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Messages - Arturo Sanchez

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1
Feedback and Suggestions / Re: dev plan?
« on: April 11, 2017, 05:58:53 am »
I don't find most people are unwilling to learn i feel most bittervets are unwilling or unable to teach, When you call someone a dumbass for not repairing the balloon chances are they will say "fuck you asshole" and let the ship crash because they are gona get more satisfaction from pissing off a jerk than winning, I know i did and still do.

This guy doesn't get it.

Many of us have been on this game for years and a good number of us were mentored by the oldest players in the game (with the match count to prove it). And we ourselves have BEEN teaching new players for years and even made a new gen of new vets (with varying levels of success since many have the common sense to not deal with the bollocks we tend to).

It is far more common to see a person require 7 signals (I counted son) to man the front guns than it is to find someone to do it in one.

You get even less input by simple questions like "what ammo do you currently have?" and "what tools did you bring?" Complete silence is the usual response. Even asking accommodating questions like "what you do want to fly?" gets nothing.

Hell even teaching new players of the basic mechanics of hull break and explosive damage gets us a usual "stfu."



If you find some vets bitter, fine. But don't go around acting like clearly get why and empathise. That being said my definition of vet and your definition of vet is different.

Does the guy have 1k matches (at least)? Does he know the load outs and meta? Does he know the tactics and the map layout?

If the answer is no. Then thats not a vet, even if that person is 45.

2
Feedback and Suggestions / Achievement exp block
« on: April 10, 2017, 01:29:41 pm »
So you get players grinding achieves to get a huge bonus on exp. More so than what you would get if you simply win the game.

How about, if you lose. You gain none of that bonus achieve exp?


But but thats unfair! You say? You already gain ridiculous exp by other means. Achieves are just shortcuts to 45. You gain so much exp from achieves that you get even more than you need to max level.

There needs to be a balance.

3
Feedback and Suggestions / Re: dev plan?
« on: April 10, 2017, 01:26:50 pm »

They also claim that matchmaker worked fine this entire time.
And that implementation of kick vote is not necessary.

I am waiting for them to tell us that communism works, which I wouldn't be surprised, remembering that I believe Queso had a photo with USSR flag somewhere lingering in the depth of the forum back in the day.


For those untrained in the fine art of sarcasm: the above statements were one; none of the above statements are true nor express my opinions... directly.

Kick vote is not necessary and is more likely to be abused than anything. I've been with too many captains that do not like me cause I'm too low level or wont let my friends on their ship because they are low level as well.  As soon as those comments come out we usual go to our own ship preferably on the other team and take immense satisfaction grinding the nay sayer into the dirt.

It does not happen to me anymore as level 20 seems to be respectable but people still try and separate me from my friends due to the level difference. So i have enough of a hard time dealing with constant elitists i do not want them to have any form of tool the D*bags can use.

If your average low level makes no active moves to learn how to play, how do you think veterans doing rando runs would treat you?

I'm personally on a sabbatical from the game I'm sick of the crap I get for simply telling people about basic mechanics and not seeing it applied in the slightest while I get pounded by vet ships (because MM is balanced guys). Its the general, you personally play your utter best. But lose because your allies don't. Worst feeling to experience and no sane person wants to walk into that situation willingly (even you).

But yes, after you go beyond the noob threshold and and "graduate" by starting to play at 30s+ (I have very low standards for human intelligence, since the standard is 20+ for others). Thats when your rep does the talking. Because thats when us vets think to ourselves okay time to not play like an unpaid muse intern and actually play for real.

The general consensus is... if you're good at the game or learn the game fast, you should level up fast (tho I'm of the persuasion that thinks you level too fast even while constantly losing) from your ridiculous string of victories. If you're still struggling and losing then clearly you're not ready to play the real game.

4
Feedback and Suggestions / Re: dev plan?
« on: April 05, 2017, 09:50:26 pm »
Also devs are planning to release PS4 version of GOIO with crossplay *shudders*

Does the ps4 even have the buttons to do everything?

On my xbox controller I use stamina with my face while I aim.

5
Feedback and Suggestions / Re: Free-for-all
« on: March 27, 2017, 09:35:36 pm »
You get the same effect during 4 v 4

6
Feedback and Suggestions / Re: Swag Yolo's Perfect Plan to Fix Skirmish
« on: January 06, 2017, 07:55:57 pm »
skirmish is not finished.

You won't get high retention until it is.

Instead muse releases dlc that is entirely different but in a state of even more disrepair than the base game since all the work went into the new content (that no one asked for btw-you'd think the failed kickstarter is kind of a hint).



This is the core of the issue. The logic behind this is insane, because to make a new broken game instead of taking the time fix your decent one with FORUMS UPON FORUMS OF SOLUTIONS GIVEN TO FIX THE DAMN THING...

it makes no sense to just redo everything into another broken game mode.

7
Feedback and Suggestions / Re: Hard lock ships to only have 1 gunner max
« on: January 06, 2017, 07:46:36 pm »
Would another way of attacking this be of allowing people to change class mid-match or during respawn? People already disconnect to change equipment, why not class?

Ugh... I email Muse about this every 6 months, and my first post on the forums was in April 2014 after they removed this feature. Since then it's been possible to change class only through a workaround, but few players know how to do this. It punishes anyone who doesn't. It's pointless and dangerous to prevent class switching. Accidentally join in match as the wrong class, too bad. Connection disconnects and a bug switches your class, sucks for you. Know the workaround and your team has a huge advantage if anything goes wrong. I have many choice words for this asinine decision...

There's only one word you need.

@jedi. lol.

8
Feedback and Suggestions / Re: Hard lock ships to only have 1 gunner max
« on: December 30, 2016, 04:41:51 pm »
Honestly, I don't think this is too big of a problem. I fear restricting class freedom would just cause more problems. For example, whoever grabs gunner first gets to keep it? Problematic already.

Thats always been the case. Its the lobby etiquette us vets teach. Wtf you on about when the natural practice of pub etiquette is enforced?

When there's an issue of two gunners, everyone always defaults to this rule. First gunner stays. Doesn't matter if he's crap in comparison. So long as he takes the loadout, taken in his instructions, you become the 2nd engie. End of.

@keb. thats optimistic.

9
Feedback and Suggestions / Hard lock ships to only have 1 gunner max
« on: December 29, 2016, 06:58:13 pm »
Just a thought experiment.

Just how much of a disaster would it really be to force the most common and optimal class distribution on all the ships?

Only people that really fly double or even triple gunner are noobs or munkers (it helps but only if you're looking to bully dumb enemies that won't attack you).

I mean the only real alternative I know is the gungi. There is no instance of a 2nd gunner with good results at the end of it. Just straight up lock away the possibility. Nothing of value would be lost.

I'm really sick of dumb people making the dumb choice of being the 2nd gunner and from that alone renders a major handicap for the whole team.

Its always been unfair to lose because of the one idiot. At least force that idiot to be properly equipped. Because then, you get to the core of the issue, the actual ability of the player. You can teach a dumb engie to main or gungi. You can't on a 2nd gunner.

10
Feedback and Suggestions / Re: Ship paints
« on: December 24, 2016, 04:39:53 pm »
I feel like the colored balloons would stay the same, it's just the brightly colored fins that would be able to be recolored.

ain't those usually in team colours?

11
Feedback and Suggestions / Re: Competitive features
« on: December 21, 2016, 10:07:01 am »
I like it. I'd donate a little something if I could to motivate them. Do you accept bitcoin? Money is the best motivator.

Just threaten to punch Eric in the dick.

12
Feedback and Suggestions / Re: Ship paints
« on: December 21, 2016, 10:01:09 am »
this is basically suggesting abandon the ship paint system entirely but instead allow full access to team-based colour sets.

Perhaps if you made these options unlockable? Like plain red and blue ships to start.
Then with each win on each team you earn more options (including the option to buy the paints unlocked so they earn munnies, if they wanna be scummy).

Still the issue of lack of choice, this is treading into the territory of pokemon sun and moon clothes being version exclusive. What if I wanted to wear blue in sun? Too bad warm colours only.

Also I like my black galleon thanks and I paid for that paint.

13
Feedback and Suggestions / Re: Competitive features
« on: December 21, 2016, 09:55:50 am »
Just hound muse to allow custom servers.

Then you can go about these things as well as other stuff like your own meta balances as you are given the option to change variables freely.

14
Gameplay / Re: Mirror match
« on: December 05, 2016, 02:42:29 pm »
Mirror matches, the good old days.

Why'd it stop? Too hard to not hard counter all the time?

15
Gameplay / Mirror match
« on: December 04, 2016, 03:09:25 pm »
What if there is an events where ships are chosen and must be mirrored by the opposite ship's slot.

e.g. 2 v 2

roll dice, if number is odd red picks the ship of slot 1. If even blue decides.

next roll dice, decide which side decides what ship is slot 2.

Just thought of this after reflecting on all the whining about counter picking. Can't complain about counters (relatively) when both ships are the same (though I say personal loadouts per player should be team planned as per normal).

This way players are decided purely on skill of utilisation of said builds. A far more interesting style (and fairer) for comp play I say.

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