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Messages - Corporal Ravioli

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1
General Discussion / Re: Newsletter (18/08) Teaser
« on: August 26, 2018, 10:20:56 am »
Does anyone have an insight in what they're implying?

Obviously Guns for Windows Phone™™™™™

2
Dev App Testing / Re: Dev-App Testing Change-log August 10, 2018
« on: August 22, 2018, 08:25:32 am »
Yes I mean the aftermath. The crime scene.

3
Dev App Testing / Re: Dev-App Testing Change-log August 10, 2018
« on: August 20, 2018, 07:43:13 am »
Any plans to adjust the Judge model to reflect the gun changes, or should I expect to throw patio parties on starboard side indefinitely?

4
General Discussion / Re: Ship Power Level Rating
« on: July 11, 2018, 11:13:28 am »
You're right in trying to avoid the metric "firepower" conversation - there are enough discussions and spreadsheets re: this that you can easily do your own research.

The minimal form of the survey makes this topic intensely subjective. The platform you choose is typically only 25-50% of the actual decision-making going into formulating a viable ship. What is your engineer team maintaining the ship with? What weapons are on board; ammunition? What performance enhancements are the pilots employing? The variety of builds that each ship platform can express overshadows the question of what's more viable in the abstract. What you're left with is a - frankly difficult to answer - mess of personal opinions.

The core strategy of the game has never been to find the "strongest" ship, but to observe the enemy and devise an applicable solution to neutralize them. This is too deeply entwined in a player's developed style to get objective results out of. The two of us have already clearly demonstrated how identical ships do /not/ entail identical results.

I tried to answer your survey but the results manifested more from "what do you enjoy flying and find success with" than "what's 'strongest'" because that's as specific as I can get with the information provided. Hope it still helps.

5
Dev App Testing / Re: Dev-App Testing change-log: 6 July, 2018
« on: July 06, 2018, 11:02:13 pm »
    • Cooldown: 0.138 (from 0.12)
    ROF?

    6
    Dev App Testing / Re: Dev-App Testing change-log: 1 June, 2018
    « on: June 03, 2018, 06:07:58 am »
    Pipe Wrench:
    • -1 Fire Stack per hit (from 0)

    The Gunner waves his pipe wrench towards the flames; "Avast!" "BEGONE!!" "PLEASE??"

    7
    Feedback and Suggestions / Re: Remove mandatory tutorials
    « on: May 29, 2018, 04:33:50 pm »
    Ok Mr. Potty Mouth let’s try to keep it g rated and not bash on handicap people k thx.

    /You/ started that to attempt to dilute my point and make me seem like the bad guy. Using something like that as a petty argumentative weapon made me markedly upset.

    8
    Feedback and Suggestions / Re: Remove mandatory tutorials
    « on: May 29, 2018, 10:14:37 am »
    It’s a roadblock in the sense that a lot of people think it’s stupid and bugged, and imo it is a pretty annoying tutorial, I’ve done it many times for my smurf accounts.
    If they can't deal with an automaton telling them what to do, it's not going to be much better when it's a human that they can retaliate against for fun. The educational features in this game are both either severely limited, or absent entirely. That issue is not solved via removal.

    I’m also hurt that you would say people with cognitive abilities shouldn’t be able to play the game ravioli.
    If you can't make it past the /literal fucking tutorial/ for a video game, you lack the /patience/, /cooperation/, and /communication skills/ to perform effectively and have fun. What, you think I'm talking about retarded people? Way to virtue signal.

    9
    Feedback and Suggestions / Re: Remove mandatory tutorials
    « on: May 28, 2018, 04:00:52 pm »
    If the tutorial is a roadblock then they clearly lack the cognitive capacity to perform ANYTHING beyond that. I can't believe I'm responding to this.

    10
    Feedback and Suggestions / Re: Making new players stay
    « on: May 27, 2018, 12:46:40 am »
    I can attest to having a good dozen-plus friends who have joined and left this game because they grew tired of the social bullshit inherent to dealing with experienced players "literally not wanting us here." They were unlucky and rolled the temperamental pilots and opponents that opted to scream and insult instead of support and educate new players, and because of that initial experience, opted out forever.

    I can't imagine how many new kids have left this way.

    Yes, this game favors the persistent - trick is you have to be /literally lucky/ to even maintain the energy to be such. It's such a social gamble and it's one of the reasons that I, even five years later, still log right the hell out once my emotional stamina wears thin.

    11
    Feedback and Suggestions / Re: Making new players stay
    « on: May 18, 2018, 06:32:50 pm »
    Going along with the whole "vet lobbies are difficult to start" bit Zetnus mentioned, It's most often the case where I'll see two lobbies with one experienced ship and three green ones each. It's difficult to get these experienced ships into the same lobby to fight each other because of the inherent risks of leaving a lobby to find another, so they just stay put and stomp the same people over and over. Because of this, I think that some way to requeue whole ships into more balanced lobbies after a match is a potential way to fix this. It - however - doesn't help much when you're also having a grand time bantering and playing against people on other ships just as much as the ones you're crewed with.

    12
    General Discussion / Re: Black list
    « on: May 18, 2018, 06:26:11 pm »
    My way around this is to friend the player but also block them. If they enter the lobby and are both green and muted, I know something went down.

    13
    General Discussion / Re: Players to Avoid
    « on: May 18, 2018, 12:02:17 pm »
    This isn't a wise thread to start.

    I've been warned upon joining certain ships that "so-and-so is just a troll" and all it amounted to was the previous player refusing to help them understand the game in a productive manner. I understand what you're trying to go for, but making things public like this just encourages grudges and misunderstandings.

    I myself have overreacted or behaved rudely to others in the past because of stressful circumstances, and I've also certainly flown or performed poorly because I was having a bad day or was simply facing a daunting challenge. I would hate it if someone shared those events as representative of my entire personality or competence. There's a few players that I really regret pissing off (often in some idiotic minuscule way) because they can't fucking let it go and insist on chiding myself and others about it when it's completely irrelevant. Bringing it to the forums is begging for conflict that this game does not need.

    Again, I get the desire to warn people about players that may not pull their weight or are legitimate trolls, but it's much more productive to keep it to the lobby where the events are actually unfolding, especially in the cases where the player is just learning the game and a positive outlook can reach them better than any negativity could.


    EDIT: Now, I did just log in and holy crap DxCreaper is mic spamming and saying "I don't care" all over the place. You ARE right. Once the game starts I may be in for a new breed of pain.

    As long as this topic is handled with the utmost care and focuses on ONLY legitimate trolls I think it's okay. It's just treacherous territory.

    14
    Gameplay / Re: Best Ammo for each Gun
    « on: May 17, 2018, 07:00:57 pm »
    Javelin Harpoon
    Ammo: Lesmok
    Reason: Increases flight distance and decreases drop. Since the javelin is only one shot per reload, there is no drawback to making that shot straighter and farther.

    Aten Lens Array
    Ammo: Greased
    Reason: Increased ROF means more fires quicker, especially when focusing armor or attempting to flamelock a heavy gun. The projectile speed decrease is negligible on such a long range weapon.
    Ammo: Heatsink
    Reason: the weapon largely locks into position while firing - hestsink's increased transit speed means you can adjust your aim or compensate for ship movement on the fly.

    15
    Feedback and Suggestions / Re: Making new players stay
    « on: May 12, 2018, 04:29:28 pm »
    I realize that my specific "3 of 4" makes an implication that I did not fully intend. I do agree that having one player hold a match from starting is unfair.

    Anyways, the intricate workings and parameters of a system that I'm /spitballing/ right now are hardly worth worrying over. I'm much more interested in flying ideas past players on a wider conceptual experience level first and then getting hung up later.

    For our sake I'll still include some minutia within my concept: If the level disparity is tuned high enough, you'll likely NEVER have to experience a manual ready-up like what I'm imagining. The vote could possess your screen akin to a crew recommendation and display the mean level for all ships. As well, if a vote is called and some AFK or stubborn pilot leaves a vote hanging, it could always default to a "yes" vote - fuck it. I was almost worried that an even number of ships would be kyrptonite to a vote system, but I figure the offending ship isn't a participant.


    Just in case you missed it, I did edit a small portion of my post hoping to squeeze in another potential detail before your reply:
    [...]moving ships from an "unready" bench to a "ready" pedestal like casting a card

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