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Topics - Zyem

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Feedback and Suggestions / Co-op Feedback
« on: September 05, 2014, 07:53:53 pm »
See attachment.

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Feedback and Suggestions / CP Neutralisation Mechanics
« on: December 14, 2013, 09:57:12 am »
I've mentioned this in another topic and got some encouraging feedback when I mentioned it in-game last night.

In my experience, capture point biases pretty strongly to "who gets there first". The defending team then have the advantage that as long as they can get back fast enough to block, it is very difficult for the attackers to neutralise/capture the point.

So my original suggestion is this: destroying one of the defending teams ships in proximity of the point, "damages" the point towards being neutral.

The idea is that you get rewarded for successfully removing an enemy from the point, rather than only being rewarded for removing all enemy ships and doing so fast enough that none of them get back to the point to block before you can even neutralise it.

Further things for consideration include:

Basing the amount of damage done to the point on the ship that was destroyed. For example, removing a Squid off the point would only move it bit towards neutral, whereas removing a Galleon would move it quite a lot.

It shouldn't be based on being on the point or set range with a binary "either does or doesn't damage it", but has a fall-off based on the distance. 100% damage within 100 metres, falling off to 0% at 300 metres (liner, cubic whatever).

Doing damage based on the points total "health" or just the remaining ownership. So if the point is captured and at 50% health, destroying a ship that moves it 50% towards neutral would put it at neutral (total health) versus 25% health (remaining ownership).

I think this would make CP a bit more to-and-fro with less matches ending 650-0.

Any obvious problems with this that I've missed? Any thoughts?

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Community Events / Organisers: Please consider using UTC timezone
« on: October 05, 2013, 06:35:49 am »
Guns of Icarus Online has a very international community though naturally, a large proportion are located in America. This means that most events are stated in EST time (as the organisers tend to be American).

This has caught at least 2 clans out on 2 separate occassions because the time was stated in EST but was really referring to current local time of the organiser.. which was EDT! So when the time was converted to the participants local time.. it was wrong by an hour. Cue last minute chaos as the event happens an hour before expected..

So, could event organisers please consider at least adding the UTC time to the event information, if not making it the primary way of stating the time? This way, it won't be silently affected by DST (the UTC time would explicitly change) and removes a lot of potential confusion and mistakes.

Thanks for you time! :)

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General Discussion / A big thank you
« on: September 09, 2013, 07:55:20 pm »
No idea if this is the right forum..

I just want to extend a thank you to (almost) everyone (there was one exception and they swiftly got curbstombed in game..) who joined me in the "For Diego!" lobby on the 2nd.

Diego was my cat who would jump onto my lap during games (competitive match finals, usually) and watch me play. He was sort of an unofficial mascot of Overwatch and brought us good luck. He passed away on the 1st so it meant a lot to me that people joined me in "sending him off" with some nice matches.

An extra special thanks to Miau who installed the game, just to be my Captain once again and of course, to my clan for joining me there, being understanding and their support.

It's an honour to fly amongst you. Thank you.

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