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Messages - SyndicatedINC

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Feedback and Suggestions / Re: Mic "Radio" effects.
« on: June 11, 2014, 05:30:12 pm »

OT: Purple voice chat indicators for party voice chat (matches the party text colour), team colour (Red/Blue) for Captain chat, black for crew voice chat :)

Nice solution, love the simplicity of it!  Perfect!

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Feedback and Suggestions / Re: character progression needed
« on: June 11, 2014, 03:45:55 pm »
JaegerDelta hit the proverbial nail on the head here:

...the player is no longer the primary unit in the game, the primary unit is the ship.  the player, meanwhile, is a sub-unit, a fraction of the entity that is actually interacting with the game mechanics.  the object actually in conflict.

so you take our 4 person crews for 1 ship. the ship is the object actually in the action, making it the primary unit of interaction with the game mechanics. that means each player is 1/4th of a unit. and having access to all the same equipment and choices as every other 1/4th unit of the game, 4 of them can come together and make 1 whole unit that is exactly as equal, has had the same choices affecting the outcome, as any other 1 whole unit.

now if you start buffing players, i.e. through a conventional progresson system. those 1/4's are no longer equal and there for they could come together to make a whole unit that is greater than another whole unit, i.e. has a bias towards winning. a real, actual, game mechanically induced bias not just greater experience with the game. and that is a problem.


Although did anyone else read this and immediately think "Damn, now I want a wooden peg leg cosmetic"? 

Dont think your Picking up what im putting down ...... ya a eye patch and a hat and a wodden leg are great and all but .........

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In the interest of full disclosure about this, I am annoyingly OCD about my levels.  I don't play to level, but I have an illogical need to keep all my levels the same.  So when I level up accidentally, I have to start grinding right away to equal them out. 

i think you guys are looking at the levels from the wrong angle. they are not your rank, they are not an indicator of skill, they are infact an indicator of renown within the world.  as you preform more and more amazing feats of skill, word of your name spreads in the world, and you "level up"

this is reflected in how the unlocks are handled and even in how the community treats levels.

you only unlock cosmetic items, those cosmetic items are things you have collected in your travels, perhaps given by greatfull people you have helped or looted from towns you have raided. a "higher level" person, i.e. someone who has performed more amazing feats has clearly spent more time traveling and therefor has more cosmetic items.

as far as how people treat levels in game. they are taken as a mark of experience and skill; high levels are assumed to be good, while low levels are assumed to not know what they are doing untill they prove themselves.  Is this not how a famous person, regardless of actual skill, would be treated in the game world?  their actions have spread around the world and their reputation precedes them.  someone not as famous, lower level, would not have that same reputation and thusly assumed to be just an average joe untill they show their skill. 

with no unlocks that affect gameplay being a part of leveling up, an achievement based system is the only way a level system makes sense at all. you just gotta get your heads out of cod land.

furthermore, i think you are overestimating the segment of the population for whom leveling up is a main motivator.  secondary or tertiary sure, or they want a certain unlock so they have to level up to obtain it. but to have leveling up be THE reason they are playing the game, i just find it hard to believe that is a very large segment of any game.

^Listen to this person, they are quite wise.  As I have played ever increasing games with the 'old guard' of this game, one universal factor is that the "better" the player, the less they pay attention to the class rank of someone as some form of measure of talent. 

With my argument I had simple logic in mind: The more matches he played, the more experienced he gathered. The more experience he has, the better he is in the game.
It's only an assumption and even some high level players are considered to be bad at everything they do, but it's the best we currently have in this game. Or do you want to be able to see every single stat MUSE database has about this player, similar to your own progess tab?
No matter what kind of indicator this game has, in the end you will have to play with the person in question to know how good/bad said person really is.

The Game Proper in other words, treats it as a level of dedication/time spent, nothing more.  Which is pointed out by this comment later in this thread by Dementio and is as JaegerDelta was stating.

I personally find the Achievement-based system nicer as it allows for any achievement to count equally to any level, and it is a more unique aspect to GoIO and Velvet, it would not be terribly easy to convert achievements, as you could literally go the same way with the achievements if you wanted to convert them into said hypothetical experience points. however, the achievement system, to an extent allows one to level up even if they were on a loosing streak. Basing levels off of wins would just motivate the culture to shift more so in the Call of Duty direction, motivating people to go for the quick kill, removing the tactics from it all, and above all, motivation to steal the kills of others, which is no bueno.

I also must say I wholly agree with macmacnick in this regard.  The current system gives someone a purpose or goal to work on at all times, even when victory is impossible.  Nearly everyone here will have known the pure ecstatic  joy that comes from a bitter defeat, only to find out by surprise that you finished some long forgotten incomplete achievement that you had abandoned trying to work on. 

While true that to get to the highest levels one must really do all of the challenging achievements, at the lower and mid levels you can really have an unbalanced completion list which is pretty neat.  Looking over mine I certainly notice what my play styles have favored over others.  For example I believe I was a level 7 or 8 pilot before I completed the win with goldfish achievement, quite simply because I hate flying those, so never did, and when I on rare occasion did, usually failed miserably.  That did not prevent me from leveling.  It may have slowed my progress slightly, however how can one claim to deserve the highest levels of pilot if one is a novice beginner at one of the core ships. Recall again that these levels are a measure of experience as much as anything.   



Yup, planning on ways to move towards non achievement based leveling.. more XP related... things you shoot... things you repair... etc.

When?  Dunno!  Definitely for co-op though.
So i have been lurking in this thread and notice what people are saying how about this is just an idea mind you to strike a nice balance how about xp for achievements? then everyone gets the best of both worlds?

But change achievments to more wins then matches played slightly tweek the numbers and objectives add more perfect victories or win by at least 3 kills.

Then have some for buff so many of x, then you have grind achievements which you will get over time but are still driven by winning games and gaining xp that way,

Also instead of level 5 you unlock a cosmetic it is for completing a tree of skills 5 objectives in tree 1 or 15 objectives overall?

I hope this makes sense.

Because if the desired changes are just number based and you keep the core foundation in place to work on, it is alot more realistic to achieve rather than a complete overhaul?

So what are the thoughts?

You already have you answer given in the existing system, with one minor tweak.  Stop having the achievements work as strictly linear as they currently do.  The reason being the example posted here by VictorSturm: 
i find that the main problem is, that instead of encouraging new tactics and experimentation, the result is annoying grinding. in the beginning i played a lot as pilot with the Pyramidion, without gaining any points for using this ship. thats because, while the current challenge is "Goldfish mastery" i don't earn anything from using other ships! so you have to use the goldfish and win 10 matches. fair enough, but after 5 wins, it's beginning to get tedious. but you can't change ships if you want to level up. the system that tries to make us experiment is making us grind.
the fact that other achievements ruin co-op is even worse. a pilot that runs around fixing guns for the "Helping hand"? that ruins your day.
kill stealing is becoming a thing.
rushing in to set things on fire puts the crew, and the team in risk.

Also again echoed by SeraphZ

yes, more achivements open at one time would solve a lot of frustration. having to concentrate on using burst rounds while other similar ach. are locked off doesn't feel organic. if i have already destroyed with a flametrhower, why don't that count?

I totally agree - as you said in your first comment the result is a grind. Why would you ever do that to your player base? I just want to have fun & shoot stuff.

In short, if I pilot a ship at helm which scores a kill at >1300 meters, it currently does not count until I have completed all the achievements in the levels below it of THAT specific category.  Thus the result becomes either grinding or extremely long delays in leveling.  People are clearly annoyed with both such options.  However if any achievement action can be achieved at any time, then players can focus on just playing, and level up far quicker than they do now, without any need for grinding unless someone is playing solely to level-up.  Final result being less complaining about the need to wait or grind, except by those ocd folks such as myself who want to keep all classes the same level, but I think I can safely say that we are the minority.  :-p

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The Signal Tower / Re: ♥ Captain Phoenix & RethBurn's Wedding ♥
« on: April 13, 2014, 06:35:47 am »
Haha, very cute! :)

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