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 - Laeytranger

Pages: [1]
1
Feedback and Suggestions / Re: Slot Locking
« on: August 31, 2017, 02:36:40 pm »

They don't belong in high level matches tho, it's bad for them to get stomped and its bad for us to have them on our crews when we don't want them. They don't know any better they just want to play the game. They don't understand the consequences of hitting the ready button with a bad loadout or no crew.

It hurst them as well because they can't learn the game naturally and ease into it they get smoked and think oh well this game sucks cause I'm bad at it. We need a way to separate players based on level and since their aren't enough lobbies or enough players I think locking them out of slots is the best way.

This way no one gets more new players than they can or want to train, and excess noobs can go to a noob lobby.

This is the problem.

The game's exclusivity is the same thing killing it.
There are not enough vets to make vet lobbies (or sustain them, and the hassle of setting them up prevents them even when they could exist)
There are not enough pure new players to make novice matches.
So you end up with a melting pot.

You can mentor a group for hours straight, and gain a few wins, but all the advice in the world can't match up with pure experience. novice crews with less than 10 games between them VS a captain of over 2000. 

We have few options available to address this:
- move an experienced player to a crew with novices and tutor them (which would have to be almost every game, and can be very draining on patience (who wants to tutor ALL THE TIME  against nigh-impossible odds?))
-advantaged side forced to handicap themselves and not go all out. The difference in skill requires DRASTIC handicaps, limiting choices SEVERELY, but even with the worst set ups possible, a lack of fundamentals and wealth of experience still decide the match 9/10 times.

At the end of the day, GOI is  game, which means it's meant to be fun. neither of those two options are fun, especially if you are doing them EVERY SINGLE TIME. But stacking is seen as some ultra-amoral situation where the ones involved must be colossal pricks.

In truth, IT IS THE ONLY OPTION other than those two or 'just not playing at all'

in addition, eve when trying to balance, we cant:
- ensure cooperation
- guarantee advice will have any effect.
-ensure things like communication (voice access/language barriers etc)
- ensure players even stay around the full match
- prevent players joining mid match with wrong gear/loadouts, making bad situations soooo much worse.


anecdotal situation:
I only engi/gunner, and I don't get to play too many matches a day. most times I get an hour or two at most. I play this game for fun, as it should be, because it's a game. Here are my choices

My choices:
a) join side with people I have got to know well (which logically, means they have been playing a while and are thus experienced players. We enjoy the company of each other in the (long) lobbies and can trust each other to do roles on a ship and have a stress free, relaxing time.

b) Join a disadvantaged side with people I have never met, may not even be able to communicate with, possibly have to tutor extensively with no guarantee of success (and even if it works, be out experienced most of the time).

Not really a surprise which option most people pick...



2
I don't have alliance, but i am in Chaladon and I can see the chat and stuff.

From what I've seen, they are extremely organised. EVERY SINGLE TIME  I log in, there is always some discussion of strategy discussion going on. i can't obviously say what it is like for the other factions but it does seem very efficient.

3
As people join the lobby, the box should become red/blue backdrop. It would be a nice visual cue about how many people are in the lobby and break up the wall of white text used at the moment.

4
Feedback and Suggestions / Re: Heavy weapon: Flywheel
« on: August 06, 2016, 06:40:03 am »
That would be awesome!

it wouldn't even need to be a buzz saw like that either!

just a serrated cog or something suitably steampunk.

5
Feedback and Suggestions / Heavy weapon: Flywheel
« on: August 05, 2016, 03:51:16 pm »
So after watching the new season of Robot Wars, I became very nostalgic about how awesome spinning weapons are.

We need a close combat flywheel heavy weapon!

General idea is a giant spinning bar/wheel that only spins when it is 'fired' with ammunition capacity being how long it can spin at a time before needing a 'battery replacement' or something. As a mechanic I don't seem how this would be any harder to introduce than some of the alliance weapons around.

So you would have to be really close to do any damage at all, and it needs time to get up to speed, but it would increase the power of your rams considerably. After each hit it needs to spin up to full speed again (transferring momentum and all of that physics stuff).  ammunition changes properties like normal, greased faster rotations, charged more damage etc. Weaknesses would be the range and having to sacrifice a weapon slot for it. Could be good offensively on goldfish, but also as a ram deterrent for other ships?

Probably going to be lots of issues and balancing that I haven't thought of but it would be a cool idea!

Pages: [1]