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Messages - QKO

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121
General Discussion / Re: My issues with this game.
« on: August 13, 2013, 03:43:27 am »
Which in the average internet game is... none.

122
General Discussion / Re: My issues with this game.
« on: August 13, 2013, 03:33:45 am »
Well I'm sorry you haven't met too many of the experienced mature side of GoIO. Trust me they're there, but can sometimes be hard to spot depending on your time zone. If you're interested in real commitment there's always several clans out there looking for new members: https://gunsoficarus.com/community/forum/index.php/board,9.0.html


Now for a muse developer: I reported quite a few people for not listening, what happened with those?
Just a note on this though. Reporting is for people misbehaving, harassing, trolling, spamming etc. But simply not listening, though annoying, isn't breaking any rules.
So basically, you're saying that the captain has no form of power? Wasn't there that thread with players leaving midgames and another thread of captains leaving midgame? Do you understand the implications of what you just stated?

123
General Discussion / Re: My issues with this game.
« on: August 12, 2013, 04:59:57 am »
Let me add one more major issue to that list:

There's a lot of people that DO NOT listen. And the community guidelines are about me being nice to them. But quite frankly I think they are assholes and treat them as such. Now for a muse developer: I reported quite a few people for not listening, what happened with those?

Also, this is a bleeding problem. While when I send out a corrective message in higher level games, people will shut up and let my target have it. But when I'm in a lower level game, they even go as far as to ready up so I cannot push the guy to leave or worse yet: they back him up.

I am often the captain and I get regular complaints from people that I'm always yelling at them, I send those complaints right back and tell them it's because they are not listening. But in the end it still stinks. Especially because when I do have a crew willing to do its job, I can be more patient and a much more friendly captain.

124
Q&A / Re: Beginning with the Galleon
« on: August 11, 2013, 08:05:27 pm »
So I'm gonna go ahead and use this thread for what I figured out so far (as I'm also fairly new at the galleon).

1. The ship doesn't work when people don't listen.
2. When the ship is under fire, players tend to get overworked, as they get stuck repairing and repairing and repairing and so your ship dies a slow and painful death.
3. Aside from the light mount point on side and rear of the ship, the galleon doesn't have any armor removal tools.

So, as my understanding of this game gets slightly better every day I play, I tried solving this problem. So I started off with the chaingun on the left, combined with flak and lumber jack on left side and two carronades on right side. If this ship gets up close, it fights reasonably well and tends to get kills quite ok. Sadly, especially against opponents trying to force range (fieldguns, long range weapons, etc), you will be looking like an idiot trying to close the distance(which was pointed out by my teammates).

So I swapped out the lumberjack(which was not an explosive weapons and doesn't really hit all that well at long range) with a second flak and the chaingun with the fieldgun. This combo worked in 3v3, this was however with better players on my team piloting other ships, so I wasn't really decided on whether this loadout is good or not. Furthermore, this of course only works at long range maps, where your teammates can more easily scout for you and you're guaranteed to have a firing line if a square box shows up. Doing this, I can highly recommend circling counterclockwise as previously suggested. However, if the fight is on the edge of the map, you cannot circle around them because they will see you when you are hitting the edge of the map trying to pass them by. So when I get to the edge of the map, I reverse and circle clockwise with my left guns showing.

Now today, I tried playing this ship again, in 2v2. And quite sadly, I had little success with it. After yelling at my crew several times for not doing their job and them yelling back that they can't go any faster, I even found myself overworked to keep the ship alive. It has gotten so bad to the point that I considered running 3 engineers or maybe even 4 instead of just two. The added agony was worse of course when my teammates decided to just fly in, die to 2 very experienced captains and then decided to blame me for not flying in to help them.

So now, the ship's weaknesses, repairtime is horrible. It is so bad that a goldfish can permanently disable you and all you can do is beg your teammate to get him off of you. To deal with this myself, I tried tar. But it doesn't seem to do a whole lot when the ship is too close. At the same time, using a carronade at the rear CAN disable the ship, but often only after you've taken too much damage where you're unable to turn your strong weapons to them. As engineers seem slow to respond, turning with the phoenix claw seems to just make sure you lie dead in the air.

So this has been my dilemma so far. I did do some research afterwards trying to make sure one gunner can operate all 4 guns. He can, but he cannot use any special clips as the abandoned reload causes a clip reset. Maybe it is possible with the hwacha due to its very slow reload speed. If I find gunners willing to execute this and it being successful, I will let you know. I don't know what the burst damage loss is however and whether it will matter.

So if anyone has tips or recommendations other than to what I just found, I would appreciate it.

125
The Signal Tower / Re: Noobs of Icarus
« on: August 11, 2013, 06:57:21 pm »
Hey Alkirin.  I've had you on my boat a couple times.

Some people forget that the objective is to win, but the point is to have fun. 

Have to say I usually have fun with you aboard.
I've played with you while I was captaining another ship. My experience begs to differ XD

126
Feedback and Suggestions / Re: Profanity filter insanity
« on: August 01, 2013, 02:04:39 am »
Errrn I tested, Moby Dick cannot be used as airship name. The Intercourse is perfectly valid however.

127
Feedback and Suggestions / Re: Profanity filter insanity
« on: July 31, 2013, 04:44:06 pm »
Ok :D

128
Feedback and Suggestions / Re: Profanity filter insanity
« on: July 31, 2013, 01:44:43 pm »
Why can't we name our ships after the planet Uranus?

Btw is Dick banned? Because I feel for those wanting to name their ships Moby Dick.

129
And again, it doesn't solve the issue of players not listening. Those players will simply stay in the game even if you tell them to leave. When you start another round, those players are likely to still be there. There is no difference for said captain to just quit or to surrender and quit, except that the latter requires more actions and approval of the other captain(s).

130
Whenever I've got no friends available to play with, I always check the running matches list in search of 3/4 captains.

9/10 times, the crew listens to me, the ally listens to me, and everything (socially) is what I expect from a random game.

The only reason I can see that a Captain left is that the score is 3-0 or the ship is absolute crap. (Harpoon/Flare Pyri, anyone?)

While you may have your own justified reasons for leaving, most other people don't.
Whenever I hear communication between players of any team where either captain is about to quit, it is usually what I described, the players do not listen. Having a ragequit punishment will only add to the agony of players that don't deserve it.

131
Guys, stop...

You are now going to fix a symptom of a problem rather than a problem itself. Lets first start with as to why the general captain ragequit in the first place. I have quit as the captain of a ship several times. Is it because I'm losing? No. Anyone that has played with me knows I don't mind losing, losing means that I can and should learn. Losing is just part of the gaming process.  What pisses me off to no end as a captain is people not following orders. There are quite a number of who have the hearing and comprehensive ability that is even below the abilities of insects found throughout the planet. Some people are repairing broken equipment with the mallet or damage equipment with a spanner, even if you tell them they shouldn't do that. And sometimes you get crew members that correct these bad engineers for you, but most of the times you are dropping out of the sky faster than you are used to. When my attention however is drawn to my crew rather than the ships around me, that is pretty much strike 1. If I start shouting and my crew still doesn't listen, that is strike 2. If my ship dies several times because of this, that is strike 3 and I'm gone.

I can very well understand that captains who are flying a ship full with people that essentially don't take orders leave the game. I have done this on several occasions and I have informed my fellow captain when this happened(I think). There's simply a limit to player's patience and that is perfectly normal. So having any form of punishment system is essentially just adding to the frustration of these players. I'd much rather have people focusing on the reasons why these captains quit and fixing those rather than fighting this symptom. And then we can have mods deal with the captains that quit to troll.

132
No, I'm speaking from experience. People don't just get kicked, not in AVA, not in quakeworld, not in quakelive and not in quake3 or any other game up to this point. People have always been consenting adults with these kind of things and it has worked out great so far.

Good to see you in game - lets play a match or 2 together next time.


Anyway back to the debate. I have to admit though - I find your position paradoxical, if everyone is behaving like adults why do you feel you need a kick option? Yet I'm the one saying (a small minority of) persistently unreasonable players exist and need to be handled in a different  manner.
I didn't say everyone, I said people, as in people in general. Of course there's a percentage of people that are the targets of kicks because they are obviously not behaving like adults.

133
Weapons themselves don't create variety. It's the game modes and the area's you end up in.

I was thinking about having weapon pick ups back again. Ships get their basic weapon that can do some things but not all things. They can chose the mount point and that is it, there's one point filled with a weapon slot. Then after the game starts, the ship has to move around the map to get the weapons it needs. Same way health and armor pickups can be done. (Yes, it's a throwback to the 90s; quake ftw :D)

Also, a variation on capture the flag would be nice. Hmph, defense of the ancients anyone?:D 5 vs 5 zeppelin style of course :D

134
No, I'm speaking from experience. People don't just get kicked, not in AVA, not in quakeworld, not in quakelive and not in quake3 or any other game up to this point. People have always been consenting adults with these kind of things and it has worked out great so far.

135
I was referring to having a kick vote used against you - a common occurrence in any multiplayer game with a kick vote, and I'm sure that's one of the reasons Muse doesn't want to implement it.
It's not common for people to be kicked without reason. I've already provided you with examples of how players kick and how dedicated they are in kicking you once you trigger them. The trick simply is not to trigger them and you won't get kicked.  I have played that game(Alliance of Variant Arms) for a few years and I got kicked maybe 30 times? My behavior in 15 of those 30 times might have been questionable, the other 15 times was when I entered standard level games with a noob account(we call those the green ranks), which are more likely to be dicks in the first place. And at such a point, it just happens; and you move on to the next game. But still, 30 kicks for over 1000 games, it's not really a number to worry about.

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