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Messages - Argus Finkle-McGraw

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Feedback and Suggestions / Re: The Gunner "Problem" - Range
« on: July 12, 2014, 02:33:12 am »
I should add that I don't really mind the current state of gunners. They are less useful in most cases, but in some places I really want to have one.

It seems like this quote is similar to most of the threads I've read where gunner balance/new ammo/tool changes/etc all are trying to make adjustments so that one gunner is justified on a ship.

Is 'one gunner viable' what we should be aiming for?  Should there be discussions about how to make two/three/four gunner builds viable (quite situational of course) just like we see two/three/four engineer builds?

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Gameplay / Re: It's The Clawwwwwww!
« on: July 01, 2014, 08:28:42 pm »
Because we need a conflict. We have to force players into having conflicting choices. The claw is not conflicted by anything.

Well we shouldn't expect new tools anytime soon, but we can flesh out that idea I think.

So maybe you were thinking something like this
Rabbits Foot
  Increases turn speed (example: angular drag -25% - compared to -65% on the claw)
  Increases lift/descent (example: vertical drag -65%)
  DPS to engines (example: 13 dps)
  DPS to balloon (example 13 dps)

Without the turning power of the claw or the lift/descent force components of hydrogen/chute the numbers would need to be balanced around being more flexible but not as strong as the original components.

I personally really like the tools that can be left on for longer periods of time so I'd rather not see a simple DPS increase on the claw in order to balance it.

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Gameplay / Re: It's The Clawwwwwww!
« on: July 01, 2014, 01:29:51 am »
Probably, it's chosen by nearly every pilot in nearly every match.  It seems to reduce one of the major weaknesses certain ships have as well.

It's so satisfying to use though, can we just buff all the other tools instead?

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Gameplay / Re: Balance ideas for Pyramidion and Junker
« on: July 01, 2014, 01:22:59 am »
As I making engine repair and chemspray rounds on a pyra I was thinking it was one of the easier ships to repair the engines on.  I thought one way to nerf pyra a little would be to either raise or block off the main engine such that it can't be reached from between the other two engines.

However, I could also get behind Spud Nick's suggestion as it's much more upbeat
Maybe we can give  repair sweet spots to the other ships. The Squids top engines can be made easier to hit from the bottom, The Goldfish could have a ramp connecting the main engine to the lower engines. And the Galleons main engine could be made easier to hit from the lower deck.


I don't think junkers need much of an adjustment

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General Discussion / Re: Why GoIO is not for every one
« on: June 20, 2014, 01:32:02 am »
@The Valz - my friends that quit the game had bad experiences in the novice matches.   They did the tutorials and then had several games of practice where we had loads of fun.   It was shortly into the novice matches where we would occasionally get the bad/obnoxious team mate.   

The point I wanted to make was that it wasn't how niche the game is but rather the new player experience (perhaps more so during a steam sale) that make some players quit.

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I am seeing what seems to be worse lag joining existing matches....  a dozen seconds or more of client lockup often combined with a looping ~1 second of voice chat 10 or 12 times.

However I assume this isn't something you were polling for so I voted "An occasional issue, less than once a match on average."  (maybe notocable only every 3 or 4 matches and less severe then in the past)

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General Discussion / Re: Why GoIO is not for every one
« on: June 19, 2014, 08:49:38 pm »
This was an interesting read.   I wonder though if your comments may be more applicable to 'why people don't stay more then a few weeks'  as opposed to a few days.

During the last steam sale I came to GoI with 3 friends.  Two of the friends lasted a couple of days, the third lasted a week.  All three of them claim the main reason they quit is because of the non-noob friendl game and toxic player base.  One even claimed 'this community is worse then dota 2'   (whichi on a whole, it clearly isnt')

Now we know you can't judge a community based on a couple of days of playing games, and you can't judge a community that swells to 1000% it's normal size during a steam sale.  But defintiely people should be aware that bad apples are ruining the game for at least some of the population.

Secondary to complaints about  the community (which I firmly believe they had outlier experiences) was the feeling of being 'not ready' for team play.

So that being said I can't help but wonder if we can't keep more of the beginners if we had a better starter experience.   I  think (searching the forums I see I am not nearly alone in this idea) that one solution would be AI pilots in the practice matches (of various skill levels) to give people more practice time outside of the competition.

Perhaps it something they are working on with GoI adventure mode, but a as a new player who loves this game I would love to see a larger community both in and out of the game.

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