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Messages - MagKel

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1
General Discussion / Re: "Newcomer's" impression of the game
« on: July 22, 2015, 09:17:33 am »
A good read indeed! welcome to the game!

2
The Lounge / Re: Show us your face!
« on: July 22, 2015, 09:11:08 am »
Yep, AKM and "Corsair M3" armor.

I shot a couple of times AKMs for familiarization, but we didn't have the drift tool, didn't even know what it looked like, the 74s pins were useless and S4 didn't let us play around with it. Can you PM me a picture of the pin? It was one of the great mysteries back at Pfullendorf, we couldn't hit a damn tree while standing in front of it.

Also, if you are doing what I think you are doing, make them proud and come back for the party.

3
Feedback and Suggestions / Re: #bringbacktheflares
« on: July 22, 2015, 08:34:16 am »
All-Flare-Mobula is a prime example of asymmetric warfare: If your PC crashes, we win.

Also once upon a time there has been a 3v3 all flare pyramidion game, on Dunes. Offered by 404 with my commentary, it lasted about an hour. Even today, if I gently whisper to my computer the word "flare", it shutters and try to switch off.

4
The Gallery / Re: GOIO memes
« on: June 23, 2015, 11:03:51 am »
I wish I could go back to those days

via Imgflip Meme Maker

5
why not using the log as a definition of engagement?

Once the timer is out, if no hostile damage is recorded (component destroyed) for 20 consecutive seconds, the match is ended.

this would either force the hand in a sniper match or let a brawl continue until a side reaches 5 kills.

6
Gameplay / Re: Novice mode
« on: June 22, 2015, 06:02:15 pm »
I keep saying that the presence of a full ship Ryder should automatic grant underdog status to the opposing team, no matter how bad their ally is.

7
Gameplay / Re: Novice mode
« on: June 22, 2015, 08:17:20 am »
I remember fondly my game vs Lueosi. I played my only ever "perfect lumberspire match" as pilot against his mobula. We had a pyra on his side and a squid on ours that thankfully enough provided us some very much needed spots.

I played the whole game as shameful defensive zig zag from the rusty ship to the south east trade winds corner.

The first kill was theirs: the squid moved forward and in a couple of minutes was locked down and ram killed by the pyra. Waiting for the allied spawn while looking at every corner was not a pleasure ride.

The game ended 5-4 for us and we managed to kill that dreaded mobula only once, it is just a level of competence and flight skill i can never hope to attain.

8
General Discussion / Re: Where is the PvE mode?
« on: June 21, 2015, 05:15:48 pm »
In all of Magkels post one sentence stands out the most...

"this will never cater to a majority of spectators"

As much as I love guns of Icarus and the competitive scene, it is hard to sell towards the mainstream market...
The YouTubers are not selling the game when they play as an example, they're selling the fun they're having, which is more often than not exaggerated as are their personalities..

The audience which GoIo competitive sells to is not a mainstream audience...
It is very easy to paint a single ship and crew as a hero, underdog or any other role that mainstream audiences thrive on, this is not the problem, the problem originates from how the game appears from an outside perspective...
No matter how the spectators sell the game, and no matter if they follow crew or ships, the game from an outsider view looks tactical more than action packed, because it is.

Watching Guns is more like watching Golf or Chess than it is like watching Hockey or Football (personally I hate football, but I'll not go into that! :) )
The action is not a constant through the match, you spend half the match watching pilots make tactical choices and movements, based on their assessments of what they predict the enemy will do, tactically playing cat and mouse until one.gets the upper hand, then there is a chip shot to the green and the ally makes the putt! Or the bishop takes the queen from behind after the knight makes a distraction, then its back to tactics choices and movements which does not appeal to the low attention span and intelligence levels of the mass audience, which guns does not appeal to..

Co-op has more consistent action over time, but the threats to the players are much lower and skill cap lower, so selling that to an audience will be tough too...

All we can do is sell to those who enjoy guns and encourage as much competitive play as we can...

As for my opinion regarding the original post... My opinion tallies with others who have posted, I shan't echo :)

I agree, the game is too layered to rise the heartbeat of a spectators unless the observer knows exactly what is going on, what is going to happen and why.

Maybe the "individuality" could shine if they give access, only for competitive, to 1 v 1, some kind of duel, maybe in KOTH maps to avoid dispersion,  forcing the fight and setting an inevitable end of the game. yes, ship variety would suffer (more than the metamidion era? I doubt) but individuality would rise.

Removing the tactical possibility of 2v1 or cooperative builds, pitting the opposing crews there alone could possibly create the "legend" that other games manage to dispense so easily. The masterful repairs of the main, the timely buffs and such could be described in depth without forcing the streamers to jump from one angle of the map to the other. In a 2v2 things happen too fast for a single voice (Maybe someone remembers that when i spectate i almost always do the broadcast via text chat, well it is finger-breaking) once the spots are acquired, all the voice can do is to call the name of the ship and in a few words explain what's going on. Hardly something a novice spectator could appreciate. incidentally this is the same problem of many sports or competitive activities such as cricket, golf and poker.

9
General Discussion / Re: Where is the PvE mode?
« on: June 21, 2015, 04:44:31 pm »
GOIO's competitive lack individuality. Hence will never be on the same popular level of other competitive games.

Dunno what people you fly with, but all of my crew mates are very personable =)
The again, if you simply watch the whole thing from outside, you won't know that.

I meant from a spectator point of view, someone who's not an expert of the game neither knows the vast background of GOIO's competitive scene

10
General Discussion / Re: Ideas Discussion: "Around The World"
« on: June 21, 2015, 11:42:43 am »
The Dunes (desert scrap,)
Quote

Scrap is a running map, the greatest moment when you spectate the other team rushing along side yours for the point. During this relatively calm time, the crew is busy preparing the ship for the upcoming fight.

Just like the Race Camel to Hamunapra


11
General Discussion / Re: Where is the PvE mode?
« on: June 21, 2015, 10:54:01 am »
GOIO's competitive lack individuality. Hence will never be on the same popular level of other competitive games.

What DOTA (and countless other, including CS) offers is the hero paradigm, how each player shapes its own gameplay in order to achieve victory as a protagonist: at the last tower, at the last bullet once person is responsible for victory or defeat, creating a hero, a legend. Following an event in DOTA is about knowing the names and personality of each player involved in a fashion similar to basketball or soccer.

GOIO instead is absolutely squad based and even the pilot is part of the greater ensemble that we call Clan or Competitive Team. Each clan has a distinct personality, recognized by its own peers and willingfully employed during a match. The individuals are reduced to elements of a greater design in a similar manner to water polo, rugby or american football. Clan leaders today absolve the function of coaches, directing each member of each crew into a pre-ordinate setup that will eventually win or lose the match. Grinding practice matches creates an homogeneous crew that largely fight on autopilot, requiring limited directional input once deployed.

What we see and love in a GOIO competitive match is a clash of game philosophies and strategies, not personalities and this will never cater to the majority of possible spectators. A Clan X ship will fight like a Clan X ship, mostly regardless of the crew. Yes, many personalities exist and can turn the table, especially regarding gunners and pilots, but in the long run they too will be subject to the overall clan personality, losing part of their flair, of their magic.

12
The Gallery / Re: Ship size chart WIP
« on: June 21, 2015, 10:27:51 am »
i thought you used the range finder in practice mode to screenshot each ship at the exact same distance from the point of observation. The mine radius is quite interesting!

13
Guides / Re: A Complete Guide to the Mine Squid
« on: June 21, 2015, 10:25:36 am »
Ah, the glorious Squine  8)

I personally always prefer double gunner when mines are involved for two reasons: mines glue the player to their weapon and there is no amount of yelling and begging you can can summon over the whole jiggling affair of shooting one mine after the other. Silly things like rebuilds and repairs are secondary once you are manning a Love Dispenser.

Also, having the two mls adapting to range and contingencies is a plus. Many silly pilots harvested a double loch while trying to rush my Squine.

I agree that squid+mines is one of the funnies and best games you can play: without the armor of a junker to protect yourself from friendly fire, it is a great way of gauging your own suicidal tendencies or bask in the glory of victory against insurmountable odds

14
General Discussion / Re: Is whaling viable?
« on: June 16, 2015, 08:29:09 am »
We got kills on a double poon mobul,a now that the reeling mechanic changed drastically its effect. It is mad stressful for pilots tho.

Poons on main deck where the arty are placed in more serious builds, gat on top and banshees down. Engis can expend a greased banshee between poon reloads.

latching at the enemy at least with one and, without reeling, pinning them downward is fun. just hit the hull for rope deployment and leave it there or lightly reel once they use claw.

15
Feedback and Suggestions / Re: Night mode?
« on: June 15, 2015, 08:29:38 am »
I can't second this idea enough.

Just make the spyglass into a search light (maybe a nautical lantern?), with the same spotting capability.

The only problem i can see are the light effects with each weapon. As far as I know there are no muzzle flashes or dinamic lightning for most of the weapons.

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