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Messages - JinxedHatesYou

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1
Release Notes / Re: Version 1.3.8 Release Notes
« on: October 20, 2014, 08:07:13 am »
Glico allows second gunners and second pilots on ship, pretty much nothing changed there.
I also suspect that it fails to pick more or less equal teams.
Suggested loadouts fail to work nor it is explained how they are supposed to work.
Game successfully became more laggy, making it almost impossible for me to play.
Lobbies of Icarus transformed in new kind of lobbies of icarus - waiting when pilot slot is available.

In general, there are not enough players to use matchmaking system and, knowing Muse's approach - they will just throw the game on humble bundle or some other shitty deal to accumulate more players and fail to keep them up to the point when online drops even further down that it was originally.

Have fun playing, I am going to enjoy some new free space on HDD.

2
General Discussion / Workshop
« on: October 12, 2014, 04:16:31 pm »
Dug this out of game code: http://pastebin.com/gdpMnPeF

Creating the steam workshop content will be possible right in game?

3
Feedback and Suggestions / Re: Academy
« on: September 21, 2014, 08:22:51 am »

Indeed, macmac, there are!
There was a teaching initiative not dissimilar to the one you are now proposing. Sadly the movement got a little lost a few months ago and now the events that used to be held aren't really happening.

Can I see the threads, logs, screenshots or any other historical data on this organisation?
One who ignores the history is doomed to re-live it. And this is not quite an intention.

What were the reasons of them being "little lost", which events they hosted and who led the initiative?

4
Feedback and Suggestions / Re: Academy
« on: September 20, 2014, 08:04:06 pm »
Agreed, idea is utopian indeed at this current state.

Currently, I fail to see the negative sides of it or any serious problems with it, but the probability that some players are willing to just hop in game and shoot stuff.
This is a reason why this discussion was brought here, instead of founding the Academy right away.

However, I disagree with you on part regarding the guides.
We have a whole section on forum dedicated to it and yet it appears to be not quite effective.
Besides, human interaction is a key in education. Information is much better perceived from the teacher of flesh and blood rather than from a wall of text.

5
Feedback and Suggestions / Re: Academy
« on: September 20, 2014, 06:07:24 pm »
This is not exactly what I have in mind and I do believe that Academy being a clan will aid it in it's task.
Let me ellaborate.

First of all, clan bring the feeling of unity and order, which is essential in a process. More than that, in perfect situation it is expected that any student will be able to just ask question in clan chat and receive a detailed answer from fellow students or instructors.
Clan dedicated to training purposes is usually taken more seriously than some dude with yellow name yelling "Come join the practice match" as well.

Second of all, I do not want just to teach them. I want to set a certain standart, recognised and respected in community.
All and every player will be able to join the Academy and receive training, if he is willing to, but to actually graduate from Academy it will take a certain knowledge of your respective field (engineering, piloting, gunnery).
I am not talking about basic training here, providing the knowledge that "mortair should shoot when armor is down". I am talking about training like "Gatling gun deals shattering damage, which is devistating to components and armor, while mortair is dealing the explosive damage which is good only for hull when it's armor is down."

It is my vision that some day in the future  there will be a long list of Academy Graduates posted on forums.
A list of people who are guaranteed to know almost everything about the game. And clan leaders of various kinds will browse this list from time to time when they feel the need for new recruits.


Regarding the recruitment process.
I see it happening in AJSA-like way for a first time. Where some guy like Church Shepard barges in game, announces who he represents and why and then offers to join this organisation.
In ideal world, if we actually manage to set the standart I was talking about above, the Academy will be recognised by Community up to the point when clan leaders send their new recruits to us, in order to receive the training before joing them.
As well as (in ideal world yet again) it is expected that players will seek their way to join the Academy, since it should help them in future with joining another clan.

6
Feedback and Suggestions / Re: Novices in regular matches
« on: September 20, 2014, 03:06:29 pm »
Exactly.
And by the current policy you are supposed to be ok with that, but as soon as it touches the CA or dev it is suddenly all the way around.

7
Feedback and Suggestions / Academy
« on: September 20, 2014, 09:43:24 am »
Greetings.

I am here to suggest the idea of Academy for novice players.

As I mentioned in this thread - https://gunsoficarus.com/community/forum/index.php/topic,4841.0.html, it is a common that some clans in MMO's establish a branch for sole purpose of educating and training the recruits before they have a chance to get a transfer in main branch.

However, instead of suggesting our clans to do it, I have something else in mind.
Taking in account our current situation with peak players, I suggest to implent one and sole Academy, instead of straining the efforts between current clans.

The purpose of Academy is to recruit new players interested in learning the game, while not bounding them to Academy by obligations or additional rules.
Therefore, a player will be able to receive a training while being at liberty to choose the clan he wants to join in the future.

What will be required:
1) At least 4 instructors for the first time
2) Developing educational programmes (to prevent instructors from repeating each other and ensure that all aspects of the game are covered in the course of training)
3) Developing qualification test
4) Assistance of community and developers.

It is as simple as this at current point.
I would gladly participate in founding the Academy, but it is very far away from one-man's job.
Community Members and Ambassadors, my vision is that Academy will improve the Community as whole as well as enhance the experience for both veteran players and novices, while making a job of Community Ambassadors a little bit easer.
I hope to see the days when words "Academy Graduate" and "Academy Instructor" will be said with pride, but to achieve it I will require your help.

For the purpose of making the better game - unite!


Currently, it is just a plotting stage.
While in my vision it sounds like a perfect idea, it may be seen not so perfect by some players.
Do not hesitate and speak up about your suspicions, there is no such thing as lack of critique.

If we, the Community, decide that this will work - we may proceed further and search for future Instructors.

8
Feedback and Suggestions / Re: Novices in regular matches
« on: September 20, 2014, 05:41:16 am »
You did not really read it, did you?

9
Feedback and Suggestions / Re: Novices in regular matches
« on: September 20, 2014, 12:15:34 am »
Regarding the clans taking care of newbies.
It is a common experience in some MMO games that clans establish "Boot camps" or "Academies", which are basicly a separate clan under the patronage of main clan.
A represantive of main clan and several other members brach away from main clan and establish the daughter clan specifically for the purpose of recruiting new members and training them. If they are qualified enough, those members will eventually transfer to main clan or relief some of the training officers of their duty, replacing him and allowing him to rejoin the main branch.

The good thing about those branched off clans that you are still able to commence full-scale recruiting without fearing to smear reputation of your main clan. It is not a big deal when someone from academy screws up one way or another.
But it also have several draw-backs.
Maintaining that clan will require people willing to work with new players (We do have CA for that, right?) and maintain leadership of main branch. It is also common that minor branches may suddenly rebel against their founders for independance.


I would like to also note that we are about to reach all-time low point of player peak since 2012.
We had a 4000 player peak just recently and it took just several months to get the situation even worse than it was 2 years ago.

10
Feedback and Suggestions / Novices in regular matches
« on: September 19, 2014, 06:53:24 pm »
Greetings.
This is a long thread full of various point of views.


Some may indeed find those suggestions as restriction of their liberty, but novices are our lesser brothers with potential of becoming as good as you or even better than you. But currently, they are just little and cute powder monkeys, requiring the guidance and limitations.
Suggested limitations are merely protective and it is in my belief that it would be more comfortable for novice to adapt if he have a limited choice of tools to get used to the game first, and then gain access to wider choice.
One does not leave a toddler with a loaded gun and expects him to become a sharpshooter over a night.

I spent a great deal of time investigating the matter, I ask you to spend a little bit of your time to read it whole.

I am here to discuss the issue of novices in regular games.
Lets me start by describing what I see:

-I am living in GMT+4 and during my daytime when I am available to play the game there are only 2-4 matches (including running)
-In each match there is at least 3-4 novices.
-At least one of those novices is playing as a second gunner, second pilot, captain with mobula with all harpoons, gunner bringing the lochnagar for gatling gun, engineer bringing the mallet/chemspray/extinguisher.
-Almost each of those novices is not listening to you or refuses to listen to you, often just directly insulting you when you are trying to give them an advice.

I find it simply impossible to play the game during this perioud, even though there are some good players lingering around like me from time to time and looking for a good game. To actually find a decent match I am forced to wait till 2 AM and then there will be a variety of matches to choose from.

Novices like that is a reason why some good players I knew left the game, frustrated.
And now look right here:
http://steamcharts.com/app/209080#All

GoI keeps participating in various steam sales, humble bundles to gain a boost of players.
It lasts for a several days and then it drops close to original number of players or, sometimes, even lower.
Both novices and veterans find their experience frustrating during this time.

Now let me share the vision of novice here, which I gathered from speaking with some of them.
-Tutorial is ineadequate and provides only basic information to learn. Some novices I spoke with find this information insufficient to understand the basics of gameplay.
-Not a single novice could determine the difference between shattering damage and explosive damage, but some expressed their willingless to understand it. However, they are not able since this information is in Wilson's reports and is being locked until player completes achievements for one gun or another.
-Veterans are making their best to avoid novices. It is often when I see veteran player join the match, see a couple of novices on ship and immediatly leave. It is also not rare when people are rushing away from lobby when a pilot lvl 1 takes the captain slot.
-Veterans are often being rude towards novices and directly insult them, increasing the already existing tension between two groups of players. For vet's defence let me remind you that it is not rare when novice provokes or starts confrontation himself.

Some could say that matchmaking system will help the situation.
Their point of view:
1) Matchmaking system will automatically feel the lobbies with "standart" set of crew, which is one pilot, gunner and two engineers, therefore making it impossible for a second pilot to join.
2) Matchmaking system will take player's perfomance in account and try to match him with players of his skill, thus much less likely throwing his in a game full of novices.

Those arguments are easily countered by those simple statements:
1) Some novices keep bringing the lochnagar for gatling guns and some even change to second gunner after they join, it does not fix the problem.
2) As I mentioned before, there are only 2-4 games in my gaming time due to timezone. Matchmaking system will fail to find sufficient ammount of players to keep the skill levels more or less equal and mix novices with veterans yet again. This does not fix the problem.


Muse's point of view is that each player should be given the freedom to enjoy the game.
They see that forcing someone to bring some specific loadout or change class against their will is violation of this.
However, Muse members are not quite often seen in game other than dev matches and have lack of insigt to the problem.
When I attempted to play as a second pilot in a presence of Muse I was forced to change my class, because it was bothering him.
But in their theory it is not supposed to bother him. Somehow.


Muse, your current policy regarding the novices is inadequate and frustrating for both group of players.
I am simply not able to enjoy the game until it is 2 AM in a morning, when there is a large enough variety of games to pick from. This frustration is slowly reaching the boiling point over a year when I am seriously considering to abandon the game and advice my friends against purchasing it until something is done about issue in discussion.

I strongly suggest following to be implented:

-Novices keep the novice loadouts outside of the novice games. It will prevent them from letting their shipmates down by bringing the set of tools like mallet/chem/extinguisher and it will defend them from veteran's agression, since they have an optiomal loadout and it is not in their powers to change it.
-Improve the current tutorials and, if possible, add the separate tuorial mini-missions for each gun and ship.
-Unlock the Wilson's notes so novices would be able to read them and will have a chance to understand the game mechanics regarding the guns and damage types.
-Do not allow novices as captains outside of novice games. To captain a ship one needs to understand the mechanics of engineering, the mechanics of damage types, know the capabilities of your ship and capabilities of enemy ship. It is an information that novice player is simply did not learn yet and he is not able to pilot efficiently enough. I am suggesting, however, to keep their ability to captain the ships in novice games and practice matches.
-Do not allow novices to change their class after the matchmaking system added them to a match. As said before, the matchmaking system will try to collect a crew of one pilot, one gunner and two engineers. There is absolutely no need for novice to change his class if that happens. Even if captain wants 3 engineers on squid - it will be better that way, since novice will be not able to mess up by swapping his class and still will be useful on board of the ship.
-Recruit more CA from GMT+4 timezone. There is usually not a single CA during the daytime of GMT+4 and it is simply a brewing pot of profanity and madness when I am trying to play during my daytime, which sets a bad example for novices and degrades the community.

11
Feedback and Suggestions / Re: Global's chat availability
« on: September 18, 2014, 12:00:17 pm »
As I explained it already in OP.

I am not suggesting to force the global chat into a match chat.
All I am suggesting not to turn it off when player joins the match.

Lost me? Alright now go to game and do the following:
1) Create a practice match
2) Push ESC
3) Push COMMUNITY
4) You will see the chat.
5) The chat in match features 3 channels:
-Match
-Clan
-Global
6) Unless you specifically switch your active chat tab to global you are not supposed to see the global chat out of it's chat tab


12

-CHUTE VENT RAM. The point on the bottom of the Spire should actually function as the vertical pyramidion i imagine it to be.


This is actually an interesting idea.

13
Community Events / [DevApp] Range Finder testing session
« on: September 14, 2014, 03:27:23 pm »
Copy-paste of this thread: http://steamcommunity.com/groups/GoIEC/discussions/0/613936039452868500/
Signing up through this thread is also welcome, yet tracking of slots shall be continued in steam thread discussion.

Greetings.
It appears that Keyvias wants rangefinders to be tested and it requires more than just one player to do so.

While tampering with range finder alone I noted this oddity - while captain has a range finder equiped on helm of mobula, he can't receive the feedback regarding the distance to enemy ship.
Therefore testing this issue will be put on To-Do list as well.

When?
Semptember 20, 2014.
16:00 UTC

Minimal Requirments for session:
1) 4 captains with range finders.
2) 3 gunners with lesmok, greased and heavy. (Junker in Match #1 does not require a gunner on board)
3) All those captains and gunners gathered on single server at specific time.

How to sign up:
Leave a post here, stating that you are willing to participate.
Post should include following information:
1) Which ships from Match #1 and Match #2 you are willing to test.
2) Role in which you are willing to test it.
3) Your DevApp nickname.

If you are not sure if you will be available to participate at announced time, then apply as Additional Crewmember. If any of core crew fails to appear at event, you will replace him.

Procedure
We are going to try and make it as less time-consuming as possible.
For this to happen we need to launch as less games as possible and therefore use pre-determined loadouts.
Commence your testing, record your results and send results back to thread with results for developers to read.
Thread for results will be created a few minutes before testing.

Match #1.

Ship #1 (Red team)
Mobula with following guns: Carronade, Harpoon, Flare, Gatling, Flamethrower.
Ship's responsobilities: test everything listed in Stage #1 of To-Do list and Mobula's part of Stage #4

Ship #2 (Blue Team)
Mobula with following guns: Artemis, Mortair, Flak, Banshee, Mercury, Hades.
This ship will serve as dummy for Ship #3 to shoot at.
Ship's responsobilities: test everything listed in Stage #2 of To-Do list and Mobula's part of Stage #4

Ship #3 (Red Team)
Galleon with following guns: Twin Carronade, Hwacha, Lumberjack, Heavy Flak, Mine Launcher
This ship will serve as dummy for Ship #2 to shoot at.
Ship's reponsobilities: test everything listed in Stage #3 of To-Do list and Galleon's part of Stage #4.

Ship #4 (Blue Team)
Junker with any weapons.
This ship will serve as a dummy for Ship #1 to shoot at.
Ship's reponsobilitiess: Test Junker's part of Stage #4 in To-Do list.

Notes: Try not to kill each other and regarding ship #2 and #3 - do not commence testing both at same time. Settle it between yourselves who will be dummy first and then switch.


Match #2.
Ship #1.
Squid with any guns.
Squid's part of Stage #4 in To-Do list.
Ship #2.
Goldfish with any guns.
Goldfish's part of Stage #4 in To-Do list.
Ship #3.
Spire with any guns.
Spire's part of Stage #4 in To-Do List.
Ship #4.
Pyramidion with any guns.
Pyramidion's part of Stage #4 in To-Do list.

Notes: We will quickly test the Stage #4 in this match and celebrate out good job with onslaughter.

To-Do list

Stage 1: Close range weapons testing.
Test the feedback of range finder with provided ammunition on board of Mobula:
-Barking Dog Light Carronade
--Lesmok
--Greased
--Heavy
-Javelin Light Harpoon Gun
--Lesmok
--Greased
--Heavy
-Beacon Flare Gun
--Lesmok
--Greased
--Heavy
-Whirlwind Light Gatling Gun
--Lesmok
--Greased
--Heavy
-Dragon Tongue Light Flamethrower
--Lesmok
--Greased
--Heavy

Stage 2: Middle-long range weapons testing.
Test the feedback of range finder with provided ammunition on board of Mobula:
-Artemis Light Rocket Launcher
--Lesmok
--Greased
--Heavy
-Scylla Double-Barreled Mortair
--Lesmok
--Greased
--Heavy
-Echidna Light Flak Cannon
--Lesmok
--Greased
--Heavy
-Banshee Light Rocker Carousel
--Lesmok
--Greased
--Heavy
-Mercury Field Gun
--Lesmok
--Greased
--Heavy
-Hades Light Cannon
--Lesmok
--Greased
--Heavy

Stage 3: Heavy weapons testing.
Test the feedback of range finder with provided ammunition on board of Galleon:
-Hellhoud Heavy Twin Carronade
--Lesmok
--Greased
--Heavy
-Manticore Heavy Hwacha
--Lesmok
--Greased
--Heavy
-Lumberjack Heavy Mortar
--Lesmok
--Greased
--Heavy
-Typhon Heavy Flak Cannon
--Lesmok
--Greased
--Heavy
-Phobos Light Mine Launcher
--Lesmok
--Greased
--Heavy

Stage 4: Range finder on helm testing
Test if it is possible to receive the feedback from range finder while using it on helm of Mobula.
Test if it is possible to receive the feedback from range finder while using it on helm of Galleon.
Test if it is possible to receive the feedback from range finder while using it on helm of Squid.
Test if it is possible to receive the feedback from range finder while using it on helm of Pyramidion.
Test if it is possible to receive the feedback from range finder while using it on helm of Spire.
Test if it is possible to receive the feedback from range finder while using it on helm of Goldfish.
Test if it is possible to receive the feedback from range finder while using it on helm of Junker.

14
The Gallery / Re: Tanya's GOI fanart.
« on: September 14, 2014, 07:26:50 am »
One thread was simply not enough?

15
Feedback and Suggestions / Re: Global's chat availability
« on: September 09, 2014, 07:29:58 pm »
Only problem is, you seem not to recieve any messages from the global chat.... just as well as everything you write isn't being forwarded.

That is pretty much why I created this thread.

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