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Messages - Mattilald Anguisad

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31
There is a matchmaking system in the works, and it will be usefull to do what you suggest.

32
Feedback and Suggestions / Re: [Critique] First Impressions - GUI
« on: May 25, 2014, 07:41:52 am »
It's becouse crew can be AI, but the commander can't be. Commanding a ship consists of way too many decisions - more than you realise. Not deciding to do anything might not be an active decision for a human, but for AI it is an active decision to do nothing.
Co-op mode seem's to be cheating a bit by not having any actual crew (it's still in early alpha development stage, but there was a live presentation on offcial Twitch chanel twitch.tv/gunsoficarus and on last Pax).

33
Feedback and Suggestions / Re: Ship idea: Swan v1.
« on: May 25, 2014, 06:38:16 am »
You just designed a much more powerful and tougher version of the spire - front facing heavy gun(s) coupled with front facing light gun(s). While turning slower than a galeon and moving barely as fast it weighs nearly twice as much making it insanely powerful at ramming - assuming you sucsessfuly ram anyone.

Reason why you don't generaly use galleon for ramming is becouse it's front is it's greatest blind spot, but this one does have fron't facing guns.

Arming isn't a dissadvantage while arming since you can always just pick heavy guns without arming time - like Manticore Heavy Hwacha or Helhound double carronade.

34
Feedback and Suggestions / Re: The role of an Engineer
« on: May 25, 2014, 06:34:52 am »
Omniraptor put it well. Depending on how your captain runs the ship, main engineer is the ship's first mate.

Good main engineer has better overview of what is happening than either of the gunners (being on gun reduces your FOW and gives you tunel vision), knows what sort of damage he can anticipate when, when it's time to chem, when it's time to repair, when it's time to extinguish, when to buff, and what order to repair components in - depending on the situation. Also knowingwhen you can afford to jump on the gun and shoot.

35
There are some interesting ideas.

Matchmaking will have a prematch lobby, becouse there is no universal tools and loadouts (at least when it comes to captains) - you need to prepate for what your ship needs and for what your enemy is bringing, all within x seconds. There is also going to ba a post match lobby with no timer limit.

Ship crew will be set to a default 1 Pilot, 1 gunner, 2 engineers - but will alow for flexibility when joining queue as a team. Team balancing will work by balancing the player's Glicko2 ratings (premade teams will not be split apart, but opising team will be given players that have as average same rating as your team.

On the final note lobby system will probably remain, but in a diffirent form (lobby list generates way too much overhead, and is thus very ineficcient).

36
Feedback and Suggestions / Re: Cloud Fix
« on: April 17, 2014, 09:01:48 am »
I guess that works too :P now we just need the new patch to be released :P

37
Feedback and Suggestions / Re: Cloud Fix
« on: April 13, 2014, 12:30:33 pm »
It wouln't tehnicaly give you an edge, as much as it would allow you to use game mechanics as intended. By making it a option bethween you could switch from working clouds to pretty clouds- that is if the pretty clouds have to remain in game. As is the clouds are rendered non-deterministicaly client side and are rendered diffirent on each client, ussualy not overlaping correctly with clout hitboxes. If you implemented the less pretty blocky Minecraft Clouds, the cloud area would by definition overlap with it's hitbox.

38
General Discussion / Re: Ship Customization
« on: April 13, 2014, 10:49:52 am »
This type of customization has been discussed before, and I still think that it's a good idea... though it'd be a very large feature added, which would also require an ungodly amount of balancing... I'd rather them focus on Adventure Mode right now :))

Actually...those are probably comming to Adventure mode, but not to Skirmish mode/PvP, as it would extend time captains take before they ready up in PvP.

39
Feedback and Suggestions / Cloud Fix
« on: April 13, 2014, 09:54:59 am »
I know how to fix clouds and Muse must implement it ASAP: Make all clouds into Minecraft Clouds. Current clouds are crap. Erase them and replace them into giant solid white blocks. It would probably help with performance and it would fix spot issues, when one team can see the other team but the other one can't or one team thinks it is safely in the cloud and other tream can see them without any problems.

I'm tired of being shafted by the clouds every time.

Or at least make it and option to have clouds rendered that way.

Edit: I had moredated my post a bit, sorry about that outburst.

40
Gameplay / Re: Concerning Player Retention and Realism
« on: April 12, 2014, 05:11:48 am »
Coded Retention Idea
I think it's a horrible idea. I want to be free to pilot any ship, and same goes for our clan. We regularly rotate thru difirent ships and difirent tactics, and geting locked to random selectgion of 2 ships would probably make us all quit Goio.

Also killing a ship is NOT like killing a player in a moba. it's like killing entire team of players in moba. A ship is not a player it's a small team of 4 players. Team size in MOBA's is either 3,4 or 5 players (Twisted Treeline in LoL, Bloodline champions, Defense of the Ancients map in any DotA style MOBA, respectively). Killing 1 ship means a team of 4 or 8 players beating entire team of 4 enemy players. That means all 4 experienced players making more errors at the same time as 4 inexperienced players do correctly. Assuming you could get a pro team to play against teams of noobs in LoL (lol is so far the only MOBA with serious pro circut), how often do you thin you'd get a team of newbies score an Ace against the pro team? Never. That is exact same as expecting a team od newbies take on a competitive team in Goio and kill a ship. Pro LoL players know when to engage, have insane skills and insane map awareness. Newbies might get some kills, but that is almost like loosing a baloon or an engine or a gun in Goio - it's something you can recover from even in competitive matches.

41
Gameplay / Re: Concerning Player Retention and Realism
« on: April 10, 2014, 05:49:47 am »
In a first person shooter, even a fresh new player can headshot a veteran. Getting the jump on someone is good, but less important given the quick reaction rates possible. Both players can turn just as quickly (ignoring sensitivity).
In a MOBA, a more advanced player will naturally have the advantage, but can still be taken out by a poor move/stroke of luck.

This is where the theory is wrong. The correct analogy in MOBAs would be a noob tream gatting a teamkill/ace on veteran team - and it's not going to happen.

42
Gameplay / Re: Concerning Player Retention and Realism
« on: April 08, 2014, 10:13:39 am »
Do you actually have numbers to support this or just anecdotal lag evidence?

(No sarcasm here, actually curious)
No I do not have access to the appropriate metrics.
Most of the Aerodrome even was a joke becouse servers were crapping themselfs and were going eoither slomo or dropping people more than magnitude 12 earthquake (no insult meant against TO, it wasn't their fault servers were that bad).
I'm still getting regular rubber banding even as a hull engineer - witch is abnomral operation of this game. I know internet connection is fine, becouse I don't get dropped frames when streaming anything - (normaly 0 droped frames at about 10k sent frames). And a lot of other people that have fiber optics like me, and don't normaly have problems with this game, have been complaining - in fact there is a whole topic about it, even if it was started when things started to sort of nromalise).

43
Gameplay / Re: Concerning Player Retention and Realism
« on: April 07, 2014, 03:31:11 pm »
I know how economics work. You want to have enough capacities that they are enough 90% of the time. Problem is that after last sale it took a month to get to decent (but not quite normal yet). Means that if there is no more sales that the goal has allready failed. Issue if you want to increase the player base you need to increase you capacitiesr - especialy if you allready have your capaciaties 90% full.

44
The Lounge / Re: The most glorious Quotes ever
« on: April 07, 2014, 11:02:52 am »
me: "I can't repair both engines and hull on the same time"
Skrimskraw: "You have to" - moonsines in order to ram, while under fire and no armor.

45
Gameplay / Re: Concerning Player Retention and Realism
« on: April 07, 2014, 10:35:50 am »
Yes but high amount of players is making servers go slow or have large lag issues. Thus far the solution was to wait for the number of players to drop aftehr the sales - witch is counterintuiative if you actualy want to keep the players. I don't know is it server issue, or data center issue of the issue of the ISP providing internet to the data center, but it's a serious issue that detracts from the enjoyment of the game.

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