personally I like to see whats going on and make my own load out. But yeah maybe its not something that can be maintained by a game mechanic carn, so its just etiquette and to each his own I guess. I don't know. I agree the captains ship, it's semi his rules, but its a team game and it takes a crew to do anything. Seen plenty a captains lose their whole crew because the captain was the one who didn't know what he/she was doing. :P
Title: Re: Some suggestions
Post by: BlackenedPies on May 31, 2015, 06:37:11 pm
You can't always make your own loadout. If the captain wants a specific loadout you have 3 choices: bring it, ask about an alternative, or leave.

I've never found anything wrong with being sent a loadout. I always decline because it's in the wrong order but i bring it. Being sent a loadout tells you your position. I don't see what's rude about it.

The captain knows the loadout you need but you don't always know the loadout the captain needs.
Title: Re: Some suggestions
Post by: Carn on May 31, 2015, 06:38:37 pm
I'd rather not. I've not heard complaints about this before. If I'm flying under a captain who knows what they are doing, I take the loadout. I've personally never had someone jump their loadout on me before I can check out the ship, so maybe I got lucky. Reversely, you may have run into a series of annoying captains. Its the internet, what are you going to do?

Anyways, you can always accept the loadout, check the ship, then change your loadout if needed. It doesn't tell them that.
Title: Re: Some suggestions
Post by: Pyrate Roberts on May 31, 2015, 06:42:23 pm
Aye thanks guys I'll just accept load outs and let the annoyance pass. But yeah it was a few in a row so I got a bit frustrated there..  :-\
Title: Re: Some suggestions
Post by: Carn on May 31, 2015, 06:44:01 pm
I never stick with captains who act like that. Either I bail from the lobby, or leave once the match is done.
Title: Re: Some suggestions
Post by: SapphireSage on May 31, 2015, 09:54:36 pm
Whenever I captain I strive to tell my crew the tools they need to bring and their positions and let them know their roles on my ships. The main reason I do this though is so that if they dc from the game and rejoin I can be confident that they have the tools I asked of them since recommended loadouts disappear when you dc from the servers or logoff. Though I think it might also help them to learn about the tools I'm telling them to bring as I talk them through the tools and why they need it for their assigned task. In my experience, I've rarely had any problems with getting someone to bring the tools I ask of them in the 60 seconds given when someone joins. Typically, I've only really had trouble with the "only plays gunner" type of pubs that refuse to listen what I ask of them, but they typically refuse recommended loadouts anyway. My recommended loadouts are only really used in an emergency afk player type situation.
Title: Re: Some suggestions
Post by: Kamoba on June 01, 2015, 03:50:43 am
Roberts, don't think pilots rude or arrogant because they use, what could be one of the most useful features in this this game, as a captain who pilots public matches and competitively I find it needed...
If I'm lucky to get a lobby with 220seconds left on the timer, I may not be lucky to have other pilots to use this time. That 220 seconds is often cut short by lower level players who will scream down their mics "Ready Up noobs!" And as the pilot, its my job to know firstly, what ships and loadouts my enemy have, including tools of the players on their ship, what ship my ally intends to take before I decide what ship and weapons I'm taking, then I need to pick that ship and make sure my crew have the tools I need while also making sure my ally has a loadout to make their lives easier too.. So I send the recommended loadouts, 8 times out of 10 in public matches, people decline the loadout, not because they find it rude, but because they think they know better, all the while  I'm communicating with my ship and ally ship..
So I tell the people who decline the loadout why I need them to have the tools I recommended. If they accept, great I know we have the right tools..
In competitive matches, my team would always accept the loadouts I'd offer, if they needed it, but in competitive its not just making sure about having the right tools, it would be discussing with my co-pilots tactics, who would go where, who would do what, who would target who...

Oh another thing to keep in mind, in public matches, I will play with different people, many of which do not want to or can not because of language barriers communicate, language barrier players I find are happy to accept loadouts, leaving me with that 8 out of 10 players who think they know better... A gunner taking lochnager for Hwacha and claiming he's a pro gamer from league... An engineer who is taking pipe wrench extinguisher and chem.spray because he is petrified of fire, even if the enemy team has no weapons to deal fire damage, two guys who "only play gunner" because they are "ex military best shot bruh" or the guy who.thinks I'm an arsehole because I recommended him a set of tools he already has, but does not realise the ammo was different...If someone communicates with me, great, sometimes people like their tools in different order. (for example the ongoing spanner mallet, mallet spanner war)

The day before yesterday I offered a gunner a lumberjack loadout after he claimed he was the "best shot in the game" after 3 matches... And he starts saying the ammo he has are "Gud for any gun u nub pilot dnt no shit" I recommended tools for the engineers, while explaining to the gunner why the ammos I gave the gunner would make his job easier... Imagine my frustration after this, and this is such a common thing during sales... (Incidentally the round was lost because the gunner missed every shot except.three on the LJ)

Don't let people think you're one of the bad guys... If you are given a recommended loadout, firstly be thankful you have a pilot who is not just going to leave after first death, and will try to.communicate, because recommended loadouts themselves are a way of communicating, they show the crew five tools which will be needed in a second, which could take much longer to tell someone on mic, if you want to decline, just tell your pilot you will take the stuff needed but want to re-order it, chances are you'll end up in a funny spanner maller, mallet spanner debate :)


Title: Re: Some suggestions
Post by: Hoja Lateralus on June 01, 2015, 07:23:56 am
What Kamoba said.
That's why we don't like new players. That's why we especially don't want new players on our ships.
That's why my blocklist is so big.

Captain giving you recommended loadout is a good thing. I don't, because I rarely pilot and I'm a lazy fuck :P
Title: Re: Some suggestions
Post by: Schwalbe on June 01, 2015, 07:57:05 am
Aye thanks guys I'll just accept load outs and let the annoyance pass. But yeah it was a few in a row so I got a bit frustrated there..  :-\

You know what's frustrating?

When a new player declines a balanced, reasonable loadout, well aligned with guns aboard, a role meant for said new player, and "style" pilot want to fly.

If you have bloody doubts, then why not asking questions? Most experienced players will answer, and if you are unlucky enough to stumble upon a pissed veteran, you still have a chance of soothing the said veteran by showing that:
a) You communicate
b) You want to learn

Unless he answers with cyrillic.
Then fly, fly fool.


Edit: On the other hand, recently new players grew a new, strange habit of leaving my ship soon after declining the loadout I gave them. Uff. Thank God, one problem less.

Let's clear things up; I AM an asshole, but I try to show that only to those who try to be disobedient, thus giving me difficult time.
Title: Re: Some suggestions
Post by: Kamoba on June 01, 2015, 08:34:01 am
I had a new player leave my ship yesterday... Turns out from his friend who stayed on my ship he'd been given a warning because someone reported him and was trying to hide from Muse, Mods and CAs... I was tempted to tell one of the online mods, but I figured I'd let him live life in petrified fear of being "found" until his friends explain, blue names don't need to be in the same.lobby to find him.

That's a little of topic though...
Title: Re: Some suggestions
Post by: Hoja Lateralus on June 01, 2015, 08:58:55 am
Veterans sad everyday reality

(http://i.imgur.com/W56wFTe.jpg)
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 01, 2015, 12:08:25 pm
Report can just be abused though, 90% of cases there would be no evidence of anything, MUSE would be irresponsible to take action based on reports alone, they'd probably have to watch someone for a bit to determine if their behavior is against the TOS. Chances are it is if you have like 10 reports against you. But you know sometimes people should be given the benefit of the doubt, and if you have 1 or 2 reports against you it might also mean the people who reported you where the bad apples and you were trying to get away.

My friend had like a bunch of reports against him for yelling ALLAHU ACKBAR in his mic once or twice pre game, and he wasn't being racist, or rude, and he doesn't sound 12 on mic. He literally was just having fun. No one even said hey shut up. But he thinks that is what he got reported a bunch of times for because there is literally nothing else. But I suppose people could have just blocked him rather than reported.

Anyway thanks everyone for input on load outs, it's something more to consider.

I think though if one is an engineer, I find a team will already have an engineer with a mallet and spanner, and the captain wants me to use those too because he dislikes the dynabuff and thinks it's useless. I am really good at buffing. I actually have time to buff and prebuff everything before we enter battle. On a pyramidion, I can prebuff the gatling, and mortar, and when we are in range, I can finish the buff on the gatling just as he starts to fire, and run over to the mortar just in time for it to get into range, and buff the mortar, then fire 3 shots to help the gatling, and then unload with the mortar once the gatling gets through the hull and make instant kills. Buffing didn't waste time, it didn't prevent me from getting kills, it didn't stop me from also putting out fires on the balloon in the middle of all of that. Not to mention since I buffed and pre buffed everything before we entered battle our balloon was buffed, our engines were still buffed, and our hull was buffed. But the captain is sending me load outs to switch and getting mad if I don't play engineer the way he wants despite the fact we already have a mallet/spanner engie. sigh And I think the timing is a bit off for one gunner to run between the two guns on a pyramidion, I've seen gatlin redline a ship, and then the ship repairs it fast enough to make 1 gunner on the two guns not work 100% of the time.
Title: Re: Some suggestions
Post by: BlackenedPies on June 01, 2015, 12:24:47 pm
Every pyra needs a wrench buff chem on balloon. Next time tell them BlackenedPies says it's ok. The much bigger problem was not having a spanner mallet buff on gat.
Title: Re: Some suggestions
Post by: Carn on June 01, 2015, 12:33:31 pm
Will you quite pushing your triple engie agenda in other threads? There's already one for that.
Title: Re: Some suggestions
Post by: BlackenedPies on June 01, 2015, 12:38:59 pm
If you are up against a tough fight then you need a spanner mallet buff. There's no reason to ever have a gunner on a gat or almost every other gun. It's not an agenda because I love facing opponent gunners when I don't want a challenge- just letting Roberts know what's up.
Title: Re: Some suggestions
Post by: Carn on June 01, 2015, 12:49:16 pm
Again, there are other threads for this. But yeah gatling requires 0 skill to use. Some ammos however can change things up. Lesmok and greased for example.
Title: Re: Some suggestions
Post by: BlackenedPies on June 01, 2015, 01:02:59 pm
Gat requires skill to maximize damage on only armor (and reload when armor breaks). Lesmok isn't necessary for gat mortar but if you wanna bring it then ok, buffed regular is 33% higher dps than greased.
Title: Re: Some suggestions
Post by: Carn on June 01, 2015, 01:05:16 pm
You only look at the raw damage stat. With lesmok I can get the first hit in. Then I switch to greased. Think about the varying ranges and effects of the ammo, not just raw damage. Heavy isn't half bad either, if your trying to disable guns or engines.
Title: Re: Some suggestions
Post by: Kamoba on June 01, 2015, 01:15:29 pm
Off topic regarding triple engineers: I agree with Pies, but in Public matches never push it because I know how much of a bitch it is to level Gunner... But that's off topic...

To Roberts: The story I said does not mean Muse or Mods took any action, it means the individual was scared.
Moderators and Muse staff read every report and deal with them all on a case by case basis, no action is taken unless the TOS is broken and it is something worth spending time on, if the matter is purely trivial they move on. Try not to blow things out of proportion or make much ado about nothing is the overall moral of the story. 8)
Title: Re: Some suggestions
Post by: BlackenedPies on June 01, 2015, 01:16:38 pm
Ideally you will never need lesmok for a metamidion. Even with a gunner you rush into greased range asap (maybe start with heavy). But if you wanna bring lesmok and start off with it then ok bring spanner mallet buff lesmok. For all intents and purposes avoid lesmok gat, you're better off with hades.

The best use for heavy is not against components, but against armor. Use it to maximize damage only to armor. Spanner mallet buff heavy clip is effective because one buffed clip is even enough to break junker armor while being repaired with mallet. Buffed regular can 1 clip buffed galleon armor with mallet!

Gat mortar is much more effective against armor than components. You should never aim for light guns and against heavy guns you're much better off with a buff. Engines are a rare target and I encourage freely shooting (buffed) mortar at them along with gat.
Title: Re: Some suggestions
Post by: Kamoba on June 01, 2015, 01:28:21 pm
Ideally you will never need lesmok for a metamidion. Even with a gunner you rush into greased range asap (maybe start with heavy). But if you wanna bring lesmok and start off with it then ok bring spanner mallet buff lesmok. For all intents and purposes avoid lesmok gat, you're better off with hades.

The best use for heavy is not against components, but against armor. Use it to maximize damage only to armor. Spanner mallet buff heavy clip is effective because one buffed clip is even enough to break junker armor while being repaired with mallet. Buffed regular can 1 clip buffed galleon armor with mallet!

When I flew meta with TT, it was often spanner mallet buff for the gunner with greased or heavy, heavy for Junkers and Squids, greased for the rest of the world. :)

But on the point of load outs again...
Roberts, yes sometimes the pilot may not be making the best choices, or other times there may be something you didn't take into account. For example I will avoid a wrench buff engineer when against blenders and Hwachas, because the wrench is sometimes just not enough to get the ship out of trouble, is it possible that you were against such and the pilot wanted to prevent such disaster?

Just because you think you know "right" does not mean you always do, even if "your way" was successful, that could just be luck, or it could be the pilot didn't have optimal loadouts and you were right, but claiming arrogance while showing such does not make friends.. Also looking for trivial reasons to dislike people makes.it harder on yourself to take part in social games matey :)
Title: Re: Some suggestions
Post by: Carn on June 01, 2015, 01:34:16 pm
And here we have differences pies. I don't really care for the competitive scene. I play this game to have fun with friends, not to get in some competition where the only reward is bragging rights. I'm not dissing competitive players, but I've seen the result of what happens when some people play it to much. They burn themselves out. I play this game to have fun, but in the end, it is a game.
Title: Re: Some suggestions
Post by: BlackenedPies on June 01, 2015, 02:04:43 pm
I play for fun and with no care about achievs or leveling. In the old system I was level 12 before MM booted me to 45. Most of my matches are with pub crews.

For various reasons you will eventually find yourself at a disadvantage in battles. Having a spanner mallet buff is an equalizer. If you're against a spanner mallet buff then chances are you will lose without one. It's good to be prepared.

Of course everyone wants to be the gunner but there's a far more effective alternative that helps prepare you and doesn't stare your other engis in the face. Crewing a 3 engi ship is great learning for new players and I'm continually impressed by the performance from random scrubs.
Title: Re: Some suggestions
Post by: Kamoba on June 01, 2015, 02:31:26 pm
That, in my opinion, is the biggest problem, the sheer volume of people who only want to be gunners, even if you can shoot as a gungineer, leveling gunner can be a real pain, especially if you're into achievements and leveling.. Unless you're lucky and find a nice captain who lets you rag along as his gunner all the time...
Title: Re: Some suggestions
Post by: Schwalbe on June 01, 2015, 02:32:48 pm
I think though if one is an engineer, I find a team will already have an engineer with a mallet and spanner, and the captain wants me to use those too because he dislikes the dynabuff and thinks it's useless. I am really good at buffing.

Dude.
It's not about "like" or "dislike" buff kit.

Imagine a situation like that:
You see a guy who goes for some shooting action wearing a fucking full-plate armour.
What you'd probably do is getting the spare bullet-proof vest with helmet and tell him: "Dude, come on, wear this".

And he goes with: "Oh no, my full-plate is better, I fought in it before, and does not constrain my movement very much.

And few minutes later he is shot in a bloody guts multiple times with hollow points.

And nobody can help him, because in full-plate he is heavy as fuck, nor medic or anybody can take it off to get an access to his wounds.

And now imagine that your asses rely solely on his good health, for some reason.


And vice versa - you'll not wear a bulletproof vest for medieval combat.


It's not about like and dislike. It's about bloody tactics. If your captain wants you to have ANOTHER STANDARD KIT, it means that HE DOESN'T NEED A BUFF KIT.


I ask myself - when the hell people will start using their brains...
Title: Re: Some suggestions
Post by: Koali on June 01, 2015, 03:12:29 pm
Soooo... Use appropriate equipment?
Title: Re: Some suggestions
Post by: Dutch Vanya on June 01, 2015, 04:13:52 pm
if you want to have fun in this game, figure out and try things on your own. Don't listen to him.
Title: Re: Some suggestions
Post by: BlackenedPies on June 01, 2015, 04:19:59 pm
The appropriate loadout for balloon on pyra is wrench buff chem. If you trust your crew and piloting there's no realistic scenario where you wouldn't want a buff engi on balloon. From Roberts description it sounds like the right call to bring buff. From a captain's perspective it can be very risky especially if you don't utilize the buff advantages.

As a young pilot I didn't let anyone bring buff but I was wrong.
Title: Re: Some suggestions
Post by: Kamoba on June 01, 2015, 05:32:35 pm
The appropriate loadout for balloon on pyra is wrench buff chem. If you trust your crew and piloting there's no realistic scenario where you wouldn't want a buff engi on balloon. From Roberts description it sounds like the right call to bring buff. From a captain's perspective it can be very risky especially if you don't utilize the buff advantages.

As a young pilot I didn't let anyone bring buff but I was wrong.

Appropriate if the gunner is spanner mallet, it's all situational too...
My overall point, is to try and let Roberts know there are different opinions in the matter (as this thread has proven well) and it should all be taken with a pinch of salt and a dose of friendliness, rather than getting peeved every time an opinion differs 8)
Title: Re: Some suggestions
Post by: BlackenedPies on June 01, 2015, 05:44:50 pm
Even with a wrench gunner I'd rather have a buff on balloon in all circumstances. Pyramidion is my most played ship, but for newer pilots it's less risky to have a main kit on balloon.
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 02, 2015, 11:28:35 am
Thanks guys I like reading different ideas and opinions on what to bring and what is best under what circumstances, all very informative. :)

I tend to agree with blackened more, if you have a spanner mallet engie, then a second engie with buff on pyramidion will only optimize everything, the spanner mallet would do main repairs, the buff on the guns gives you a big edge in combat especially if you have a pilot that is not flying into 2 vs 1 all the time etc. But yeah from a captains perspective if they don't know you it can seem like a big risk.
Title: Re: Some suggestions
Post by: Kamoba on June 02, 2015, 11:35:37 am
Oh yes, don't get me wrong, Pies is right, triple engie very often has a major benefit over double engi one gunner, I just happen to fly with a lot of people who very often fight over who will be gunner, having two engineers feels like a god send, and if I'm not on a pyramidion, the balloon becomes a lot more vulnerable to carronades, banshees lumberjacks etc... There are obviously many situations and variables to keep in mind, and very often a spanner mallet buff engineer along side a wrench buff chem engi performs well. Ideal world versus pub matches often makes a difference, playing with friends and randoms can make a difference too. :)
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 09, 2015, 12:35:32 pm
I'd like the possibility to refer people to guns of Icarus and it being recognized, when they first join the game there might be an option someplace to put down the name of the person who referred you to the game. If you refer 5 or 10 people, or really any amount, that's all relative and up to you guys, then you get an item or something else, maybe a badge too like community helper or something. I think this type of incentive is especially needed with the low population currently. Similarly, if you buy the game for other people on steam, perhaps the possibility for Guns of Icarus to know that you bought copies of the game and gave it to friends, prompting a different type of reward. Which of course would require talking to steam to see if its possible and would take longer to implement, but something to think about.

I also would like the option to quick list the friends list in different orders.
So sorting methods, to sort by clan; people in clans first, people not in clans first.
To sort from last log in, which currently it doesn't do, I have people who logged in 39 minutes ago showing up after people who logged in a day ago, and then someone who logged in 5 days ago is first etc.
Possibly the ability to star certain players, so they always appear first on your list.
So yeah I just think there needs to be a bit more infrastructure with the lists, especially the clan list needs sort functions for member count, likes, and so on.
And the clan pages really definitely need more text space.

A way to leave offline messages to clan members so when they login they can get it. Much needed now to keep clans active, and together, like I want to ask my clan members for their steam account names but I am not online when they are. (Might exist already)
Title: Re: Some suggestions
Post by: Carn on June 09, 2015, 12:48:05 pm
Restructuring the friends list I can definitely agree to, but I'm not so sure about referral rewards.
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 09, 2015, 12:53:41 pm
We already get rewards for just reaching levels, and presumably we will never run out of hats, goggles, etc, because we have an external dev program open to the public aside from the fact that maybe MUSE will make more items eventually. 
Title: Re: Some suggestions
Post by: Kamoba on June 09, 2015, 12:55:45 pm
Forwarded the referral rewards system to Muse, the only problem I foresee is how to protect it from people abusing the family sharing idea, although I imagine the guys could work something out about that.

On a side note, you can refer people in game through social media just check the bottom right of the screen once you log it. Though its not rewarded it is appreciated. 8)
Title: Re: Some suggestions
Post by: Kamoba on June 09, 2015, 12:59:35 pm
On a note about clans, in the community tab you can see clans based on most active, newest, largest amount of members, most likes.
Also the friends list has been pointed out a few times before with a fair few suggestions towards it, I think it is something that is due to be looked after after co-op.
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 09, 2015, 01:05:15 pm
Yeah but the sorting of clans for most active, etc, is top 6 only. It's not an actual list of all clans sorted. The clan list on the left is the actual list where I'd like those sort features.

Clan list on the left is sorted by most likes. So i have to go through 500 pages to try determine what clans are the biggest?
Title: Re: Some suggestions
Post by: Kamoba on June 09, 2015, 01:56:44 pm
True it's not the easiest system to work with. :)

Also a side note: Muse have said its a good idea and something they do want to do. :)
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 09, 2015, 02:24:39 pm
Yeah that's good  :)
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 09, 2015, 11:42:24 pm
Ability to click links, or to copy and paste them at least.

Kind of detrimental to ask my guild to join our steam group using Message one, and then each of them having to type out the whole link, after writing it down on paper first so they don't have to alt-tab 10 times. If they could at least copy and paste the link it would be easier, clicking links, even better. I know people will send bad links or something and that is why we don't allow clicking links, but seriously, people can take care of themselves, and should only click links from friends or people they trust anyway. It's their job to be responsible, one could always make it so when you click a link in game a warning pops up, reminding them it could be harmful, or maybe only let links sent by people in your friend list or guild be clickable if that is even possible. But copy and paste more readily helps to avoid all these issues since it takes more effort, and you wont copy and paste something unless you know what it is, as opposed to a 1 second click.. but I can't seem to find a way to copy things inside the game.
Title: Re: Some suggestions
Post by: Kamoba on June 10, 2015, 01:15:10 am
This has been suggested a few times before and forwarded to muse a few days ago, something I'd like to see too one day.
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 23, 2015, 11:29:48 pm
Aye even if we were only able to copy and paste text located in the guild message section, that would be 100 times more helpful and useful than what we have now. Icarus is a great game and I love it, but I am a bit frustrated with how restrictive it is socially. No offline messages, and inability to copy and paste makes things a bit harder. One of things most detrimental I think is that we can't find players steam names in game, we have to ask them. I don't really see the other side of the argument here where people claim "I don't want people to find my steam account, I want privacy etc." I mean aside from the fact that privacy doesn't exist nor should ever be expected on the internet lets just consider some logic here. Chances are if you are on steam, 1. your profile is in the search database meaning random people can search random names and send you friend requests. 2. You OWN a game where you can ALREADY add people to steam from directly within the game so long as they are on the same server and game as you. Some games I can think of off the top of my head are chivalry, NMRIH, Warframe, TF2, DOTA and counter strike. For a 3rd reason this is a bad argument because Guns of Icarus is associated very closely with steam already, it makes sense to link them, and ultimately when someone you don't like sends you a friend request on steam you can just ignore it and they can never send you a request again, they can't even message you. If I could more readily find people in my guild on steam, I could send them a friend request and let them know I'm their guild leader in Icarus. So THAT player not online for 20 days, just might DECIDE on his own to start playing Guns of Icarus again because of networking alone; he sees 20 of his guild mates on steam playing the game and decides to join us. Many people on guns have steam, and as such inevitably will be distracted for months by other games, so guilds in guns of icarus in a way need to be in part Steam guilds also, a bunch of friends who get together to enjoy many different games. I'd hope that Icarus could be a game people revisit more often, but the current restrictions sort of make that harder to accomplish. A massive multiplayer game needs more social freedoms, so please consider my points, and thank you. ;)

ALSO I find it odd that a Pilot can replace crew on helm but a gunner cant replace an engineer on guns. Might this be a good thing to change? Thoughts?

P.S not sure if i come across as demanding or angry but I'm not, I'm very open to keeping things anyway that MUSE decides of course! I do feel strongly about this and I said my piece so I will respect anyone else's opinions on the matter also.
Title: Re: Some suggestions
Post by: BlackenedPies on June 24, 2015, 12:57:29 am
Captain, not pilot, replaces crew on helm. Gunner used to replace engi on guns.
Title: Re: Some suggestions
Post by: Hoja Lateralus on June 24, 2015, 03:59:54 pm
Firstly, devs rarely read the forum and respond even more rarily. If you want to contact them directly feel free to write at feedback@musegames.com, they are always happy to get some feedback.

Copying and pasting clan messages - I agree and I made the thread (https://gunsoficarus.com/community/forum/index.php/topic,6395.0.html) about it myself

GOIO & Steam integration - I fully disagree with you. Personally I really like that I can have GOIO-only friends in GOIO, I don't need to see that some guy that I played like 10 times in GOIO is playing Dota at the moment. If you want to add people on steam, you gotta ask them.
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 25, 2015, 11:42:35 am
Well I just recently managed to get 10 of 50 of my guilds steam names because those people logged in and I asked them. And my guild went from being one online sporadically to all 10 of us playing for four hours. Need I say more? :P Imagine if all 50 of us were on each others steam. :-[ It will take ages now before those guys 30 days gone might even login again. Sigh.

Another funny story, I asked someone if I can add them to steam, and he was like sure go ahead! and then he logged off. I don't think he realized that I can't actually get his steam name unless he tells me lol.
Title: Re: Some suggestions
Post by: Hoja Lateralus on June 26, 2015, 11:31:02 am
I see your point, that GOIO is very social game and it's good to stay in touch with other people, but on the other hand the sheer idea of having 50 friends on steam seems riddiculous for me. I'm more kind of introvert guy and perhaps I'm not so used to Steam (I've been having it for like a 1,5 year so far) and I believe there are many people of similar character playing GOIO.

Well, I certainly can imagine option like "Show my steam name" or sth like that, which you can turn on/off (defautly disabled, because privacy).
Title: Re: Some suggestions
Post by: Koali on June 26, 2015, 11:44:20 am
I got around that by having my Steam name and GoIO name be the same thing.
Title: Re: Some suggestions
Post by: Arturo Sanchez on June 26, 2015, 03:14:19 pm
Captain, not pilot, replaces crew on helm. Gunner used to replace engi on guns.

OH DEAR GOD WHY DID THEY REMOVE THAT?
Title: Re: Some suggestions
Post by: Koali on June 26, 2015, 03:38:00 pm
Captain, not pilot, replaces crew on helm. Gunner used to replace engi on guns.

OH DEAR GOD WHY DID THEY REMOVE THAT?

Agreed

I actually think Captain can push crew off of guns, too, though, and not just AI.
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 27, 2015, 05:30:03 pm
I see your point, that GOIO is very social game and it's good to stay in touch with other people, but on the other hand the sheer idea of having 50 friends on steam seems riddiculous for me. I'm more kind of introvert guy and perhaps I'm not so used to Steam (I've been having it for like a 1,5 year so far) and I believe there are many people of similar character playing GOIO.

Well, I certainly can imagine option like "Show my steam name" or sth like that, which you can turn on/off (defautly disabled, because privacy).

Awesome suggestion, solves everyone's problem!

I've had steam 7+ years and you get friend space if you level up your steam account. I think +5 friends every few levels. So my friend list can fit 400 people. Plus I've just been on the internet a long time, since 1997, so I've played in way way way way terrible communities, where you actually had hackers, or script kiddies or whatever, I've known my fair share of talented people, I pretty much know whats possible with computers, there is no way any hacker could ever get into my steam account, unless steam had a vulnerability, in which case EVERYONE is at risk not just me, but I'm not worried about that because steams security is exceptional. The only other way is if the person knows me in real life, and can get into my e-mail or guess a secret answer or question - not likely ever going to happen.

Keep in mind one can't brute force GOOD passwords, it would literally take a few hundred thousand years, especially if you have a password that is 3 DIFFERENT made up words not found in a dictionary, with numbers, and special symbols. So for example *three23different#5667words08491* <-- with the stars and pound key included this is an unhackable password within the lifespan of a human being. Anyway just mentioning this because some people are worried to have others on their steam for security reasons.
Title: Re: Some suggestions
Post by: Schwalbe on June 27, 2015, 05:41:22 pm
No, the case of people like me and Disaster is that we don't "friend" people on steam or anywhere so easily. Because, well being an introvert might be the cause, don't you think?
Title: Re: Some suggestions
Post by: Carn on June 27, 2015, 05:48:50 pm
No, the case of people like me and Disaster is that we don't "friend" people on steam or anywhere so easily. Because, well being an introvert might be the cause, don't you think?
Same. I'm very slow in being willing to call someone a friend. On any medium, online or IRL.

Captain, not pilot, replaces crew on helm. Gunner used to replace engi on guns.

OH DEAR GOD WHY DID THEY REMOVE THAT?
SERIOUSLY! That needs to come back! Bloody engie noobs on my gun, and I can't get it back!
Title: Re: Some suggestions
Post by: sparklerfish on June 27, 2015, 10:12:00 pm
Captain, not pilot, replaces crew on helm. Gunner used to replace engi on guns.

OH DEAR GOD WHY DID THEY REMOVE THAT?

I don't like the idea of gunners replacing engineers on guns.  Engineers also shoot, and there's nothing worse than the noob gunner who thinks that being gunner means that literally every gun on the ship belongs to them.  There's no reason gunner should take priority.  Everyone has their own gun responsibilities and shouldn't be able to be kicked off by any other crew.
Title: Re: Some suggestions
Post by: ShadedExalt on June 27, 2015, 10:16:02 pm
Captain, not pilot, replaces crew on helm. Gunner used to replace engi on guns.

OH DEAR GOD WHY DID THEY REMOVE THAT?

I don't like the idea of gunners replacing engineers on guns.  Engineers also shoot, and there's nothing worse than the noob gunner who thinks that being gunner means that literally every gun on the ship belongs to them.  There's no reason gunner should take priority.  Everyone has their own gun responsibilities and shouldn't be able to be kicked off by any other crew.

I was thinking this exact thing.
"Maybe they removed it because of noob gunners, hm?"
Title: Re: Some suggestions
Post by: Carn on June 27, 2015, 10:51:41 pm
And my argument is when noob engies get on the main gun of a spire. And won't get off.
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 28, 2015, 12:02:13 am
Well if a captain can kick off anyone on helm, it's because it's no one's responsibility to fly except the captains unless there is no captain. Consider that every ship has more than one gun. The engineer is usually designated to a certain gun on a pyramidion for example, or the goldfish or mobula. But on a spire? on a squid? on a galleon? On the spire the bottom two guns can solely be shot by 1 gunner, on a squid all guns can be shot by one gunner, unless the captain is arcing the ship so perfectly that both front and side gun can shoot, or unless the squid is simultaneously being chased while pursuing another ship. On a galleon a double hawacha can manned solely by 1 gunner. In many instances, once gunner is only needed and yet there might be an engineer who is on guns precisely when repairs should be happening, and the gunner is sitting around pretty useless and dumb while that engineer is 1. not repairing 2. missing every shot 3. not following what the crew is telling them. Sure we can lose the game and leave the crew, and find someone better to play with, but if we find someone better to play with then the "issue" of removing them from a gun would be a none issue because we are working together and know when to be on guns and not. This ability therefore is just to override those engineers who precisely aren't doing good teamwork or listening to their crew. Since there so many guns it wouldn't be like the engineer could never gun. A gunner in my opinion should have priority on guns, not to mention the whole issue of engineers taking guns and your ammo type reverting to normal clip when they expend the clip.

So to solve this problem, gunners should be able to mark one gun, that if anyone gets in it, they can remove that person. And marking can have a time limit of 1 minute. People can still get in that one gun, but the gunner can get in it and override them. And its only 1 mark per gunner. Solves everyone's problems I think. So if I mark my hwacha at the front of a goldship, and I want to use side gun and engineer is on it, I can't remove them. I'd have to mark the side gun, wait 1 minute, and hawacha is unmarked now. Utterly obliterates the potential for abuse by dumb gunners, and it solves the dumb engineer problem. :P
Title: Re: Some suggestions
Post by: Kamoba on June 28, 2015, 02:54:52 am
Too much hassle for a system which can, most of the time be overcome with simple comms. Though I do know how annoying it can be with flare gun camping trolls and that guy who camps the front gun without repairing it or the engineers that do no repairs..
However these guys normally only stay on the same ship for a match, then you can ditch them.

Title: Re: Some suggestions
Post by: Carn on June 28, 2015, 12:38:11 pm
Its not a horribly common occurrence, but it is a significant problem when it does happen.
Title: Re: Some suggestions
Post by: sparklerfish on June 28, 2015, 03:46:01 pm
Marking a gun seems like an unnecessarily complicated thing - and I still don't see why gunner would mark a gun and not an engineer.  Everyone having access to their own gun is just as important regardless of class.  Better just to have everyone take priority on whatever gun they are on and not have any crew be able to override it.
Title: Re: Some suggestions
Post by: Carn on June 28, 2015, 03:53:24 pm
And when the noob engie is camping on the main gun of a goldfish? What then? The gunner is rendered almost useless and that's one a severe drawback on repair power. And the odds of the noob engie actually landing a shot, are not high.
Title: Re: Some suggestions
Post by: sparklerfish on June 28, 2015, 06:55:54 pm
Then you talk to them, tell them to get off the gun, explain what they should be doing.... or report them for trolling.  We could keep coming up with specific scenarios in which a gunner or an engineer has a bigger right to such-and-such gun, but there's still no compelling reason to have any crew member force any other crew member off a gun.
Title: Re: Some suggestions
Post by: Carn on June 28, 2015, 06:57:24 pm
Its an anti-trolling measure. If the crew is a mature one that communicates, then it won't be needed.
Title: Re: Some suggestions
Post by: sparklerfish on June 28, 2015, 07:02:30 pm
Right, but a gunner kicking people off of guns can also abuse that to troll.  Either way you have the possibility of trolling - it's probably best off with everyone on an equal playing field rather than giving one class that power.
Title: Re: Some suggestions
Post by: Carn on June 28, 2015, 07:09:46 pm
And the aforementioned pilots kicking other classes off the helm? Its just a system so other classes won't interfere with another classes function.
Title: Re: Some suggestions
Post by: BlackenedPies on June 28, 2015, 07:15:29 pm
You can reduce the problem by giving them a gun to shoot, they don't want full time engi duty. If they don't want to listen tell them to please leave in chat, it usually works. For some reason many players can't hear so ask if they can hear in chat.

Be friendly and tell them what to do and your current situation. Being silent and yelling when they screw up isn't fun.  Make them a part of the ship and they'll be more willing to listen.

Captain priority on helm is different and I don't think gunner priority on guns is necessary, but I have no strong opinions.
Title: Re: Some suggestions
Post by: Koali on June 28, 2015, 07:19:08 pm
It helps to have some idle chatter when not directly fighting the enemy.

That way, the crew gets friendlier and becomes more willing to listen.
Title: Re: Some suggestions
Post by: Kamoba on June 28, 2015, 08:06:42 pm
You can reduce the problem by giving them a gun to shoot, they don't want full time engi duty. If they don't want to listen tell them to please leave in chat, it usually works. For some reason many players can't hear so ask if they can hear in chat.

Be friendly and tell them what to do and your current situation. Being silent and yelling when they screw up isn't fun.  Make them a part of the ship and they'll be more willing to listen.

Captain priority on helm is different and I don't think gunner priority on guns is necessary, but I have no strong opinions.
This ^
Title: Re: Some suggestions
Post by: sparklerfish on June 28, 2015, 08:21:51 pm
And the aforementioned pilots kicking other classes off the helm? Its just a system so other classes won't interfere with another classes function.

Engineer's function isn't just to fix and never shoot, though.  Manning a gun is part of the class's function.  Whereas piloting is not.

You can reduce the problem by giving them a gun to shoot, they don't want full time engi duty. If they don't want to listen tell them to please leave in chat, it usually works. For some reason many players can't hear so ask if they can hear in chat.

Be friendly and tell them what to do and your current situation. Being silent and yelling when they screw up isn't fun.  Make them a part of the ship and they'll be more willing to listen.

Captain priority on helm is different and I don't think gunner priority on guns is necessary, but I have no strong opinions.

Also, yes, this.
Title: Re: Some suggestions
Post by: Carn on June 28, 2015, 08:41:56 pm
I'm not saying they should never be on a gun. But when they are on the gun that the gunner should be using? And they refuse to get off, or communicate in any way?
Title: Re: Some suggestions
Post by: sparklerfish on June 28, 2015, 09:27:24 pm
You could say the exact same thing about a gunner on a gun an engineer is supposed to be on.  It's not a class-specific problem.  It's a people-who-suck-at-communicating problem.
Title: Re: Some suggestions
Post by: Carn on June 28, 2015, 09:35:25 pm
Oh, I'm not denying its a people issue. But as most people run two engies and one gunner on a ship, the odds are higher that an engie will be on a gun meant for a gunner.
Title: Re: Some suggestions
Post by: BlackenedPies on June 28, 2015, 09:48:42 pm
When they start listening and understand the situation they won't deviate from instruction. The most common cause is that they're new players to this odd game. It happens mostly on goldfish because there's mainly only one gun.
Title: Re: Some suggestions
Post by: Pyrate Roberts on June 30, 2015, 05:15:01 pm
Yep Carn is right, odds are higher engineers get guns over gunner. Considering most ships have 3 guns or more, and up to 5 parts to repair, its upsetting when your a gunner stuck repairing without optimal tools while the engineer is shooting on the hwacha on a goldfish. A marking system is not complicated at all. You get on the gun, click a button, or press a key, and after 1-2 minutes it's marked so you can override anyone on that gun. You can mark other guns, but your previous mark is removed, and the marking of the new gun takes 1-2 minutes. That means if I mark a side gun the engineer can now get on hwacha and I cant remove him until he gets off. The time limit of 1-2 minutes, and the ability to only mark 1 gun at a time prevents any sort of abuse from a gunner. A gunner just marking a gun he wants is not abuse and everyone still has a fair shot at guns. Not to mention engineers can still get on EVERY gun, the gunner can just kick them off a marked gun if he wants to. I really see very limited potential for abuse. In which case if abuse does exist, one can throw the same argument back, don't play with the guy next round, and report him for trolling.
Title: Re: Some suggestions
Post by: BlackenedPies on June 30, 2015, 07:32:36 pm
Marking is over complicated, it's better to just let gunners have priority on guns. The problem you're discussing is a disorganized crew without good communication. It wouldn't hurt to give gunners priority but it's unnecessary. Communicate well and there won't be problems.

Fly a ship where everyone's on a gun and problem solved. Players that troll despite good communication are very rare. It's not a troll problem it's a communication problem.
Title: Re: Some suggestions
Post by: ShadedExalt on June 30, 2015, 10:01:09 pm
Marking is over complicated, it's better to just let gunners have priority on guns. The problem you're discussing is a disorganized crew without good communication. It wouldn't hurt to give gunners priority but it's unnecessary. Communicate well and there won't be problems.

Fly a ship where everyone's on a gun and problem solved. Players that troll despite good communication are very rare. It's not a troll problem it's a communication problem.

There are many, MANY "lol bitch stfu i'm 1337 quikskope mlgpro" players.
Title: Re: Some suggestions
Post by: Carn on June 30, 2015, 10:12:45 pm
Marking is over complicated, it's better to just let gunners have priority on guns. The problem you're discussing is a disorganized crew without good communication. It wouldn't hurt to give gunners priority but it's unnecessary. Communicate well and there won't be problems.

Fly a ship where everyone's on a gun and problem solved. Players that troll despite good communication are very rare. It's not a troll problem it's a communication problem.

There are many, MANY "lol bitch stfu i'm 1337 quikskope mlgpro" players.
agreed
Title: Re: Some suggestions
Post by: BlackenedPies on June 30, 2015, 10:52:21 pm
I've played over 2200 hours with lots of good and bad communication. Yes there are such players who are young and new to this unusual game. The quantity of real trolls is low and the best way to root them out is to give recommended loadouts. If they don't accept the loadout don't fly with them or you're asking for trouble.

If you don't know your crew then don't fly a goldfish. Few players want full time repair duty and I think it's disrespectful to new crew. Of course they want to shoot so give them a gun. Don't blame them for hopping on the gun when they learn their job is 99% repairing. Be respectful or expect trouble.

With good communication and an organized ship this is a non issue. Run a tight ship or don't complain.
Title: Re: Some suggestions
Post by: BlackenedPies on July 01, 2015, 02:19:24 am
Recommend loadouts, give everyone a gun, and explain positions. Tell them when to shoot and repair. There won't be problems.
Title: Re: Some suggestions
Post by: Sarabelle Marlowe on July 01, 2015, 02:55:25 am
The issue I see is not so much communication, many of us agree that it is key to any victory. Running a tight ship is not the argument, far from it, and in this game it's top priority.

The problem is when you run into a player that refuses to listen. More then once I've been trolled simply by having someone, no matter how any of us asked through both text and voice, that the gunner needs a particular gun and they wont budge from it.

The instance I am recalling was during sales. There were three of us dags, and we were playing around having fun with a hwatcha fish. We got a crew member from MM fairly late in the lobby, a couple levels up, he accepted the load out, everything seemed alright. When we loaded in, he dashed to the front and stayed on the gun. I asked him not to, I wanted to pre-load my ammo. He wouldn't move. Alistair asked, both text and voice to no avail. We got hit by the enemy team, and the engi on the front gun kept hitting the balloons, loading the wrong ammo, refused to shoot what Alistair told him to, ect ect. We had to resort to using the flame thrower and ram kills. So after the game, we left the lobby, and what more, this guy followed us. We had to leave lobby and sit before he went away.

On some ships, this isn't so much an issue,  but there are ships with guns that benefit best with certain types of ammo. And even if that were not the case, then you have someone that refuses to listen to target priority and refuses to repair because they wanted to gun and the load time for them was faster then the gunners.

 If someone indicates and asks they wish to gun before we load in, I'll switch over, but more then a few times there was no indication and they cost us games because we were down an engineer and not doing the damage or disable we needed. For some, this is a far and few between problem, but when it does happen it's very annoying. Even on ships with many guns, some people have ignored the requests. I've seen players tell off me or my captain that they want this gun and they were not going to shoot anything else. In some cases, mild annoyance, in others, costly.

Giving priority to the gunner class would have fixed at least the damage/disable part. Not much to do with an uncooperative player, but at the very least a gunner could do their job.
Title: Re: Some suggestions
Post by: Kamoba on July 01, 2015, 05:22:43 am
Oh yes, it is true that trolls that camp guns do exist...
They refuse to communicate and ruin everyone on their ships fun. I tend to refuse them arcs when I have them on my ship even if it causes a loss for the team, by refusing to give the troll a chance to even shoot tends to encourage them to communicate...

Once on a.blender fish a guy with chem ext pipe wrench camped the heavy carro, refused to comm of accept loadouts, but in the end I though, okay its not the end of the world, in match he sat on front gun and didn't let gunner shoot... So I didn't engage enemy. Kept them visible to the front side but never gave arcs to front gun until finally in crew chat.. And I quote... "wtf u fcking retard cap lemme fkin shot u cnt! Fcking retard nt usin frnt gun!" So I replied quite simply "Oh that's not your gun." He raged in voice and then after our allies third death, he agreed to sit on flamer..
Final score 4-5 loss, the guy who raged then said the game sucks and I assume he went back to CoD because he didn't log on since...

But yeah unpleasant players do exist, and this is just an emphasis on why you -should- play with friends!
Stack the ships with your friends, stack ally ships if you have enough friends.
And don't fear being labelled a.stomper, all you're doing is avoiding painful matches. Plus is everyone teamed up with friends without fear of (bullshit) labels such as stompers and stackers etc etc, then more often balanced matches would appear as there would be more stackdd teams to pit against each other...

But for some reason so many people avoid "stacking"....
Title: Re: Some suggestions
Post by: BlackenedPies on July 01, 2015, 01:25:09 pm
Recommended loadouts are your first line of defense against trolls. Never play with anyone who refuses the loadout. Block people so they can't join on you. They want to shoot so give everyone a gun and don't fly a fish. It's rude not to give everyone a gun if they're new crew. Notice the pattern of examples on goldfish? Be respectful and let them shoot or you're asking for trouble.

Trolls exist but the vast majority of players cooperate if you make them a part of the ship. Follow the 3 steps and there won't be problems. Give loadouts give guns give positions.
Title: Re: Some suggestions
Post by: sparklerfish on July 01, 2015, 04:56:20 pm
Goldfish is a huge snorefest if you're not the gunner.  If I have noobs I take a spire - it's not as easy to crew on as a fish, but it's the most fun to crew on as everyone is shooting most of the time.  Junker is also a good bet.  Basically anything other than a fish.  :P
Title: Re: Some suggestions
Post by: Kamoba on July 01, 2015, 06:01:54 pm
You guys and girls need to bi-fecta more to make your fish less boring.
Heavy carronade with a mine launcher, or flamer. ;)
Lumberfish... Now that's a bore-fest!
Title: Re: Some suggestions
Post by: Sarabelle Marlowe on July 01, 2015, 06:11:19 pm
Well, I still have to stand by my support of giving priority to gunner on guns.

I gave an anecdotal story to emphasis the want of the mechanic. I'm very well aware there are trolls, and ways to avoid them, but should I not play if I don't see clan? I alone have recruited about a dozen  people, and have an active clan on top of that, but with my work schedule, I tend to have hours that people are simply not on. And having this mechanic would be beneficial when we are down a few crew. Should the the pilot be forced to change an entire ship and load out for it because there is one player he doesn't know well? Not very fair towards the rest of the crew and team.

More then that, what is the harm? If you run a a ship with willing and teamwork oriented crew, then yes, the mechanic isn't needed. But it does no harm at that point. Where as in situations as I've said before, it would have been very much wanted. There have been threads arguing about how gunner isn't useful, do they need a buff, ect ect with good points on both sides. The only consistent thing brought up is the certain guns work best with multiple ammo types. So in the situations where having an uncooperative team mate, the gunner should be allowed to have priority in their given class.  It's something in an ideal situation is forgotten, but in those rare occurrences very useful.

As far as trolls go, well, that's just something anyone that plays online has to deal with. Beyond that, I like the idea of giving gun priority to gunner, and see very little reason for it not to be. In my opinion, the benefits outweigh the negatives. I'm aware that we can't do much with a uncooperative player, but this mechanic can at least knock one more item off the list of annoyances.
Title: Re: Some suggestions
Post by: BlackenedPies on July 01, 2015, 08:56:53 pm
Quote
Should the the pilot be forced to change an entire ship and load out for it because there is one player he doesn't know well?
Or let them shoot the gun. It's rude to give a new crew member repair duty. If it's necessary for whatever reason then tell them you'll give them a gun next match. If you're rude to crew then expect similar in return.

I love playing with new players and this is not a real issue. There's little harm in gunner priority but it's unnecessary.
Title: Re: Some suggestions
Post by: sparklerfish on July 01, 2015, 09:50:35 pm
Powder monkeys already think they own every gun on the ship.  Gunner priority would help prevent a troll engi from taking a gun that isn't theirs, but does nothing to help a troll gunner taking a gun that isn't theirs - in fact it makes it worse because they can literally kick the engi off a gun they're already using.

As for having to change your ship/loadout for trolls... don't you have to do the exact same when someone won't accept your recommended loadout?  You can't force players to do what you want them to - you either have to deal, or report/block/leave.

If someone wants to shoot, and the main gun is spoken for already, explain, suggest they gun on a different ship, give them a gun (as Blackened said), or just LEAVE.
Title: Re: Some suggestions
Post by: Daft Loon on July 01, 2015, 10:42:48 pm
-Might have scrolled past someone making this point allready-

Aside from issues with trolls/unintentional trolls I have had numerous situations as both gunner and engineer where allowing the gunner to take the gun without delay for voice or text chat to arrive and be understood would have been advantageous ex allowing the gunner on a fish to take the side gun when arcs are lost more than briefly after having the engineer start shooting it. As engineer it would be good to be able to take any gun and start it firing without forcing the gunner to inform you when he returns to it.
Title: Re: Some suggestions
Post by: BlackenedPies on July 01, 2015, 11:41:16 pm
^
Nobody made that point Daft Loon, and it's the only useful thing from gunner priority I could think of. It's a minor boost to gunners in limited situations. Everyone's focused on kicking new crew off the goldfish gun. There's no substitute for communication.