Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dimometer

Pages: [1]
1
The Docks / Re: Zill's Merry Men
« on: November 10, 2014, 02:57:08 pm »
It may be unnamed, however, I suspect it would be called a "Philly Steak stuffed Baguette".

2
Q&A / Re: That moment when the Captain leaves mid-game.
« on: October 22, 2014, 11:30:35 am »
Ramming is situational, it depends what ship you are using and how much damage you are taking. I would not rule it out, it can work as a way to increase damage output, but it is something you need to communicate with your team in order to see if their are any strong objections (i.e. Noooooooo!!!!! Hull is nearly down!!!!) ;)

3
Q&A / Re: That moment when the Captain leaves mid-game.
« on: October 22, 2014, 11:11:14 am »
As someone who is not a captain cannot tell the AI what to do nor talk to the other captain, i would suggest this;

1. The gunner takes the helm, loss of firepower but no loss of repair ability.

2. Press "K" which will let you team text chat, look on the bottom left hand corner.

3. Down to three players, the engineers will have to communicate and prioritize their duties depending on the situation. Your AI will repair damage and shoot at anything close by.

4. It is difficult and you should expect to lose. I suggest flying close to your teammate and ambushing the other team, trying to pick them off one by one (Try to avoid head on encounters).

4
The Docks / Re: Zill's Merry Men
« on: September 13, 2014, 05:08:07 pm »

5
Feedback and Suggestions / Re: Mirrored Ships
« on: July 16, 2014, 06:58:05 pm »
Ok, you have just shown richard lemoons point to be correct, you are suggesting that ships need to be rebalanced to accommodate mirrored ships.

(p.s. You have written your post (above) in a manner suggests that I am a developer - I am not.)

6
Feedback and Suggestions / Re: Mirrored Ships
« on: July 16, 2014, 06:34:48 pm »
Two mirrored Pyras could easily cover each others blind spots when formation flying, that could be a balance issue, for example.

7
Community Events / Re: Room for Improvement
« on: July 15, 2014, 02:51:16 pm »
1.Is the HC League too long, too short, or just right? Why do you feel this way?
I like the length, It feels like each match really matters.   

2.Much of the league uses a best of 1 system. Would a best of 3 system have felt better, or was the best of 1 option a good way to protect your time and the audience's time?
I am of the opinion that best of three is better in theory, it prevents flukes and allows the cream to rise to the top, however best of one is much more practical.

3.The HC League (re?)introduced a separation of casting and administration, but failed (largely due to me) to separate administration and referees. Was the separation good? Would you have liked to see more separation between administration and referees?
I have had no issues.

4.Time limit rules came into play multiple times. Were these rules a good way to end the match, both as a player and as a viewer? Is there a different format that you feel might better protect the ability to bring any style to competition?
While time limits are not preferable, they are absolutely necessary.

5.Were the set start times a good or bad thing? Did you feel you were left waiting in full lobbies too long waiting for your match to start? Did you enjoy knowing exactly when your match would start? Did it allow you to schedule better and get friends to watch you? Would a rolling start time or a different format work better?
My clan had organised before the match, so i am not sure that it really affected us that much.

6.Did the lobby time limit provide an adequate arena for selecting your ship without opening the match to excessive ship swapping? Did you feel safe to take unusual builds, or would a different system make you feel safer in taking unusual builds?
Time to swap prevents teams from being completely hard countered, so that should keep the game competitive.

7.Were the pause time rules fair, and fairly enforced? Were you ever concerned that server problems or player disconnects would ruin a match for your team?
The rules were fair enough and clear, however i was in a match where the other team asked to pause, so we did, it seemed to take the referee a little to long to declare a pause in this case.

8.Were the substitution rules sufficiently flexible to allow you to make all needed substitutions? Did you ever feel the substitution rules were too lax, allowing a player or team to abuse them?
I was happy with the rules as they are.

9.Were there any rules you felt strongly for or against? Something you felt harmed the integrity of the match or League?
nope.

10.Do you feel that the map pool provided sufficient variety, and that the maps each added something beneficial to the map pool? Was there a map that detracted from the quality of the League that you felt should have been removed?
I dont think any of the maps should be removed, there might be a case to add other game types, but i am generally happy.

8
The Rugby union bonus point system is an example of a sport creating a set of rules, parallel to the rules on the pitch, in order to encourage an attacking style of play and attempt to score more points. This would have been done for the particular priorities of those who designed the system in the first place. (http://en.wikipedia.org/wiki/Rugby_union_bonus_points_system)

Another example is the qualification for the FIFA world cup, teams are seeded according to their rankings when the draw for qualification groups are made. It doesn't have to be this way, the qualification draw could be entirely random. FIFA chose for the tournament to be run their way for their own particular priorities (no matter how nefarious they might be).

This is the point I am trying to make; it is the responsibility of whomever organises a tournament to make clear their own priorities concerning the creation of a tournament with all relevant parties when forming  a rule set for the tournament.

You state that "Death match is the default. I think that needs to change." I think that is great, if you want a tournament which is not just death match, then create one. The community will be richer for it and you will get to play and watch games that you want to.

9
It seems to me, that the OP is asking the wrong question (Should Competitive Matches move toward Capture Point?). As a competitive scene is made up of teams who compete in competitions, I would sggest therefore, the correct questions are:

•   What are the priorities of the competition organisers (and competitors)?

Are the priorities entertainment, fun, high/mid/low level play etc...

•   How should these priorities affect the rule set or structure of the competition?

For example, very long matches were not practical in competitive play with streamers and players because they were boring to spectators, hard to commentate and impractical for organising tournaments with a large amount of games in a short amount of time.

In the OP's complaint, no-score draw matches with very little action are boring to spectators and that something should be done. The OP then goes on to state "the only way, right now to guarantee non stop action in this game, and a winner within a reasonable time without artificial, kept outside of the game, timers, is by playing capture point." This is wrong.

 If a competition organiser wishes to set up a competition where the OP's scenario was to be discouraged, it can be done through the rule set of the tournament. Now I am not going to be prescriptive, I am merely pointing out some examples.

In rugby, teams gain more points in the league by scoring more trys in a match. This suggests that teams could be ranked not just on a win/loss ratio but also upon the number of kills they achieve. It would also be possible to penalise teams for failing to score a point which would encourage teams to be less passive. 

In Golf (Ryder cup), teams play different versions of the game (four ball etc..) in order to provide variety into a competition. This means that a tournament could involve not just death match but also capture the flag, or even other crazier elements (squid racing).

I think that these sort of discussions are best left to the individual competition organisers, who have their own priorities for the competitions they wish to run.

11
Gameplay / Re: 1.3.6 Harpoon Changes
« on: April 30, 2014, 07:32:03 am »
When I used the harpoon in the dev app, with a short reload duration, it was very easy to spam. For example, repeatedly bouncing a squid of a galleons hull until the squid explodes.

12
Community Events / Re: Game Duration in the Competitive Scene
« on: November 04, 2013, 06:38:36 am »
It is critical within sniping match-ups that the accuracy of shots is high, so the dps is high enough to kill their target. However, when you consider the damage output of the hades and the amount of  missed hades shots when the target ship was just about to die, it would seem that as teams get better at using the hades, it will be less likely that games will near this length again.

13
The Docks / Re: Zill's Merry Men
« on: September 20, 2013, 08:46:18 am »
I have close to 100 hours playing the game and would like to join your clan.

In Game Name: Dimometer
Steam Name (can be given later through PM): Kenny
Preferred Class: Engineer, however I am happy to do whatever.

What beer would I be? : India Pale Ale (Refreshingly crisp and to the point.)

Pages: [1]