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 - Dresdom

Pages: 1 2 3 [4] 5
46
Q&A / Re: The Tip Jar, a collection of community tips
« on: January 14, 2014, 02:17:47 pm »
NECROMANCY!!

I really think this thread shouldn't go into oblivion. And I REALLY really think Muse should put all those tips, along with excerpts from the manual, into the loading map and waiting to deploy screens, specially in novice games.

47
Comunidad en Espanol de Goi / Re: Bienvenido al foro
« on: January 13, 2014, 05:07:05 am »
¡Bien! Se lo diré a mis amigos =)

48
Feedback and Suggestions / Re: Vertical Maps
« on: January 12, 2014, 07:47:16 am »
I do see the problem where people end up fighting mostly on a horizontal plane, you might need a map where you have to climb to the ceiling in the open, but once there you have a height advantage like the side of a mountain or a big open space with a tower in the middle with updrafts that would raise you to the ceiling quickly.  You could also have a capture point map with point(s) in higher altitude locations (rather than sitting on the bottom of the map to cap) so you need to fight uphill or attack high and in the open to take points.

Maybe the aforesaid storm map can be a high, plain one over a raging sea with no obstacles at all, but with a wide ceiling completely covered in clouds. That makes gaining heigh a geotactical decision in order to shake spots, sniping from the shadows to a spotted ship (so you need your teammate to be under the clouds spotting ships) or launching a surprise attack. Add wild winds to the mix and you have an awesome map with little effort.

50
The Docks / Re: Current Available Clans
« on: January 11, 2014, 12:04:33 pm »
Señorío de Cumulonimbus



Clan Founder: Dresdom
Clan Tag: [Don]
Members: Work in progress
Website: Work in progress
Location: Any spanish-speaking country
Looking For: Jugadores de habla hispana.
Other Assets: Se aconseja el uso de micrófono pero no es imprescindible. Cualquier rol preferido, nivel de habilidad, frecuencia de juego y competitividad/no competitivo. Básicamente aceptamos a cualquiera simpático y amistoso con ganas de formar una comunidad unida de jugadores.
Recruitment Thread: https://gunsoficarus.com/community/forum/index.php/topic,3213.msg54874.html#msg54874

51
General Discussion / Re: Whats in a name
« on: January 11, 2014, 11:06:45 am »
I think it's a kind of a steampunk convention. Steampunk heroes are not just mechanics, they create wonderful machines and make unbelievable repairs. Theyre engineers!

52
The Docks / Señorío de Cumulonimbus (Clan Hispano)
« on: January 11, 2014, 10:16:44 am »
(I'm founding this spanish-speaking clan here while we get our specific board. Sorry for the inconvenience)



Vista la ausencia de una comunidad hispana estructurada, propongo este clan no como un grupo competitivo (al menos en principio), sino como una manera de identificar y reunirse con otros jugadores con los que poder hablar cómodamente en nuestro idioma y usar el micrófono sin problemas, algo tan necesario en este juego.

¿Por qué deberías unirte al Señorío? Pretendemos ser una comunidad amistosa y abierta donde podamos jugar, aprender y competir sin la barrera del idioma. No exigimos nivel, experiencia o conexiones frecientes: El único requisito para unirse es que el español sea tu lengua materna. Todo el mundo, no importa de qué lado del charco, es bienvenido.

Hay una web en construcción y espero que esto empiece a funcionar más pronto que tarde. Mientras tanto, quien tenga interés no tiene más que cambiar su clan tag por [Don] y volar con nosotros. Sería conveniente también que se identificara en este hilo, con su nombre en el juego, tramo horario/país y rol favorito a bordo.

Yo soy Dresdom, de España (GTM +1), bueno disparando a cosas y aprendiendo a pilotar.

Bienvenidos al Señorío.
¡Fuerza y Honor!

53
Feedback and Suggestions / Re: Vertical Maps
« on: January 11, 2014, 04:15:24 am »
With all the map ideas out there, I have noticed that there are lack of ideas when it comes to ascending/descending. Many of the current maps are quite wide, but the " ceiling" is always around the same level on each map. There should be atleast one map that allows one to reach new height or depths. Something like a really deep valley. Or a map that has virtually no obstacles but possesses a storm with lightning as hazards. Strong winds to could make flying difficult.
Post some more ideas below.

I don't know how hard to code is it, but the storm map would be awesome.

54
And to pretend that noone left the game is downright silly. Every time there is a major patch, some veterans leave. This has always been the case with Muse's extreme 'rebalancing' tactics; some people aren't going to like it, enough so to leave.

...Exactly as happens in any other game. When any kind of change happens, some people doesn't like it and leave. This happens in GoI, in LoL, in WoW, in Minecraft and actually every game subject to patches.

I'm afraid GoI is a niche game. When you talk someone about Battlefield saying "You are a soldier and go around capturing points and killing people" it usually seduces the average gamer, as it's a kind of experience we are used to watch on TV, films and the media, and it soaks the youth imagination (the main public of videogames). When you talk about GoI to a friend saying "You are a crewsman on a postapocalyptic steampunk world, flying a kinda zeppelin airship and shooting other airships down" he'll probably ask you "What's a steam - punk?". Flying an airship is not an usual daydream nor a recess game. However there's been nearly two years and the game still has a solid base of loyal players which slowly increases and, given that Muse is still working on it and developing new resources and patches, producing enought income to keep the company afloat and pay the developer's salary.

So yes, the game has huge rises (sales) and drops (people leave to the next shiny thing, as Imagine said), but taking into account the limited target market it has, I think it is working pretty well.

55
One of my good friends (and a great coder) quit after only a few matches because he kept getting stuck on stairs and other geometry, which still irks me as well.

That's actually a very good point. Player movement still feels clunky.

Yep. I agree. There are places where you always have to jump, like when getting upper deck in a junker. I don't know about coding, but is it possible to add some kind of automatic movement in such places? Things like climbing a common edge (junker) or a foolproof stairs animation. The game is not about parkour but teamwork and airship madness. If Muse can solve the first one new players could enjoy better the other two.

About the ready up guys and the lonewolves who don't get the teamwork bit, I'd make mandatory to play the tutorials before joining your first match so everyone have a basic understanding of all the mechanics. A lot of impatient players log in, click quick join before even knowing about tutorials, shout "Ready up fags" a couple of times, get stomped, shout a bit more swears to the other players (noobs, fags and idiot team are usual choices) who usually are other novices who get very discouraged to keep playing (In my first match I got so insulted for bouncing our ship from mountain to mountain that I just keep playing because I LOVE steampunk, but I didn't take the helm again in a long time) and ragequit playing in frustration.
 
I also think it is essential to have a fourth tutorial about Crewsmanship: Quick orders and commands (It was hard for me to figure out how to use V, appoint a target with B etc...), teamwork, class roles and the importance of stick to them (I've seen a lot of lv1 engineers empty clips and clips harmlessly into the clouds while everything is on fire and the gunner is frantically trying to repair stuff with his hammer).

I also think a gunner should be able to take the guns from any other class as it happens with AIs, the pilot to take the helm, and the engineer hits should have preference over the other classes in cooldown terms ("please, stop hitting the hull with that pipe and go shooting stuff, I really need to repair it with the mallet and yout cooldown doesnt let me to do so... Does he even hear me?"). At least in novice matches.

56
Feedback and Suggestions / Re: Supportive Round Types.
« on: January 09, 2014, 04:26:24 am »
It's a good idea, but maybe a bit bizarre. I like the smokescreen bullets, though.

But I think the gunner already has a lot of round types, and the engie tools has little variance. Maybe we should think about spice up a bit the spinal class of GoIo before overload the gunner choices.

58
Feedback and Suggestions / Re: Gunner Passives
« on: January 08, 2014, 07:22:33 am »
Well... That's a good point. Engie rangefinder, yep.

59
Feedback and Suggestions / Re: Gunner Passives
« on: January 08, 2014, 03:57:32 am »
Yep, I'm with Saull. I'd love the range finder to be a gunner tool and being able to be used while on the gun, like the spyglass while on the helm.

60
International Community Boards / Re: Suggest a community board here!
« on: January 07, 2014, 07:40:28 pm »
Great! Sorry if I looked a bit peevish, I didn't intend to. Thank you!

Pages: 1 2 3 [4] 5