Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Eukari

Pages: [1] 2 3 ... 11
1
Feedback and Suggestions / Re: Right click Options?
« on: September 13, 2013, 11:01:06 pm »
No one disagreed with my suggestion so I'm assuming it's the best one. Lets let Muse know we've made up our mind so that we can fix the gun asap.

Seconded.

2
General Discussion / Re: GoI Players are Rude.
« on: September 13, 2013, 10:25:10 pm »
[...] There is however, this distinct group (if you play the game you would meet them) that just ignores you and ignores your advice. [...]

I've never denied that people like this exist. I have, however, disagreed with you on just how prevalent these people are. Frankly? I haven't met all that many of them, and for the record, I do actually play this game. You are taking an insignificantly small section of the player population, blowing it way out of proportion and then reacting as if there's some sort of epidemic of awful that threatens to overwhelm all the right-thinking and well-meaning players who actually communicate and are willing to learn.

There is not, and treating the situation as if it does exist is a sure way to drive otherwise potentially great players away from the game for good.

I'm also not denying that a captain's job is to help coordinate and teach their crew, and that if said crew isn't listening then the ship will be weaker. (in fact, that's exactly what I've been saying) I was reacting to a series of posts in which people were mocking that subset of new players who may have come into the game after mostly playing FPS games. My intent was to show how those players may have different expectations of the game, based on their understanding of what a game is, and how that should affect the ways we reach out to them. Obviously, no amount of good sportsmanship and well-meant advice is going to reach those who don't want to be taught, but it can sometimes be hard to distinguish between the genuine 'bad eggs' and those who are merely confused about what the game is asking of them.

Finally, your point about packing up and going home when someone's not willing to listen no matter how much you try to explain things to them? You're absolutely right! In fact...

3
General Discussion / Re: GoI Players are Rude.
« on: September 13, 2013, 08:35:05 pm »
QKO, once again I pretty much disagree with you completely. You say you're not harsh on newcomers, but your suggestions on how to deal with them pretty much always assume the worst- that players who don't learn quickly enough are "intentional f***ups." (watch your language, please) Saying things like "disobedience makes a crew weak" is a pretty harsh way to approach your crew, and I doubt it's the most productive way to get people to work with you. In my opinion, there is absolutely no situation in which you should be yelling at another player. Explain what they're doing wrong, suggest what you think they could do better and attempt to lead them to a better way of playing. Don't just write them off as "a weakness" and then complain about what "awful" players you have to deal with.

My point was that, in GoIO, you win or lose as a crew. The ship is to GoIO as the individual player is to pretty much every other game out there. You have to cooperate, not just to win, but to even play the game in any real fashion. Imagine an FPS where you had three people controlling the same space marine- one handled the movement, one aimed the gun and one chose when to fire. To an experienced FPS player, it sounds insanely complex. You have to coordinate the most basic actions in the game. To someone who's used to fully controlling their character as a discrete unit on the battlefield, I can see why GoIO can be a little hard to wrap their head around.

4
Feedback and Suggestions / Re: Right click Options?
« on: September 13, 2013, 07:15:21 pm »
I think his point was more, it's a little weird to add an alternative fire option to just one gun, out of all the guns we have. If you were going to give the Heavy Carronade an alt-fire, it makes sense that you'd need to give most (or at least some) other guns an alt-fire as well. I tend to agree, though I'm not necessarily opposed if that's the way we'd want to take it.

5
General Discussion / Re: GoI Players are Rude.
« on: September 13, 2013, 06:53:31 pm »
I think you guys are being a little harsh to to some of these newer players. Yeah, a lot of people come into the game and don't really understand what it's about, but can you really blame them?

We, as gamers, are conditioned to see the individual as the basic building block of competitive play. Even on games that encourage 'teamwork,' you're still mostly playing as an individual whose actions contribute to the team. In many of those, sufficiently good performance on your own is enough to carry a team, even without a lot of explicit cooperation. And yes, in games like Call of Duty, "teams" are often just a collection of people who don't shoot at each other, and don't have to engage in any kind of collective strategy at all.

In GoIO, the individual is not the basic building block of play- the ship is. I can be the best gunner in the world, but if I don't have a captain that can point the ship at the enemy, I contribute nothing. And the best engineer in the world can only enforce a stalemate, unless/until the gunners kill the enemy. Finally, a captain is often only as good as his crew- you can lead a ship to the enemy, but you can't make people shoot them.

My point here is, if you don't know much about the game before coming, it's not that hard to see why people don't really 'get' right away just how much collective action is important in this game. Of those people, some will get good advice that they'll take to heart, becoming valuable members of the community. Some will learn a little bit on their own, and at least not be actively awful. And yes, some will refuse to learn anything at all about what makes this game different, and either make trolls of themselves (in which case you should block them) or give up and leave. And then they're not (y)our problem anymore.

6
Gameplay / Re: Rapid Fire - Left Click
« on: September 13, 2013, 02:39:37 pm »
I think adding "mechanical" help is not cheating ... right up until the point where you're replacing player input with mechanical assistance.

A weighted mouse is not cheating, because you still need a player who can aim that mouse and pull the trigger (press the mouse button) at the correct time. An aimbot is cheating because you are no longer needing a player to aim the gun that shoots down the enemy ship.

I'm not much of a computer 'whiz,' but if the script the OP posted is designed to let you fire guns without having to actually press the fire button each time, then yes, it is cheating. Just as it would be cheating for me to employ a method to auto-spot an enemy ship whenever it moves into my line of sight. Technically, it's not doing anything that I couldn't do on my own, but it's removing the player element from the equation (i.e., I no longer have to actually aim my spyglass and spot the enemy) in a way that's patently over the line.

I don't blame people for looking for ways to improve their performance, but I think that running outside programs that remove player input doesn't quite fall under the spirit of competition.

7
Feedback and Suggestions / Re: There is no King of this hill...
« on: September 13, 2013, 02:24:23 pm »
Actually, you still get points if an enemy is on your ... point; they just start to capture it. As long as you've got a ship there, however, it "blocks" the capture and you keep the point. (until you or they die, or you spend an eternity locked in a stalemate, slowly going insane as you circle around and around and around and around and- )

Resource Race is an odd duck, because it's a five-point map with only three ships on each team. You spend a lot of time running around, trying not to fight the other side so that you can capture unoccupied points. Once you have three, then it's time to run interference and prevent them from taking one back.

I do think a more "King of the Hill-y" gametype would be nice; maybe expand the 'hill' to encompass more area, and whoever has the most ships in that area starts getting points. If you're tied-it's frozen. You have incentive to get in close and kill the enemy, so slow and tough ships like the Galleon are good, but you also have incentive to not die, so fast ships like the Squid can dodge enemy fire. (if the area is big enough)

I think the current KotH setup does favor whoever gets the point first, because it's easy to bum-rush the point afterwards and block the other team from taking it.

8
Gameplay / Re: Rapid Fire - Left Click
« on: September 10, 2013, 10:37:28 pm »
What, really? That's interesting; I assumed it was the same, because I could see it "ticking" when the spanner wasn't falling. I guess I gotta get back to clicking!

9
Feedback and Suggestions / Re: Heavy Harpoon
« on: September 10, 2013, 06:30:21 pm »
Dual Heavy Harpoon. Fires two shots, one after the other. Rather than the cable being attached to the gun, it is attached between the two heavy harpoons.

What if you could shoot one at the ground, essentially pinning the enemy within a (reasonably) small area? That'd probably crazy overpowered, but it's fun to think about!

10
The Pit / Re: Ok, time to deal with less than pleasant players
« on: September 10, 2013, 05:15:41 pm »
No offense, but can we just let this thread die? I don't think there's anything more that needs to be said.

11
The Lounge / Re: Are you ready for some footbaaalll!?
« on: September 10, 2013, 05:12:30 pm »
Huge Patriots fan [...]

So, what's it like on Team Evil? ;D

In all seriousness, I think this is shaping up to be a good season. Lots of good teams in the mix, plus some fun match-ups to look forward to. I'm sorta excited about the Colts/Broncos game in October, but I'm also not looking forward to all of the pre-game chatter from the talking heads. I mean, the Broncos are almost certainly going to win, but they'll make it out to be some sort of referendum on the Colts' decision to drop Manning two years ago. (which, though painful, was the right call. And now I have two teams to root for!)

12
General Discussion / Re: Raising consciousness for "stacking" !
« on: September 10, 2013, 04:01:22 pm »
I think we're rapidly reaching the "going around in circles" part of the discussion.

Things like unbalanced PuGs are always going to be a problem in a game that encourages teamwork and cooperation, but also mostly builds matches out of random groups of people. Some people will get lucky and build a crew/team that they work well with ... and some won't. There's no real easy solution to that issue, because at its heart its an imbalance in the players, not the game.

13
General Discussion / Re: Raising consciousness for "stacking" !
« on: September 10, 2013, 02:56:12 pm »
Rainer, I understand- and I do think that PuGs suffer from a lot of one-sided matches. But, I also kinda agree with Imagine here; if I'm playing with friends, the most fun for me is when we're all on the same ship. Killing buddies is fun, but you don't get to talk to them during the match or anything. We're not trying to stack the match, we just want to hang out on a cool airship.

14
General Discussion / Re: Raising consciousness for "stacking" !
« on: September 10, 2013, 02:42:09 pm »
Where's the line between "stacking" and "I've found a handful of people I like and want to play with them"?

I mean, I'm no fan of getting PuG stomped because I joined a lobby with a full red team who all have the same clan tags...and I get put on blue, but I think a big part of the game is making new friends by flying a lot with them. If I've found a crew that works well together and has fun, I don't really want to break it up after two matches.

15
Feedback and Suggestions / Re: Sky Nets
« on: September 10, 2013, 02:35:56 pm »
I'm not sure if a net "trap" would work all that well. Even on very tight maps, like Labyrinth or Canyon Ambush, there's still quite a big of room to fly around in.

I do think a net gun work be interesting- like, if you hit the engines it slows the other ship down for a time?

Pages: [1] 2 3 ... 11