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Topics - JinxedHatesYou

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1
General Discussion / Workshop
« on: October 12, 2014, 04:16:31 pm »
Dug this out of game code: http://pastebin.com/gdpMnPeF

Creating the steam workshop content will be possible right in game?

2
Feedback and Suggestions / Academy
« on: September 20, 2014, 09:43:24 am »
Greetings.

I am here to suggest the idea of Academy for novice players.

As I mentioned in this thread - https://gunsoficarus.com/community/forum/index.php/topic,4841.0.html, it is a common that some clans in MMO's establish a branch for sole purpose of educating and training the recruits before they have a chance to get a transfer in main branch.

However, instead of suggesting our clans to do it, I have something else in mind.
Taking in account our current situation with peak players, I suggest to implent one and sole Academy, instead of straining the efforts between current clans.

The purpose of Academy is to recruit new players interested in learning the game, while not bounding them to Academy by obligations or additional rules.
Therefore, a player will be able to receive a training while being at liberty to choose the clan he wants to join in the future.

What will be required:
1) At least 4 instructors for the first time
2) Developing educational programmes (to prevent instructors from repeating each other and ensure that all aspects of the game are covered in the course of training)
3) Developing qualification test
4) Assistance of community and developers.

It is as simple as this at current point.
I would gladly participate in founding the Academy, but it is very far away from one-man's job.
Community Members and Ambassadors, my vision is that Academy will improve the Community as whole as well as enhance the experience for both veteran players and novices, while making a job of Community Ambassadors a little bit easer.
I hope to see the days when words "Academy Graduate" and "Academy Instructor" will be said with pride, but to achieve it I will require your help.

For the purpose of making the better game - unite!


Currently, it is just a plotting stage.
While in my vision it sounds like a perfect idea, it may be seen not so perfect by some players.
Do not hesitate and speak up about your suspicions, there is no such thing as lack of critique.

If we, the Community, decide that this will work - we may proceed further and search for future Instructors.

3
Feedback and Suggestions / Novices in regular matches
« on: September 19, 2014, 06:53:24 pm »
Greetings.
This is a long thread full of various point of views.


Some may indeed find those suggestions as restriction of their liberty, but novices are our lesser brothers with potential of becoming as good as you or even better than you. But currently, they are just little and cute powder monkeys, requiring the guidance and limitations.
Suggested limitations are merely protective and it is in my belief that it would be more comfortable for novice to adapt if he have a limited choice of tools to get used to the game first, and then gain access to wider choice.
One does not leave a toddler with a loaded gun and expects him to become a sharpshooter over a night.

I spent a great deal of time investigating the matter, I ask you to spend a little bit of your time to read it whole.

I am here to discuss the issue of novices in regular games.
Lets me start by describing what I see:

-I am living in GMT+4 and during my daytime when I am available to play the game there are only 2-4 matches (including running)
-In each match there is at least 3-4 novices.
-At least one of those novices is playing as a second gunner, second pilot, captain with mobula with all harpoons, gunner bringing the lochnagar for gatling gun, engineer bringing the mallet/chemspray/extinguisher.
-Almost each of those novices is not listening to you or refuses to listen to you, often just directly insulting you when you are trying to give them an advice.

I find it simply impossible to play the game during this perioud, even though there are some good players lingering around like me from time to time and looking for a good game. To actually find a decent match I am forced to wait till 2 AM and then there will be a variety of matches to choose from.

Novices like that is a reason why some good players I knew left the game, frustrated.
And now look right here:
http://steamcharts.com/app/209080#All

GoI keeps participating in various steam sales, humble bundles to gain a boost of players.
It lasts for a several days and then it drops close to original number of players or, sometimes, even lower.
Both novices and veterans find their experience frustrating during this time.

Now let me share the vision of novice here, which I gathered from speaking with some of them.
-Tutorial is ineadequate and provides only basic information to learn. Some novices I spoke with find this information insufficient to understand the basics of gameplay.
-Not a single novice could determine the difference between shattering damage and explosive damage, but some expressed their willingless to understand it. However, they are not able since this information is in Wilson's reports and is being locked until player completes achievements for one gun or another.
-Veterans are making their best to avoid novices. It is often when I see veteran player join the match, see a couple of novices on ship and immediatly leave. It is also not rare when people are rushing away from lobby when a pilot lvl 1 takes the captain slot.
-Veterans are often being rude towards novices and directly insult them, increasing the already existing tension between two groups of players. For vet's defence let me remind you that it is not rare when novice provokes or starts confrontation himself.

Some could say that matchmaking system will help the situation.
Their point of view:
1) Matchmaking system will automatically feel the lobbies with "standart" set of crew, which is one pilot, gunner and two engineers, therefore making it impossible for a second pilot to join.
2) Matchmaking system will take player's perfomance in account and try to match him with players of his skill, thus much less likely throwing his in a game full of novices.

Those arguments are easily countered by those simple statements:
1) Some novices keep bringing the lochnagar for gatling guns and some even change to second gunner after they join, it does not fix the problem.
2) As I mentioned before, there are only 2-4 games in my gaming time due to timezone. Matchmaking system will fail to find sufficient ammount of players to keep the skill levels more or less equal and mix novices with veterans yet again. This does not fix the problem.


Muse's point of view is that each player should be given the freedom to enjoy the game.
They see that forcing someone to bring some specific loadout or change class against their will is violation of this.
However, Muse members are not quite often seen in game other than dev matches and have lack of insigt to the problem.
When I attempted to play as a second pilot in a presence of Muse I was forced to change my class, because it was bothering him.
But in their theory it is not supposed to bother him. Somehow.


Muse, your current policy regarding the novices is inadequate and frustrating for both group of players.
I am simply not able to enjoy the game until it is 2 AM in a morning, when there is a large enough variety of games to pick from. This frustration is slowly reaching the boiling point over a year when I am seriously considering to abandon the game and advice my friends against purchasing it until something is done about issue in discussion.

I strongly suggest following to be implented:

-Novices keep the novice loadouts outside of the novice games. It will prevent them from letting their shipmates down by bringing the set of tools like mallet/chem/extinguisher and it will defend them from veteran's agression, since they have an optiomal loadout and it is not in their powers to change it.
-Improve the current tutorials and, if possible, add the separate tuorial mini-missions for each gun and ship.
-Unlock the Wilson's notes so novices would be able to read them and will have a chance to understand the game mechanics regarding the guns and damage types.
-Do not allow novices as captains outside of novice games. To captain a ship one needs to understand the mechanics of engineering, the mechanics of damage types, know the capabilities of your ship and capabilities of enemy ship. It is an information that novice player is simply did not learn yet and he is not able to pilot efficiently enough. I am suggesting, however, to keep their ability to captain the ships in novice games and practice matches.
-Do not allow novices to change their class after the matchmaking system added them to a match. As said before, the matchmaking system will try to collect a crew of one pilot, one gunner and two engineers. There is absolutely no need for novice to change his class if that happens. Even if captain wants 3 engineers on squid - it will be better that way, since novice will be not able to mess up by swapping his class and still will be useful on board of the ship.
-Recruit more CA from GMT+4 timezone. There is usually not a single CA during the daytime of GMT+4 and it is simply a brewing pot of profanity and madness when I am trying to play during my daytime, which sets a bad example for novices and degrades the community.

4
Community Events / [DevApp] Range Finder testing session
« on: September 14, 2014, 03:27:23 pm »
Copy-paste of this thread: http://steamcommunity.com/groups/GoIEC/discussions/0/613936039452868500/
Signing up through this thread is also welcome, yet tracking of slots shall be continued in steam thread discussion.

Greetings.
It appears that Keyvias wants rangefinders to be tested and it requires more than just one player to do so.

While tampering with range finder alone I noted this oddity - while captain has a range finder equiped on helm of mobula, he can't receive the feedback regarding the distance to enemy ship.
Therefore testing this issue will be put on To-Do list as well.

When?
Semptember 20, 2014.
16:00 UTC

Minimal Requirments for session:
1) 4 captains with range finders.
2) 3 gunners with lesmok, greased and heavy. (Junker in Match #1 does not require a gunner on board)
3) All those captains and gunners gathered on single server at specific time.

How to sign up:
Leave a post here, stating that you are willing to participate.
Post should include following information:
1) Which ships from Match #1 and Match #2 you are willing to test.
2) Role in which you are willing to test it.
3) Your DevApp nickname.

If you are not sure if you will be available to participate at announced time, then apply as Additional Crewmember. If any of core crew fails to appear at event, you will replace him.

Procedure
We are going to try and make it as less time-consuming as possible.
For this to happen we need to launch as less games as possible and therefore use pre-determined loadouts.
Commence your testing, record your results and send results back to thread with results for developers to read.
Thread for results will be created a few minutes before testing.

Match #1.

Ship #1 (Red team)
Mobula with following guns: Carronade, Harpoon, Flare, Gatling, Flamethrower.
Ship's responsobilities: test everything listed in Stage #1 of To-Do list and Mobula's part of Stage #4

Ship #2 (Blue Team)
Mobula with following guns: Artemis, Mortair, Flak, Banshee, Mercury, Hades.
This ship will serve as dummy for Ship #3 to shoot at.
Ship's responsobilities: test everything listed in Stage #2 of To-Do list and Mobula's part of Stage #4

Ship #3 (Red Team)
Galleon with following guns: Twin Carronade, Hwacha, Lumberjack, Heavy Flak, Mine Launcher
This ship will serve as dummy for Ship #2 to shoot at.
Ship's reponsobilities: test everything listed in Stage #3 of To-Do list and Galleon's part of Stage #4.

Ship #4 (Blue Team)
Junker with any weapons.
This ship will serve as a dummy for Ship #1 to shoot at.
Ship's reponsobilitiess: Test Junker's part of Stage #4 in To-Do list.

Notes: Try not to kill each other and regarding ship #2 and #3 - do not commence testing both at same time. Settle it between yourselves who will be dummy first and then switch.


Match #2.
Ship #1.
Squid with any guns.
Squid's part of Stage #4 in To-Do list.
Ship #2.
Goldfish with any guns.
Goldfish's part of Stage #4 in To-Do list.
Ship #3.
Spire with any guns.
Spire's part of Stage #4 in To-Do List.
Ship #4.
Pyramidion with any guns.
Pyramidion's part of Stage #4 in To-Do list.

Notes: We will quickly test the Stage #4 in this match and celebrate out good job with onslaughter.

To-Do list

Stage 1: Close range weapons testing.
Test the feedback of range finder with provided ammunition on board of Mobula:
-Barking Dog Light Carronade
--Lesmok
--Greased
--Heavy
-Javelin Light Harpoon Gun
--Lesmok
--Greased
--Heavy
-Beacon Flare Gun
--Lesmok
--Greased
--Heavy
-Whirlwind Light Gatling Gun
--Lesmok
--Greased
--Heavy
-Dragon Tongue Light Flamethrower
--Lesmok
--Greased
--Heavy

Stage 2: Middle-long range weapons testing.
Test the feedback of range finder with provided ammunition on board of Mobula:
-Artemis Light Rocket Launcher
--Lesmok
--Greased
--Heavy
-Scylla Double-Barreled Mortair
--Lesmok
--Greased
--Heavy
-Echidna Light Flak Cannon
--Lesmok
--Greased
--Heavy
-Banshee Light Rocker Carousel
--Lesmok
--Greased
--Heavy
-Mercury Field Gun
--Lesmok
--Greased
--Heavy
-Hades Light Cannon
--Lesmok
--Greased
--Heavy

Stage 3: Heavy weapons testing.
Test the feedback of range finder with provided ammunition on board of Galleon:
-Hellhoud Heavy Twin Carronade
--Lesmok
--Greased
--Heavy
-Manticore Heavy Hwacha
--Lesmok
--Greased
--Heavy
-Lumberjack Heavy Mortar
--Lesmok
--Greased
--Heavy
-Typhon Heavy Flak Cannon
--Lesmok
--Greased
--Heavy
-Phobos Light Mine Launcher
--Lesmok
--Greased
--Heavy

Stage 4: Range finder on helm testing
Test if it is possible to receive the feedback from range finder while using it on helm of Mobula.
Test if it is possible to receive the feedback from range finder while using it on helm of Galleon.
Test if it is possible to receive the feedback from range finder while using it on helm of Squid.
Test if it is possible to receive the feedback from range finder while using it on helm of Pyramidion.
Test if it is possible to receive the feedback from range finder while using it on helm of Spire.
Test if it is possible to receive the feedback from range finder while using it on helm of Goldfish.
Test if it is possible to receive the feedback from range finder while using it on helm of Junker.

5
Feedback and Suggestions / Global's chat availability
« on: September 07, 2014, 09:13:21 am »
Greetings. I am here to adress the issue of global chat being inavailable in game.

Players may want global chat be accessible in game for a number of reasons:
1) CA's are not able to efficiently monitor the global chat and play at same time. Even if someone adresses CA and asks him to neutralise the situation in global chat, CA is most likely to be clueless about the situation if he right off the match and will be highly dependant on reporter's personal perception of situation. Which is not good.
2) Players may want just to chat during long sniping sessions.
3) Players are often missing announcements about events like Iron Fork or Dev games while in match.

My suggestion is to enable global chat for players currently in game.
Counter-arguments:
1) "But global chat will spam the game"
Not true, since global chat remains in separate tab.

6
Feedback and Suggestions / Advanced match joining.
« on: September 07, 2014, 06:51:38 am »
Greetings. I am here to adress the issue of joining the matches about to start and already in progress.

Issue #1: joining the match about to start.
It is not rare when captains ready up with skeleton crew.
And those matches that about to start are available for joining as regular ones.

So, a player browses the lobbies and decided to join this one.
He is forced in the crew, a second beforethat the game starts, and he is forced on ship with a little to no idea on which ship he embarked, which weaponry is used on this ship and which crew is currently present on crew. In most cases he have wrong loadout/class/blocked people/swabbieship and therefore is forced to leave.

I suggested it over to feedback@musegames.com, yet this suggestion was simply ignored.
And I will suggest it once again - block the matches for joining as soon as timer before round start hits 10 seconds.
10 seconds is enough to quickly evaluate the situation and leave the match if situation is not satisfactory for joined player.

Issue #2: Joining running match.
Sometimes when there are no matches meeting my demands in lobby, I go looking for active games.
When I see the spot I would probably enjoy playing, I take time to evaluate the ship's loadout and loadout of existant crew to avoid situations of two buffgineers or me bringing the wrong ammuniton.
However, some players are not so caring about ship's efficiency and join on mention spot right away.
Quite often as second gunner/pilot or with improper eqipment.

Currently, I do not see another solution but to jump on ship as soon as you see the spot and only then think if your equipment/class is going to be efficient.

Possible solution: make possible for players willing to join the running match to "reserve" the vacant slot for 10-15 seconds.
During this time player will have time to adjust his equipment, while preventing other "jumpy" players to fill the slot.

7
The Pit / Wololo and burning man suggestions
« on: September 01, 2014, 05:06:40 am »
Greetings, I've been recently played with some decent folk with good sense of humour and we developed those suggestions:

1) Wololo
Enemy ship sneaks up behind you and shoots a harpoon.
Harpoon hits your main deck engineer.
Enemy reels the harpoon in and converts the engineer to work on their ship, now having an extra engineer when you are one engie short.
2) Burning man
Enemy ship sneaks up behind you and shoots a flare gun.
Flare projectile hits your main deck engineer.
Your main deck engineer runs all around the ship, screaming in pain and setting everything he runs by on fire.
Your main deck engineer will  be incapable of repairing the damage he cause until someone extinguishes 15 stacks of fire on him.

8
Feedback and Suggestions / Harpoons and white wailer.
« on: August 26, 2014, 08:37:22 am »
Greetings.
I am here to talk about harpoons.

Currently, I am trying to get White Wailer achievement, which requires pilot to destroy 4 harpooned ships.
3 of those kills I already scored before harpoons were fixed by developers and for several days now I am trying to get this last one kills.
To give you a retrospective of how harpoons useless currently - I was reported several times by friendly ship's crew for using harpoons on my ship.

As I understand the situation, harpoons attach to enemy ship's hull and remain attached for ~5 seconds. During this time the harpoon pulls the ships together.
Let us review the tactical use of harpoons on different ships:

Pyramidion.
The most obvious spot for harpoon on pyramidion is either one of both of fore guns. Deploying them on port beam means a larger hitbox for enemy and issues with control of the ship during the harpooning.
Let us review the double harpoon pyra first:
Pyramidion known as most preferable ship in ramming, so the basic idea of this build was to harpoon the enemy with both harpoons in same time, deploy moonshine at the same time and simply crush the enemy in mountain or any other obstacle behind them. If obstacle is not present then circle around and repeat the manevour.
This is a build I used to get my first 3 kills and it worked quite well, actually. I had a really good time with it. Currently, this build is not longer viable because the only thing you are going to kill with it is a Spire. And it happens as rare as hell too - you need to ram it at least two or three times for it to be a success.
If a single harpoon misses the target - the attached harpoon drags your ship away from the target up to the point when you simply pass by it without even scratching it.
More common scenario - both harpoons miss since they are quite difficult guns to hande and in this case you just do not receive the essential speed boost from them. Without this boost you can hardly kill even yourself.

Therefore: double harpoon pyramidion is no longer an option.
Next build to investigate is a single harpoon pyra. I decided to deploy gatling gun as secondary gun in order to remove the outer layer of hull before the ram happens and it was actually quite a good idea.
But the old problem arisen - it is almost impossible to steer your pyramidion when only one single harpoon is attached to enemy ship, therefore you are missing your target most of the times or hit was not direct, therefore softening the damage.
But still, even if you are successfull with this build - only things you are able to kill with a great deal of luck are spire and mobula.

Galleon is a good target only because of his enourmous size, therefore making it very easy for crew to aim, but it is impossible to penetrate his hull quick enough and it takes at lest 3 successfull attempts to bring him down. He is just too damn fat.
Golfish and squid are good target only if you approach them either directly or behind, but if harpoon hit them at least one inch to the left from the center - it *will* steer aside and avoid your hit by natural drag power. Harpooning the squid or fish which moves perpendicular relatively your ship is simply not an option - it is a 100% guarantee of missed ram.

Other viable option for a secondary gun is one of disablers - either flamthrower or a carronade. In this case your plan is to bring the ship down on the ground and let it die because of the natural damage, but again - harpoon pulls your ship aside and towards the enemy making the steering very hard in tight spots as well as moving the gunner's gun out of the arc. Also, killing the ship that way takes much more than 5 seconds - it is very and very easy for that ship to stay unharpooned upon death, turning all your attempts to vain. Even if you manage to kill it, of course.

Therefore colclussion: pyramidion is not a viable option, if a target is not a spire with lvl 1 crew.

Squid: if the ship was harpooned with fore gun, you will be unable to steer away and get arc on starboard gun. You got the ship 'pooned and this is about it - you can only pray that they have their outer layer of hull down and less that one bar of permament hull up. Harpooning with starboard gun results in almost immediate death of squid. The only viable option is to harpoon with aft gun and drag the enemy away from the point, for example, like a tow truck.
But this will not score you a harpooned kill.

Therefore conclussion: squid is completely useless with harpoons, unless on aft during the point capture.

Goldish: suffers the same fate as squid. Harpoon as light gun can be installed only on port and starboard, which is instant hazard to ship since of it's rather low hull.

Therefore conclussion: harpoons are not the option for this ship.

Mobula: With harpoon as main gun it *might* be possible to destroy the enemy ship from lower deck guns before it crashes into you and destroys you. It takes a very short range though and mobulas are not exactly the best choice of the ship when up-close personal. And be ready for upper deck guns to be out of arc, since you will be unable to steer aside to give them arc.

Therefore conclussion: you might be able to kill swabbieship with it.

Spire: I am not even going to comment on this one.

Therefore conclussion: kill Spire with harpoons on board with fire.

Galleon: Galleon is able to tow enemy ships away from points using it's aft gun, but port harpoon will drag you aside ruining the arc for lower deck port beam guns. Just because the upper deck port beam gun places very slightly closer to aft rather than on center.

Therefore: harpoon on galleon is useless.

Final conclussion: It is nearly impossible to find a good use for harpoon. And almost absolutely impossible to actually kill a harpooned ship after issued fix for it.

I say that it should be improved somehow.

9
The Gallery / Short Movie - Ramming Speed
« on: March 26, 2014, 10:33:25 pm »
Disclaimer - I do not claim that I created this. I am just giving a little boost to discussed video.
This movie's rating is PG-13. Harsh language, mild violence and balloon deflation to be expected.

Description:
Rom Torsk was a mere young man when he enlisted as engineer of Northen Spirit. During the encounter with enemy their captain suddenly disappears and Rom is forced to take command over the ship.
Observe Rom Torsk to change and develop his personality from soft and friendly engineer to harsh and authoritative leader under the pressure of captainship.
Sympathize the loyal and brave Crew Master Pennpoc, who has nothing to loose than his life. Watch him becoming obsessive with destroying his enemy even with the cost of his own life.

Their crew is unexperienced, their mission is impossible to complete, their chances to survive are mythical.
Drama to be unfold in their suicidal mission to hunt down the enemy ship at any costs.
The enemy is superior in all ways and after coming to realisation that Northen Spirit won't make it up in regular battle, Rom Torks have no other choice but to take extreme measures to accomplish his mission by destroying both himself and enemy.

The Ramming Speed. Watch in your local web browser at january 24th.

http://www.youtube.com/watch?v=SlEtPcqYBcw

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