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Messages - Macheath

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The Pit / Re: "Guns of Icarus" fans, holding game back.
« on: March 06, 2013, 02:24:53 pm »
Part of the problem is that, when many new and inexperienced players lose to a well-organized team, they simply leave the match in silence. They don't learn from the defeat, nor make any attempt to improve. Instead, they try to find a game with other players closer to their own experience level, in order to find a "fair" fight. Many players who play online games don't actually want to play with other players. What they really want is to play against really smart AI. They have no interest in communicating with their fellow players, and when the challenge is too great, they prefer to turn down the difficulty instead of raising themselves to that level. This is not exclusive to GOIO, but rather is a shift seen in the culture of online gaming in general over the past decade or so.

Now, I'm not trying to place blame on the new players, nor am I lumping every single online gamer into this category. I'm simply pointing out a trend of modern online gamer behaviour. 10-15 years ago, when online gaming was really starting to take off, player community was a much higher priority than it is now. In today's online community, players want to be able to log in solo and have fun, even in games based entirely around an online experience with/against other players. Even MMOs feel they need to cater to "solo" players in order to have success. It used to be understood that, in order to get the full potential out of such a game, you needed to find yourself a solid core group of friends to play with. The expectation today is that the solo gamer should be able to "pop in" to an online game and have a blast. Any obstacle which gets in the way of this casual fun (like, say, running into a good team of players) is immediately met with frustration and hostility, where it potentially could have been a more profound learning experience.

-Macheath.

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Gameplay / Re: Junker Fight Club
« on: February 27, 2013, 12:32:46 am »
First... New forums!  :o Haven't been here for a while. Looking good.

Anyway, to the thread subject. I definitely like the idea of sharing piloting duties on a sniping Junker with one of your Engineers. This allows the Pilot to take Lesmok or Charged Rounds for the long range sniping, while allowing the secondary Engineer to take Heatsinks, or an ammo type that compliments your upper close range gun on the non-sniping side.

This Engineer makes subtle tweaks to ship position to keep the Mercuries in range (also taking the Chute Vent item) having the pilot take the wheel when an enemy ship gets close, or when they are using fire to disable your weapons (if your Engineer took Heatsinks.) This also allows this Engineer to better watch ship components while at long range, since he has a better view of the ship from the wheel than from a gun (and you aren't losing that gun when he's forced to go repair.) At long range, there's no need for a pilot to be at the wheel 100% of the time, anyway. You might as well let your two Engineers do what they do best and look after the ship, while the Pilot and Gunner man the weapons.

-Macheath.

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