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Messages - CitizenFry

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1
Feedback and Suggestions / Re: The DOT!!!!11
« on: November 13, 2014, 11:42:27 am »
I had incorrectly assumed for a long time that you had to have a spyglass as one of your tools if you wanted to use B spot, because I couldn't make the damn thing work (I always pilot in 3rd person). Now I've somewhat gotten used to the workaround of switching back to 1st to make a B spot.

+1 for doing something to fix this: add a (working) crosshair for 3rd person, or make it so B spot checks what's actually at the center of your screen, or make it so B spot cycles through enemy ships...

2
Feedback and Suggestions / Re: Only 3 rematches remaining...
« on: November 11, 2014, 12:57:13 pm »
Would be nice for captains to have a button in crew formation to split their ship off from the rest of the formation. If I'm teamed with a ship I don't especially care to fly with again and we get sent to crew formation, I'd like to be able to easily requeue with just my ship. This would also have the advantage of making it easier for matchmaker to find appropriate matches both for my ship and that other ship, because it's working with smaller units.

3
Feedback and Suggestions / Re: Search animation
« on: November 07, 2014, 04:47:04 pm »
At least graphically it looks ok. My search animation is super pixelated all over. :(


4
Release Notes / Re: Version 1.3.8 Hotfix 2 Release Notes
« on: November 07, 2014, 02:05:53 pm »
- Teaching achievement 8 was bugged, players should now be able to to track and earn "play X minutes with level 1-12 players" now.
Teaching achievement 6, which is the same as teaching 8 AFAICT, is still broken for me after today's patch. Pls fix.

5
Feedback and Suggestions / Re: Be an Engineer and Play Faster
« on: November 06, 2014, 02:18:13 pm »
Immediately after the big patch, I had a couple occasions of queueing as a pilot and being suggested to switch to gunner or engineer to play faster. But then when I switched, it would suggest to switch to pilot to play faster.  ::)

6
Feedback and Suggestions / Re: Friends list open slot
« on: November 06, 2014, 02:13:30 pm »
There is, instead of joining via friendslist, click on custom game. It will open the old game list, except it only shows the games in which your friends or CAs are in (and novice matches if you are a teacher). It also shows both the maximum and present player count in those matches. It even lists all your friends currently in those matches, so you don't have to try multiple friends who all happen to be in the same match.

However, this feature would be nice to also include clan members.
That doesn't tell you whether your friend's ship is full, which seemed to be the complaint.

7
Topic. Frustrating when I have a crew and we get booted to crew formation after a game, we start matchmaking, and one of the random people who got lumped in with us leaves, so it aborts. So we start again, and another random leaves, so it aborts. And then the person at the top has gone AFK to do whatever so we're sitting there not even in queue... :(

If you HAVE to drop the group out of matchmaking because the composition changed (understandable as a technology limitation), could you at least automatically re-queue when that happens?

8
Q&A / Re: GoIO Lingo?
« on: November 04, 2014, 03:52:46 pm »
I use the terms "health" and "shields" when I'm trying to explain hull repairs to new engineers or damage types to new gunners, because I sort of assume everyone has played some iteration of Halo by now and it seems to get the point across.

Balloon lock - when you're in a bad position and an enemy ship is able to repeatedly destroy your balloon without you being able to escape or retaliate. Most often happens to Galleons, but Junkers get in this situation too. Usage: (to co-captain) Their carro-flamer squid has me under balloon lock, can you get him off me?

9
Q&A / Re: That moment when the Captain leaves mid-game.
« on: November 04, 2014, 03:39:44 pm »
Normally the captain slot is the one who can issue orders to the AI through the use of the F1, F2, and F3 keys. If the captain leaves, that power passes to whichever player is in the topmost crew slot on the ship (as shown in the lobby or TAB scoreboard). I suspect, but have not verified, that captain-chat (C key by default) also passes in the same manner.

10
Feedback and Suggestions / Re: Problems with matchmaking
« on: November 04, 2014, 03:28:07 pm »
Crew formation doesn't seem to generate balanced matches with matchmaking, which is funny because I thought they'd said that it would work well for matchmaking?

Last night I did crew formation with a bunch of StarBubbles and a few DJs. We started with around 10 players, most of whose levels were 30 or above, and after every match, we went back to crew formation along with whatever stray players we picked up, and eventually ended up queueing with 15-16 players.

Results:
- matchmaking fired very quickly, putting us in 3v3s to start and later 4v4s as our formation got bigger
- opposition was almost uniformly novice players (i.e. none of a player's classes were above level 12). There were definitely several 3v3s that were all-novice opposition, and some of the 4v4s were against 14 or 15 novices out of 16 opponents.
- all of the matches were huge blowouts, until latenight attrition reduced our core group to only 6 players in a 4v4, when we still won pretty handily

I can understand getting lopsided matches if there aren't many people in the queue and the matchmaker just has to throw us together with whoever's around, but the games were firing VERY quickly, and the matches were very lopsided. Was it really possible there were zero non-novice players in the queue at the time? Or that our group's collective rating was comparable to that of a brand new player?

11
General Discussion / Re: Love the new matchmaking but...
« on: October 24, 2014, 03:13:40 pm »
3v3s have been fairly rare since patch, and I don't think I've seen a single 4v4. Probably for this reason. :/

12
Feedback and Suggestions / Re: XP system seems wonky
« on: October 24, 2014, 02:53:33 pm »
Hmm, I was thinking about this overnight, and remembered that my "game 1" was a loss, and "game 2" was a win, so I guess my xp for game 1 was almost entirely for the one achievement I got, and my xp for game 2 was almost entirely for getting a win.

It seems a little odd that you would reduce the xp for losses as levels go up - the amount of xp for each level is going up anyway, so this seems like a double punishment. Feels bad that you can play a game and lose and get basically nothing for it.

Also, it seems like game duration or game type should play a role in how much xp is given for a win... 2v2 deathmatches, particularly on small maps like Duel at Dawn, can be over very quickly, while Crazy King often takes much much longer, particularly for 4v4.

13
Gameplay / Re: Here come the Banshees
« on: October 23, 2014, 11:58:42 pm »
Not that I play competitive, but before the patch, I saw Banshees on ships approximately never. :/

First couple of days after the patch, Banshee-only builds were wrecking people like crazy, but it seems to have tapered off a bit. Maybe people didn't realize right away that they need to spray against it? I was very nervous at first that it had been overbuffed, but with a little more play I'm starting to think it might be in a good place.

14
Feedback and Suggestions / XP system seems wonky
« on: October 23, 2014, 11:38:35 pm »
It seemed like I wasn't getting much xp for finishing achievements, so I kept an eye on my xp for the last two games of the evening.

Penultimate game, engineer, spire, Raid on the Refinery:
- ran all over the ship repairing tons of stuff
- Finished a tier 13 engineering achievement (Perspiring)
- Double digit hull rebuilds (not repairs - actually rebuilds!)
- double digit fire extinguishes
- Approximate XP for the game: 530

Final game, engineer, spire, Dunes 3v3:
- sat on a heavy flak most of the game
- got one or two heavy flak kills (definitely one at 1000m+, and maybe a short range also), and a small number of hull breaks, balloon breaks, and engine breaks (maybe 2-3 of each)
- repaired/rebuilt almost nothing, maybe 3-5 things
- Approximate XP for the game: 1120

So uh...is the XP weighted super-heavily towards kills, and away from things like achievements and rebuilds, or is the system buggy, or what? Is there any official documentation of how much XP various things are worth?

15
Feedback and Suggestions / Re: Remove force starting timer
« on: October 23, 2014, 09:31:00 am »
It should definitely add time whenever people join...I was intentionally about to run a no-pilot ship with one AI (I know...) when a pilot dropped in with 2 seconds left and oops the game is launching...

Overall I agree with how the timer is structured though - I think some people are way too stuck on having everything be perfect. Either your crew member is a not-listener and having another ten minutes isn't going to make it better, or they are a listener and you can arrive at a functional game setup in less than a minute.

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