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Messages - Kestril

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Feedback and Suggestions / Re: Making new players stay
« on: May 25, 2018, 02:49:19 am »
Just got done with teaching some newbies today. I come to check the forums after the update and am baffled by the suggestion that "CA's are the problem." After a few matches the enemy team managed to best a newbie captain and I after putting a plan together. Moreover, I've seen more clans stomp the newbies than anything else. At best, I think it is a misunderstanding of what the role of a CA is, and at worst, I think it's a poor and unwelcome attempt at scapegoating.

Anyway, As far as lobbies go:
Sure, we've all been there. It's late, and the comp crew just joined as a full stack. Then the first ship their captain chose hard-counters yours. I log-out when that happens some days, and I'm sure others do too. At that point, we're playing two different games. I'm there to maybe try a new build, experiment, or run a munker on crazy king, and they are there to win and stomp face with that zero-ed in lumberjack or cookie-cutter goldfish. While I don't  begrudge them for that, I think GOI could be made more clear as to which matches are more like serious skirmishes or tests of skill and coordination, and which matches are for a more casual environment. While we have the tool to differentiate the two (vet game vs non vet game), I think there could be both better general implementations and implementations specific to help vet lobbies.

In order to facilitate a more balanced environment in general, I think some tools could help, like hiding the opponent's ship and crew loadout to reduce counterpicking, or disabling the lobby swap after every match if it would make previously balanced teams unbalanced. Those two changes seem like a start. It doesn't address vet-stacking, but it does remove the tools experienced pilots can abuse for when they really want to throw the newbies to the dunes dust.

As far as specific things to facilitate creating vet lobbies:  I think vet lobbies should be encouraged in the form of unlockable cosmetics, decals, and ship themes that you get for *exclusively* playing in vet games. Heck, it could even generate store credit to get that new decal or paint you want. Not only would it encourage vets to do vet games, but also newbies to stick around until they reach veteran level. That may be enough to overcome that initial hurtle. After all,  playing at that higher-level may be intimidating *but* may be worth it if you only need 10 more matches to get that new ship theme. Perhaps at the end of 10 matches, the vet lobby won't seem that bad! The real new theme were the engineer routes and gunner skills you learned along the way.

As far as positive things to say go when getting stomped, I usually take it as an opportunity to explain the game:

"Yeah, they got us in a 2v1. Can't outrepair two ships unless everyone dives onto the hull."
"That was a well timed flak shot. They waited for the armor to drop."
"See how that fish alternates to the side carros while the hwacha's on reload? That's why we are always repairing.  They got a good fish pilot."
"Their gunner was just a quicker draw on the hwacha, that's all. Always important to shoot those first."
"Yeah, *that's* what the lumberjack does. Hard to aim at first, but really scary now. Just got to shut it down with our artimis next time."

Once newbies recognize the good play they are more likely to try and grow to counter it rather than give up in frustration. Sometimes it takes about three matches, but once they get it, the newbies get it and can hold their own with a bit of management.

The Signal Tower / 100s Week of Chaos Skirmish (Set to 1812 overture)
« on: March 10, 2018, 08:49:00 pm »
In celebration of 100 weeks of Chaos Skirmish Saturdays, I made a compilation video of 100 weeks of chaos skirmish.

The Guns Community has been a tight-knit and welcome addition to my life. I may be oversharing, but I've dealt with generalized depression and anxiety for most of my life. I cannot overstate how much comfort this game and the community surrounding it have given me.  Being part of this small, passionate, and dedicated community of airship crew and captains has made my life that little less lonely, and that little more worth living. If just to show up at chaos to try a funny ship build, ,say hi to new friends, or teach a newbie the difference between a mallet and spanner.

Also, I don't think I would have tried my video editing chomps without GoIO. I won't lie, this video is a bit rough, as it was my first time ever video editing and I only had archived, sometimes low-res stream footage to work with. But as the video progresses, I learned to make my cuts better, keep the action more centered with a clear direction from cut-to-cut, and generally learn editing software. I may try the whole youtube thing in the future, eventually.

So, to give back to this wonderful community, and without further ado, I give you 100 Weeks of Chaos Skirmish arranged to the 1812 Overture.


The Lounge / Re: Introducing the new CAs!
« on: January 19, 2018, 07:10:31 pm »

I am Kestril, I'm an old-timey vet that remembers when gat-flak was meta, the flakfish was viable, and the mobula didn't exist. I've survived this long in GOIO by realising that it truely takes 4 people to crew a ship, so it's always good to let the blame circle around in the blame triangle  keep things in good spirits. After all, it's the ships that win. The players are there to have fun! I'm friendly, helpful, and instructive to others while on GOIO and always like to try something ridiculous new.

I captain mostly, so if you find yourself aboard me ship as me crew, feel free to ask what gun or ship you want to try and I can make that happen!


Feedback and Suggestions / Re: Kraken Harpoon Gun
« on: October 28, 2017, 05:14:26 pm »
So the flamethrower only shoots if the harpoons land? Sounds good with me.  Maybe the only jet engine that fires is the one whose harpoon hits the ship, or The more harpoons land, the more powerful the flame blast. That would balance it out a bit. That would give a skill floor to balance making this gun potentially too powerful.

Also this should be a thing now because the judgement is here, and now we have three ships with front-facing heavy guns and no CQC heavy gun aside from the hwacha.

A CQC piercing/fire heavy gun would be cool. I love the idea. Kracken is a great name, too.


DOOOO IIIIIIIT MUSE! Now is the time!

Gameplay / Re: Magnate Theory
« on: July 25, 2017, 03:59:17 pm »
I run gunner mid, and an engie fore and aft. The placement of the heavy guns means the gunner can jump down and man the heavy guns if the rear engie is busy with repairs. When working well, the gunner can use a gatling to strip armor, the engineer can fire the hwacha, then the gunner can hop down to load the hwacha with the appropriate ammo and return to the middle guns.

Under heavy pressure, the gunner can choose to go for armor with the gat, and if a disable is needed they can hop down to a hwacah.

For pupstomps, I like merc-merc-flak for a long range setup as it is the only extreme-range killshot boat. Against more seasoned vets, I prefer lumber-hades-artimis for long range.

For the brawl side I like light carro in the front, gat middle, and hwacha rear. This gives one side the quadfecta of threats: Component disable, armor strip, balloon disable, and hull-kill potential.  Still, I find the magnate stupidly vulnerable to disable at close range, so getting the first volley is a must. The good news is that you will only need that *one* volley. 

Gameplay / Re: The Meta is dead, long live the Meta.
« on: July 22, 2017, 03:44:58 pm »
I'm happy to reduce Greased effectiveness by 1/4 or even 1/3 but not by 1/2. If 25% is unnoticeable then why was greased overpowered? If 25% is unnoticeable then the 15% of greased was nothing to worry about in the first place!

This issue isn't OPness strictly by the numbers, the issue is greased was OP enough to overshadow other ammos on nearly all guns.  Greased was the omni-ammo to use at medium and close range. Making its role more distinct (crazy dps at very close range) allows other ammo, such as heavy or charged, to become viable options at mid range.  Also, it's worth pointing out, that while greased is less effective at medium range, it is more effective at close range.

You do have a point about the hades an it's interaction with greased. In testing I was of the opinion for some mechanism to add jitter, but due to technical barriers with the code and the high-skill-floor of the hades and lumberjack, adding jitter at the time would make those guns very frustrating to use. From what I understood, those guns have to have a base jitter value for greased to apply, and adding a jitter value would make them terribly inaccurate at long range and cut the skill factor immensely. But, before we can start re-balancing those powerful guns we need to get the ammos balanced into distinct roles too.

Gameplay / Re: The Meta is dead, long live the Meta.
« on: July 22, 2017, 01:34:11 am »

Have two identical ships at a set distance fire opposite greased at each other while aiming at the same point and swapping ammos each round. Screenshot armor and repeat until results are consistent. Retest at more ranges and with other ships

If this kind of test is too difficult or time consuming then don't test at all! Without testing you end up with biased results like "the 33% larger radius was unnoticeable". Inaccurate tests yield false results... and lead to +90% jitter :'(

Except, we did those sorts of tests with practice dummies to get the range/spread/damage down. +33% was unnoticeable.

But even then, such a test wouldn't be that valuable, as the game is not played with two stationary ships only firing one gun while aiming at the same point at each other. Such a controlled test doesn't really hold up because it does not emulate in-game conditions.  in an in-game battle conditions, +33% jitter was unnoticed by all testers.

If you want to test, then get in the testing group and test. Then offer feedback on the tests. Don't decry the changes after they've gone in.  Greased gat beats out greased hades at eyeball-to-eyeball range. Charged gat roughtly matches greased hades at mid-range.  Different ammos for different situations on different guns. It's disingenuous to expect the gatling, a close-range gun, to perform the same as the hades, a mid-range gun in all situations.

The Lounge / Re: Prove you're oldfag
« on: June 15, 2017, 06:51:46 pm »
Shrike wasn't in skirmish  ;)

Co-op didn't exist!

The Gallery / Re: GOIO memes
« on: June 04, 2017, 04:42:44 am »
That's gold Dementio.

When you just finished repairing the hull and then get hwacha'd

The Pit / Re: Ban the User Above You
« on: May 29, 2017, 04:03:13 am »
I ban Carn for misunderstanding evolution. Evolution is driven by natural selection, not lack of satisfaction.

Feedback and Suggestions / Vote Kick for Custom Lobbies
« on: May 28, 2017, 12:16:13 am »
Custom lobbies need a vote kick or kick feature. Chaos Skirmish was once again was held up for 40 mins due to an afk player and no mod online to remove them.

This is nothing new so see the numerous threads regarding this much needed feature.

Anyway, the whole ordeal and lack of features left a sour taste in my mouth of muse's history and stance on this subject. I can't help but feel like they don't necessarily trust their community by implementing these basic tools.  Nevertheless hopefully this thread might be the last straw or the extra bit of push to change their minds or take action.

The Pit / Re: Ban the User Above You
« on: May 25, 2017, 01:46:08 pm »
I ban Carn because it's what I do.

General Discussion / Re: My renewed argument for Free to play
« on: May 10, 2017, 12:30:48 am »
Well it was a good run!  ;)

Tonight I took a newbie clan aboard a shrike and managed an underdog win against some experienced players. Getting the newbies gud reminded me of the good ol' days.  I've had a blast with GOIO and will continue to log on for some good chaos skirmishes and the odd match or two.

Hindsight 20/20.  I agree that player retention was the problem. Balance updates were few and far between, and community feedback was often processed in a very opaque manner. It never felt like the devs were confident in their skirmish experience, nor as enthusiastic about it as their community.  It showed with their laser-focus on alliance at the expense of the competitive and skirmish scene.

Now muse have learned and gotten the message with the MK. II guns and new maps, but

It honestly doesn't matter what they do. Alliance is irrelevant. The damage was done years ago, and there is no coming back from that. The opportunity passed.

That says it all.

Hopefully, the muse folk will make a teamwork-focused game in the future, or maybe a muse may retain an influx of players if they do decide to go F2P from the lessons they've learned.

P.S. Some idle thoughts:
This is just my take, but It felt like their innermost burningpassion was more PvE focused, and sometimes at odds with the PvP-focused community. While the result turned out great, It felt like a PvP skirmish game wasn't the game they wanted to make. They worked on alliance, but, for one reason or another it felt like muse was constrained by deadlines and budget. They compromised and it felt like alliance was still only half-step short of the original Kickstarter adventure mode.

This post isn't meant to bash or anything, it's just my idle thoughts and take on the matter.

o7 Muse, it was fun. I've improved my leadership and teaching skills, and met some friends and had some great moments in GOIO! This game was worth it. I wish you all success in the future.

quack quack and stay sassy!

I like the dragonbreath gun. It will be interesting to have a disable gun that primarily relies on fire instead of balloon. That would certainly make it unique. I'm for a dragon'sbreath carro mk II.

A note that MK II guns so far haven't changed the gun's role entierly, but just how that gun functions within that role. So "close range disable" for the carro changing from shatter to fire is good with me!

Feedback and Suggestions / Re: Kraken Harpoon Gun
« on: April 10, 2017, 10:20:41 pm »
All of the yes to a heavy "shotgun" harpoon launcher.

This needs to be on me galleon broadside.

I'd say left click fires single harpoon, right click fires the remaining clip in a volley with a spread.  They connect and reel automatically.

I'm already loving the new poon on my galleon, but this would be amazing.

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