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 - redria

Pages: 1 [2] 3 4 ... 38
16
Feedback and Suggestions / Re: Muse, Please Stop the Youtubing
« on: December 14, 2015, 01:09:54 pm »
While I do agree with the idea that videos more accurately showcasing quality gameplay would be better than the confused drivel the youtubers put out, at the same time, nobody actually watches - for example -  the SCS videos. They never even break 50 views.

There's a disconnect here between what we do with the competitive videos we have and what we say we want.

Part of the problem is the challenge of actually showcasing quality gameplay. How do you create a video that someone can watch and say "This is a skilled team"?

Watching from free-view where you see all ships at once, the pacing is very slow. Watching other e-sports, you can see how quickly people are flipping through different actions in order to pull off high-skill maneuvers. In GoIO piloting, it is really hard to tell as long as the 2 teams are somewhat evenly matched.

Watching from 1 ship perspective, you can see all of the cooldowns and damaged components, so technically you can see all of what is driving each action, which might give you more perspective into the skill involved, but then you are only looking at 1 ship. You don't have enough information to be entertained on a match level.

In a game where 16 people's individual minor decisions and actions have large scale repercussions on the match, but you only have the options of viewing the big picture or a small subset of individuals, how can you create a single video that shows off the skill and foresight implemented by good teams?

Most other esports that I can think of have a very low number of participants, and an easy way to view both the big picture and the minute actions simultaneously.

17
The Signal Tower / Re: redria7 streaming goio!
« on: December 13, 2015, 05:07:46 pm »
You guys are clowns. :)

I'll do a bit of streaming today when the SCS ends.

18
The Signal Tower / Re: redria7 streaming goio!
« on: December 11, 2015, 09:03:02 am »
It went alright! Lots of changes in the last year and a half. Control pyra is a bit rough to run these days. Means I need to start learning another ship maybe...

19
The Signal Tower / redria7 streaming goio!
« on: December 10, 2015, 06:30:11 pm »
Hey everyone. Been a while since I've played GoIO, but I've been itching to fly since I got new internet that can handle streaming!

Come swing by and hang out.  :D

I'll be starting in about 15 minutes!

http://www.twitch.tv/redria7

20
Guides / Re: redria’s Journal - A High Level Guide to Flying Pyramidions
« on: December 07, 2015, 05:33:09 pm »
An ancient relic
Who are you calling an ancient relic?

21
The Docks / Re: [OVW] Overwatch
« on: October 21, 2015, 05:58:53 pm »
Well, the opening post is mine, so I could probably ask to have it edited fairly easily. :)

22
The Lounge / Single Use Monocles
« on: March 17, 2015, 12:47:44 pm »
This is the best place I can think of to have a laugh about this. The creator of Saturday Morning Breakfast Cereal (webcomic) has apparently taken part in designing a single use wrapped monocle:
http://www.smbc-comics.com/index.php?id=3674 (comic)
https://www.kickstarter.com/projects/weiner/the-gentlemans-single-use-monocle (kickstarter)

I'm not saying go buy one or back it or whatever. I probably won't. But if ever there were a target audience, this forum is probably it. Thought I would share.

23
Feedback and Suggestions / Re: Remove Flamethrower
« on: February 25, 2015, 04:29:41 pm »
Both us and SPQR have been using flamers on mobulas all the time.
Good. People saying it doesn't work in competitive. Bah humbug.

24
Feedback and Suggestions / Re: Remove Flamethrower
« on: February 25, 2015, 04:13:27 pm »
Competitive flamethrower isn't a thing? Did nobody pick up the mantle in the past year since Rainbow Crash docked? This makes me sad...

25
Dev App Testing / Re: New Testing, Balance! (Saturday 22nd)
« on: November 24, 2014, 01:28:47 pm »
Armor break on pyra means death 90% of the time anyways, so I didn't really notice anything there.

I'm kinda of surprised at some of those changes. Maybe I just haven't played in too long. ;)

I really didn't notice a huge change in pyra acceleration while my vertical movement felt particularly bad. But then, I think my main engineer for several matches was, in fact, a buffgineer instead and was keeping engines buffed, so maybe I wouldn't have noticed it as much.

26
Dev App Testing / Re: New Testing, Balance! (Saturday 22nd)
« on: November 23, 2014, 12:15:40 am »
Pyramidion verticality felt very sluggish, more so than normal. Turning and lateral movement felt more important to keep my arcs aligned for when I had the right altitude for combat. Not sure if it was a nerf to pyra or the buff to spire, or both, but pyra was slower at top speed than spire. Overall I didn't have much harder of a time keeping a squid in arcs. Keeping a spire in arcs was a bit harder.

Overall it felt like a possible way to nerf the pyra without breaking it, along with a buff to spire that might make it more friendly to all players. The squid just looked like it needed people to practice with it more and get a feel for it. It wasn't bad, but it didn't look like people were used to the movement of it and ended up in bad spots more often than they otherwise would have.

Would be interested in knowing if it was vertical acceleration or vertical top speed in pyra that got nerfed, or if I'm just crazy. I don't think turning was touched and acceleration, if it was touched, could only have been barely changed. Top speed laterally may have been knocked down, but it was hard to judge with other changes. Hard to tell if the mass changed given I was only ramming squids, spires, and other pyras.

Fighting a spire, I still had a pretty easy time sitting just under their main gun, keeping my arcs and ramming open on the massive bottom tip while relatively safe. Similar to fighting a galleon, if I can stay out of gun arcs because of equivalent vertical movement, I am completely safe. Spire may still be lacking in vertical movement. Perhaps trade a smidge of the new speed for vertical acceleration.

/StreamOfConsciousness

27
Gameplay / Re: The Art of Ramming Theory
« on: November 18, 2014, 10:12:22 am »
I fought against the man who wrote the guide which made me the pilot I am today?! Or do you mean original poster?
The original poster. ;)

Wundsalz, kerosene is always better. I'll never give that up. :D

28
Gameplay / Re: The Art of Ramming Theory
« on: November 18, 2014, 08:40:05 am »
https://gunsoficarus.com/community/forum/index.php/topic,3222.msg55032.html#msg55032

Ramming is good when done right. If you are going to ram, make sure it leaves you with gun arcs on.

I think I remember fighting against you on Water Hazard. I tried to make it 1v1 but my ally kept tagging along and yours was a ghost ship. You weren't bad, did a good job keeping arcs when we did vertical splits.

29
Feedback and Suggestions / Re: Improve Lobby Timer
« on: November 15, 2014, 12:35:50 am »
I have an incentive to play... I can hop on and know I'll be in a game in less than 15 minutes - something I never had any sort of belief in prior to matchmaking. I'll happily play a match with AI or with a "non-optimal" crew. Adds to the challenge. I'm here to play the game, not wait for you to convince someone who clearly won't listen anyway that greased is so much better than heavy clip that the other 14 people need to wait for a changed loadout. I love it.

I understand what lobby preparation time is. I also think a lot of people make a bit too big of a deal of it. If you need to prescribe a rigorous loadout to your crew, make a custom match and play with people ready to be micro-managed.

30
Release Notes / Re: Version 1.3.8 Hotfix 2 Release Notes
« on: November 07, 2014, 01:59:11 pm »
How about...

Captains and crews get options at the end of a match on the waiting screen.

Crews get a button next to every person on their ship's name that will invite that person to their crew form. This will light up the other person's invite button and if they click it in return, the 2 players are linked, along with any other crew form either player had already.

Captains get these buttons for their crew, along with for their allied captain(s).

Basically when you end a match and it displays everyone in the game, everyone on your crew would have a button icon that will invite said person (and all of their crew form) to join you (and all of your crew form). If you are invited by someone on your crew, the button you have next to their name would light up in some fashion to indicate that said person has invited you. If you click that button as if you were inviting them, your crew forms will be merged. Captains have this option with their allied captains as well.

Crew forms after matches are determined by players on both sides indicating an interest in joining up again. The option to rematch or re-queue would be determined by the collective vote of each crew form.

Pages: 1 [2] 3 4 ... 38