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Messages - Wundsalz

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16
Gameplay / Re: Need info for Spreadsheet: Weapon + Engine Health
« on: January 23, 2015, 01:52:39 am »
A bit dated, but I think this is still the best source around which is publicly available:
https://www.dropbox.com/sh/nren7iup46pn38f/Hq1BTC1AAs
among a lot of other gun related stats it also contains information about component health.
If you want to use it as a datasource for your project, which would make an excellent extension to the existing spreadsheet, you probably want to bring it up to date first or nag the ducks (who have created and maintained the spreadsheet) to update it for you. Either way, little stat adjustments have been made from patch 1.3.7 to 1.3.9 so this step shouldn't require too much effort.
If you want to contact the ducks about this: Erheller has been responsible for the document in the past. However he doesn't seem to be active in GoIOs community anymore.

17
Community Events / Re: Cake's Unbirthday Tournament!
« on: January 22, 2015, 01:43:40 pm »
I've just realized the rules require the ships crews to consist of friends. I think that's unacceptable and hence hereby sign out the "Sky Invading Rhino Ryders" from this event in protest.

18
Community Events / Re: Cake's Unbirthday Tournament!
« on: January 21, 2015, 02:54:57 am »
The Sky Invading Rhino Ryders have been spotted on the horizon:

(I'd like to thank Nat and B'Ellana for contributing to this masterpiece of art. In case you want to sue someone to cure your eye-cancer the logo has caused, you probably want to contact Nat. He is responsible for the "rhinos".)

19
General Discussion / Re: So about that MLG thing
« on: January 20, 2015, 01:33:16 am »
While I haven't monitored what's going on on MLG and why GoIO was removed, my best guess would indeed be inactivity. Why should they keep dead sections on their site?

Regarding why it wasn't used, I think it was seen as an unnecessary overhead as one can simply schedule scrims without it and MLG requires some extra effort to set things up. Furthermore MLG has got very strict roster rules. Every time you setup a scrim you need to state which 8 people will play on that date and only those are allowed to play (+1 substitute which also needs to be nominated on signups, I think). If you don't show up with exactly with these guys, you've lost the scrim - even if your team has got other players ready to substitute. This contradicts the spirit in which most clans run their team in GoIO. Most teams have got a standard crew with ship-build specific role assignments. However it's always possible someone can't show up for the event on short notice and you very well might want to field a different substitute for a gunner position than for a main-engineer position. Overall we treat our teams similar to soccer teams - while we can only field 8 players per match our teams consists of way more players who are more than just bench warmers. MLG is way to focused on individuals for GoIOs needs in that regard.
Last but not least I'd like to mention that the MLG site UI is a pest. The very basics e.g. inviting/accepting new players to a team feel like a messy workaround.

20
General Discussion / Re: So about that MLG thing
« on: January 18, 2015, 11:48:26 am »
we've had one tournament (the rob and dan invitational) which took place a couple of months ago. To my knowledge MLG has not been used by anyone in our community before or after that event.

21
General Discussion / Re: Something we should do every Christmas
« on: January 17, 2015, 11:13:09 am »
Letting geo pilot is such a waste of a flawless engineer. Really, in all matches I've played with him I can't recall even a single mistake he did as an engineer.

22
Rhino Trading Troop Rydrs O.o
They are out for blood.



I wanted to call the team "Fluffy Unicorns and Rainbows." But it was taken, so Wundalz called us knight in German...

I wonder who else is signing up? :o

I like their interpretation better. Lets just cut the "i" and go with RTTR! This way we've also got a logo already thanks to Daniel - awesome. only downside: the troopers haven't got mounts. Unfortunately I can't find a picture of a stormtrooper riding a rhino. The internet is disappointing.

23
Feedback and Suggestions / Re: Remove bridges in water hazard
« on: January 14, 2015, 02:41:07 am »
min settings are a wishy washy line. What's considered playable, really?
E.g. Phelan has played a couple of competitive matches on a really crappy notebook which is below the min spec.
All settings minimal, resolution turned down to mid-90s standards and voila he was able to run the game with occasional lag spikes if someone placed a flare. Technically the game was just barely playable with that system... still I'd personally consider it a bit daring to state it fulfills the minimal requirements because of the non-game breaking performance drops during peaks and because I think noone wants to play games with a 640x480 resolution anymore these days.

Sadly I had the "pleasure" of playing GOIO on older computer (I'm having mine repaired) which has
-Dual Core 2,6Ghz processor
-4GB RAM
-Dedicated video card with 512MB memory

And the game set to 1300-something x 700-something resolution, with all graphical options set to LOW or DISABLED was pretty much unplayable (10-20 fps). This speaks for itself I think.
I ran the game with a very similar system just decently a while back. Min settings + 1680x1050 resolution.
now, after I've upgraded my graphic card I can run GoIO fluently on max settings:
Dual Core 3Ghz,
4GB RAM
GeForce GTX 560Ti

24
Feedback and Suggestions / Re: Tame The Trolls
« on: January 10, 2015, 11:35:29 am »
I don't think gois community is at a state where trolling is a serious problem. I'm against stuff like a tribunal thingy or any punishment system along the line. Mostly because I expect too many people not to be able to distinguish between trolls and people who have got communication problems (deactivated voice chat/ language etc) or just suck at the game etc. Personally I think the ratio of matches where I'm sure I've got someone on my ship who intentionally wants to ruin my match to normal matches is smaller than 1:250.

However I'd appreciate some more noticeable positive reinforcement. The commendation system we've currently got isn't exactly cutting edge.

25
Feedback and Suggestions / Re: Remove the clan chat window!
« on: January 08, 2015, 02:48:43 am »
Have you got any reason to believe so? Muse code is a black box for us, so we can't make proper estimations on the work effort needed to implement certain features. Personally, I'd be surprised if adding an additional channel to the match chat window took more than altering/adding one line repetitive of code as a multiple channels are already displayed in those chat windows... perhaps it's even as simple as editing a config file. That put aside it's just removing one of the chat windows which converts the UI section to a state that already existed once (just global + match chat). I don't see how this can cause complications either.

26
Feedback and Suggestions / Re: Voice Chat in Different Ears
« on: January 03, 2015, 03:55:39 am »
I don't mind the current system as I can't think of a better one myself.
Personally I've got little problems to filter out the voice I want to track. However lowering one of the channels volumes if they overlap might help. Sometimes it's the captain chat (positioning and target prioritization are important) and sometimes it's the crew chat (I really like to be informed about that pyramideon sneaking up on us). Perhaps a priority toggle button switching between 3 states (do nothing, lower crew, lower captain) that's set to to do nothing by default?
Another idea regarding this matter: The UI could provide a visual (or perhaps audio?) indicator to show the crew the captain is talking in the captain channel and a and indication for the captains showing other captains are talking to their crews.

27
Feedback and Suggestions / Re: Remove bridges in water hazard
« on: January 01, 2015, 09:34:31 pm »
Regarding 1: I consider the bridges to be among the most interesting entities on waterhazard as a lot of stuff can be done with them. Stating the spikes were "superior" is just silly as the bridges allow qualitatively different maneuvers compared to rock cover. E.g. It's possible to shield a junkers or mobulas balloon with the bridges while pointing your guns to a huge open space. You can use them to move from spike to spike with decent cover. They can be used to shake enemies, etc. There are many ways to integrate the bridges into your tactical positioning. If "trapping urself in a cage of easily breakable bridges" really is the only thing you can use them for, feel free to keep a safe distance yourself, but please don't try to dull down the map for all of us.

Regarding 2: So far I've assumed you mentioned this argument as some sort of joke. I think it to be utterly ridiculous and would be really suprised if loading the bridge model would take longer than a couple of ms. If the ammount of entities in water hazard really was problematic (something you are not able to tell) I'd suggest to get rid of a couple of houses in the north western village instead. A region I've not had a single encounter in yet after more than 5000 matches played.

28
Feedback and Suggestions / Re: Remove bridges in water hazard
« on: January 01, 2015, 11:09:48 am »
I like the bridges and use them frequently as cover.

What cover?
Projectiles hit bridges. They also allow environment-specific positioning and maneuvers. They are certainly more than "just extra assets that increase my load time".
you're not fully covered by the bridges.
Exactly. Interesting, isn't it?

29
Feedback and Suggestions / Re: Remove bridges in water hazard
« on: January 01, 2015, 06:11:55 am »
I like the bridges and use them frequently as cover.

What cover?
Projectiles hit bridges. They also allow environment-specific positioning and maneuvers. They are certainly more than "just extra assets that increase my load time".

30
Feedback and Suggestions / Re: Remove bridges in water hazard
« on: December 31, 2014, 09:59:45 pm »
I like the bridges and use them frequently as cover.

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