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Messages - nanoduckling

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1
Feedback and Suggestions / Re: Making new players stay
« on: May 16, 2018, 02:32:42 pm »
The bottom line here is that there is no way to fix this problem without addressing the central issue of why novices lose (and they get disheartened because they are regularly defeated). Novices lose because Muse gives them the freedom to screw themselves.

Back when I played I sometimes had novices on my ship that followed my instructions, listened and learned. Under those conditions we have a decent shot at winning, even against experience opponents. Even when they lose they still take pride in going toe to toe against players with many more games than them, the game is still fun. When I've had the reverse, when novices wouldn't follow instructions, listen to advice or were generally assholes, defeat was all but assured. I was willing, although not to the degree that many CAs are, to put up with the awful experience this game frequently presented coaching novices, because of the positive experiences that went along with it. I can well understand why many folks are not so willing. Vets and CAs are not to blame for the teaching experience being an unstructured mess.

If you want novices to stand a chance against vets then they need vet captains, and those captains need total control over their ships. Sometimes you can get that by being a personable and friendly individual but if you want that to be a consistent experience then you are going to have to empower the folks you want to lead these novices. Otherwise it will be an unpleasant experience and rather than suffer through another extinguisher / spray / buff novice who wont listen the vets will team up with folks they know are reliable.

If you try to force vet players to babysit novices without giving them the ability to structure the environment, then all that will happen is the community will get even smaller. Vets leave all the time, I know plenty of old hands who no longer play, me for instance. If you try to force vets into leading novices more will leave unless something changes about that experience, and what is proposed here wont change enough. My suggestion, if the algorithm detects that a lobby is heavily stacked, it sends every player a message to that effect, and asks players if they would prefer to switch to a 'Structured Lobby'. If some threshold of players present agree then the lobby is algorithmically re-balanced distributing the players but with several important differences. (1) Captains can send any player on their ship to a spectator slot. (2) Pilot selects all load out options including kit for crew (3) If 3/4 pilots agree then one of the other pilots is demoted to crew and algorithmically replaced from those players present.

No solution which depends on splitting the community will work as the population is too low, and players are voting with their feet when it comes to coaching novices within the current framework so any solution dependent on people magically changing their attitude there is also doomed to failure.

2
The way to defer spotting an enemy ship while your crew is busy and you are the pilot is as follows, you say "Contact, pyramidion, 400m, port bow, below, facing, closing"

Then your crew know where it is, what it looks like and can spot it when they need to.

3
Feedback and Suggestions / Re: A cry for change
« on: January 17, 2017, 10:21:09 am »
This post is excellent and has clearly repeated what many of us have said for a while now, all be it in the context of yet another questionable set of balance changes. As another old player who doesn't play much anymore I'll add mine to the list of player who emphasize that the reason we don't play much anymore is the lack of new content, and the really bizarre way balance changes are handled.

4
General Discussion / Re: Easy idea to help lobbies
« on: July 27, 2016, 12:21:43 pm »
In practice how is this different from raising the novice cap to level 16 or 20 and making it mandatory? How many players above and below level 16 / 20 are online at any given time of the day?

5
Feedback and Suggestions / Re: Automated vet game
« on: May 16, 2016, 10:02:09 am »
I'd say a 50% failure rate is pretty high, especially given the high standard some individuals in this conversation are known to impose. As far as the context of the conversation impacting understanding of it, Ceres is at liberty to behave differently. If he did so long term I've little doubt his efforts at communication would be clearer as more benefit of the doubt would be afforded him.

6
Feedback and Suggestions / Re: Automated vet game
« on: May 16, 2016, 07:43:04 am »
If one person doesn't understand you, odds are the problem is with them. If lots of folk don't understand you the problem lies elsewhere.

7
Feedback and Suggestions / Re: Automated vet game
« on: May 15, 2016, 07:25:18 am »
Ceres it is clear to me what Mann was asking, and I'm not clear why it wasn't clear to you.

Say myself, Mann and a couple of other folk who are looking to do some teaching create a lobby where we each take an engineering slot on a ship. We open up the lobby to the queue and it is instantly converted to a vet game because everyone in the lobby has 2000+ matches and 45s across the board or is an AI. There are a few solutions to that problem, you could make it a toggle that the lobby creator could disable, you could make the conversion vote based, you could require that the lobby be say 50% full before the conversion happens (this may have been what you actually meant, but with the requirement being all the players).

I'm fine with this idea so long as I can disable it on the lobbies I create. If I get polite and engaged novice crew I like to keep hold of them (it isn't unusual for me to bring them into games where they are the only player with all levels under 30). I'd rather not constantly be one DC away from a lobby conversion if I have the choice.

8
Feedback and Suggestions / Re: Dear Devs, Make Game F2p
« on: May 13, 2016, 01:58:01 pm »
People are judged by many things, but one universal measure of their quality is if their actions further or hinder their objectives. By this standard, the OP really does suck. Now even if the developers did want to do something free-to-pay like they cant do it without the most recent advocate for it having behaved like a total jackass. If you brought the same tactical and strategic insights to the game played from your hard drive as you have to the game played in the forum I am not surprised you have been repeatedly crushed.

9
Q&A / Re: New Player - Voice Chat Questions
« on: May 13, 2016, 06:58:01 am »
Just to add to this, playing without talking yourself is fine, I suspect most players do this. If you need to block everyone in the lobby except the folks on your ship that is a-okay too.

You can crew in silence pretty adequately, and you can pilot with the 'V' menu (accessed by pressing the 'V' key), and the 'B' targeting reticle which highlights what you want to target.

Having the sound settings configured so the pilot is inaudible is considered extremely rude. This is a highly co-op focused game, and if someone cant hear what the pilot is saying it cripples the team. Think playing an FPS after unplugging the mouse. That said if you don't want a conversation that's not going to be a problem for most pilots, just accept load-outs and follow orders and you will be fine.

Just to add to what Solidus said, the reason you need to unblock folks afterwards is that the matchmaker tries not to put you on a team with people you have blocked. If you leave everyone blocked you'll run out of folks to play with.

10
Feedback and Suggestions / Re: Youtubers bootcamp?
« on: May 07, 2016, 10:00:37 am »
I think this is a great idea, but I doubt you will find many prominent Youtubers willing to do it. It isn't because they are selfish or don't care, but because the time invested to revenue generated for a project like this is poor, and they need to do things like pay for recording equipment and eat, all the while maintaining the popularity of their channel. To do that they need to produce lots of interesting content fast. If you can find some way to make this sexy and sell and keep eyeballs fixed for the duration of the video you might find some willing, but odds are good if you try to make a deal imposing too much creative control folks will just walk away.

11
Community Events / SCS Casting Sign-up
« on: May 04, 2016, 05:39:31 pm »

In the interests of getting more folks involved with casting (recording and commentating on) the Sunday Community Skirmish (SCS) the organizing team have put together a sign up sheet.

The first sheet is for information purposes only, If you want to cast the SCS get in contact with one of the organizers (currently Lueosi and Extirminator). On this sheet you will find who is signed up when, and where we are short.

If you are interested in casting the SCS in general rather than on a specific weekend, either as a host or a co-caster, the second sheet is for you. Please add you name to the list of available casters, all help is appreciated. It is worth giving the organizers a shout too. When the SCS is short of casters this is one of the places we are going to look.

As an aside, this seems as good a place as any for me (nano) to thank those of you who have been in contact about resources for casting and how we can open up the process and get more folks involved. Whether it is to point out someone who might be interested in helping, volunteering yourselves or just general feedback. Your input has been appreciated. If you are interested in casting but are just now finding out about it now, well that's part of what we are trying to fix here, so please get in contact if you want to lend a hand.

12
Guides / Re: Mobula Guide for Control Freaks
« on: May 01, 2016, 10:28:03 am »
Great guide Vom, I have only one thing I want to emphasize as I see folks making this mistake over and over. The blenderfish is not a hard counter to a mobula which can counter blend, even on close range maps. It can work if you get behind it or give it wall or canyon cuddles, but if you are in front of the mobula it will just use superior vertical mobility and the extra pressure two light guns can provide to counter blend you and escape into a position where it can easily kill you.

13
Help the community! Learn to cast!

Would you like to learn how to cast? Wish someone would show you how to use twitch and related paraphernalia? Well the Sunday Community Skirmish (SCS) is short casters, so I figured I'd train us some new ones.

Actually that is an understatement, I'm the SCS emergency-oh-crap-I'm-needed-at-the-nuclear-plant-back-up caster, and I've done it for the past three, soon to be four weeks. I'm also about to start a new job with all that that entails. So even if you aren't super keen on casting but want to help the community out then this is a way you can do it. As someone who occasionally partakes in tournaments I can tell you folks really appreciate having that footage around for review, even a cast that has been thrown together at the last minute has value to the participants.

I'm offering two week instruction in casting (about an hour or two on two weekends). I will show you how to:
  • Set up a twitch account and create a channel
  • Download and use all the (free and open source) software you need to set up a broadcast, specifically the Open Broadcaster Software
  • Tell you all about what I've learned casting and help you avoid my many, many mistakes
  • Answer any questions you might have

The cost to you to set all this up will be time, but not dollars, all the software and starter accounts are free. What I'm looking for in return:
  • During week one of this process you'll be co-casting the SCS with me, 7pm UTC, on my channel
  • In the second week you will be hosting the SCS on your very own twitch channel
  • You'll host at least two additional SCS events
  • Cupcakes, I'd also like cupcakes

Any takers please get in contact with me either in game, via the forums, or on steam. Username is nanoduckling in all cases.

If you are already familiar with all this and want to help us out casting the SCS then please, get in contact with Lueosi.

Attention community minded artists
In the words of Zoidberg, one art please. Showing folks how to set up a new channel is pretty straight forward. Making the artistic assets and the like is less so. Folks creating these new channels I'm hoping will spring forth will probably benefit from some support from folks proficient in graphic design, video editing and composition. If you would like to volunteer to help new casters with art assets please get in contact with me or better yet post here. I suspect folks are more likely to sign up for this deal if they they will have some community support when it comes to making their cast look and sound the part. A splash screen, a logo, a 20 second jingle, even an intro / outro video will help these folks out a lot.

14
Community Events / Re: 20 second round start timer
« on: April 12, 2016, 04:05:14 pm »
Hrm, yeah the extra two minutes at the start might not be worth it. The stop gap I suggested wouldn't necessarily have that problem since a quick sweep round the ship will allow folks to visually identify the ships detailed load out while the audio provides a summary description, so the 2 minutes of footage in lobby can be cut off to minimal detriment since you can always just pause and look at the ships if the detailed gun load outs are of interest.

15
General Discussion / Re: How to drive a veteran absolutely insane?
« on: April 12, 2016, 11:41:54 am »
Recognize that you are playing a game you cant win. You cant hurt someone who is bitter and already hates themselves and everyone around them. Or you could force them to watch the Star Wars prequels on a loop with bad French overdubbing.

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