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Messages - Hoja Lateralus

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Feedback and Suggestions / Re: Uses for GOLD in Alliance.
« on: January 17, 2017, 09:25:06 pm »
You could spend them on one-time discounts in the store perhaps? Like 25% tops, if you really want to have some outfit you could lower its price.

Another idea would be faction collecting money for some purpose, like +1 of some resource in a province? This would require some balancing work. Or some faction-wide buffs perhaps?

Feedback and Suggestions / Re: A cry for change
« on: January 17, 2017, 12:35:58 pm »
Goio is worth the 5 euros on sale, always was ;)

More like 3,74 euros as of at least last 2 years.

I salute to the OP because he repeats what most of vet community thinks in a calm manner. +1

Feedback and Suggestions / Make party voicechat visible in the lobby
« on: December 30, 2016, 08:07:54 pm »
Not everyone wants to keep social tab on, especially since its capability is limited. Make talking in party chat view a speaker icon in the lobby but coloured in purple/pink so you can view everything at once. It shouldn't take much work to do, I think.

Feedback and Suggestions / Re: Competitive features
« on: December 30, 2016, 08:03:48 pm »
It's a good chuckle. If only...

General Discussion / Re: A wild GOIO VN appears...
« on: December 30, 2016, 07:19:13 pm »
The promo humour didn't really speak to me, but it's nice to see some progress. I also figured that recording all the voice would be too much for your small studio. I'm glad I could help with a FAQ, read it all.

I'll keep my eye for this crowdfunging campaign.

General Discussion / Re: A wild GOIO VN appears...
« on: December 17, 2016, 01:07:53 pm »
I'm not that much knowledgable about goio lore, what factions have eastern-european flavour?

About questions, I know that those may bit a bit difficult to answer at the moment but I guess many people may be interested in:
-what time should average gameplay take? (beating the game)
-how many possible branches/endings the story may have?
-will there be references to real players, clans or goio developement itself perhaps? (it's 4 years of 'some' kind of history after all)
-will there be some soundtrack? (maybe you can go int cooperation with creators of original goio soundtrack and put some in the game?)
-will the story be rather grand (i.e. saving the world, obviously) or more small, personal?
-will player be alligned with faction (what factions are possible then?) or just a mercenary?

General Discussion / Re: A wild GOIO VN appears...
« on: December 10, 2016, 09:02:33 pm »
Same here if you're looking for some eastern-european accent

Also, seems interesting. How much do you plan the game to cost at the release, if I may ask?

+1, I feel like losing 90% of my dpi when mounting the gun

General Discussion / Re: On the subject of vote kick...
« on: November 17, 2016, 03:53:29 am »
Fly only with your friends, don't have strangers on your ship. Problem solved.

... at least I have an impression that Muse thinks like that.

Although I personally kinda agree on captains kick, it makes possible abuse worse. If you want to try convince Muse* I'd rather suggest a team vote. Then it's more difficult to abuse it with one ship, but still possible to use, especially if you crew with two unful ships.

*they are stubborn but are known to do a full 180 on some things

Feedback and Suggestions / Re: Playable Faction: Yesha Empire
« on: November 16, 2016, 12:28:33 pm »
They also stated that the (then called) adventure mode was ready for testing and would begin beta shortly, September 2 years ago, with a possible release Q1 the next year.

So, no offense, but I'll believe it when I see it, because they have no idea what the time table is on their production capabilities.

Also, we've been hearing about PS4 release for at least a year.

Feedback and Suggestions / Re: Co-Captain in recent players list
« on: November 16, 2016, 11:30:05 am »
If you follow this idea further, you could just have a menu for that, like

View as recent players:
[ ] members of your crew
[ ] members of your team
[ ] friendly captains
[ ] enemy captains
( [ ] members of enemy team ) ?

But I may be overthinking this. Including friendly captains is a good idea I think.

Feedback and Suggestions / Re: My preliminary thoughts on Alliance
« on: November 14, 2016, 07:48:12 am »
Well music is just... off. It's not bad per se but it's a complete misfit. GOIO is not an action-packed game, especially in the lobby, but music seems to try to sell us some big hollywood action scene. Turned it off at the beginning and never going back. Also, is it just me or Alliance has no drums at the end of lobby timer?

Also that's very telling of Muse that they are adding a new mode instead of balancing the existing ones, it's not like they see them for the first time. The things about points-to-time ratio should've been noticed and done already. I know we're beta, but come on, at least try.

On the topic of ships, from engineers perspective Magnate and Corsair are fine, Shrike is a bit weird maybe but managable, but Crusader is a ship that I will never be engineering on when presented with a choice. Hull placement makes no sense, stupid beams that you run into and narrow corridors make me despise every second I spend on this ship. At least remove the beams and put a fucking ladder there...

Boss ship battles show interesting flaw in GOIO in general. Let's imagine a boss in game like Dark Souls. It is way stronger than you. What do you do? Try and die. And again. Finally, you learn its' (sometimes slow, and definately predictable) moves, you can avoid the attacks, outsmart it, and through your skill, knowledge and patience defeat it. How does it look in GOIO? Also I'm supposing the most radical way of playing - with one ship - since Devs allow this as a default and try to refute my arguments that it shouldn't be a thing really.
Boss ship is obviously stronger than your ship on every way. More guns, better arcs (I think there some 360 arc gun?), faster movement and stronger hull. What do you do, how can you use your assets to defeat it? Unlike Dark Souls game - dodging attack is not really an option. Can you outmanoeuvre the ship and hit its weak points? Not really, since it has many guns and it's extremely quick for its size. Okay, so what are your options? Well, you can sink in the damage and hope that your engineers will manage. But this, again, doesn't work, firstly because of bosses firepower and secondly because of a low skill ceiling in engineering that cannot be dealt with in any way. So... what's left? Shooting from outside the bosses range which is firstly not always easy to do and secondly boring. Do not forget that usually there are also other ships around and you have something to do outside of the boss. This is just a nuisance. Even with more ships it comes down to "okay, I'm red, now you take the damage and I'll be shooting from afar".
I think when designing Metroid there was a rule that while presenting a boss to a game, the designer must have defeated it without losing one health point. I know this is far from perfect example, but I would like to see Devs try defeat a boss with one ship without losing permahull. And if they did, what were their impressions from the gameplay.
I think Muse sees at least part of the problem and they try to minimize it through buffing player in general. Way in the back there was stamina, then tool upgrades and now abilities. Because you can't jump over the skill ceiling, especially cooldowns and engineer repairing capability.
With boss this could've been managable in a comprehensive way. Let's say that boss ships shoot more rarely, with slower bullets with more "high risk- high reward" kind of way. Put hwachas on boss ships so players have opportunity to avoid damage. Make a gun that takes a while to shoot but has to "charge" making a sound. You see boss pointing the gun, you see the sound, you try to run the fuck away (I imagined a heavy flamer and a loud noise of some gas pumping or whatever). Heck, make boss ships shoot mines with lesmok. This would make engagements more depending on skill and knowledge and therefore very probably more fun.

Feedback and Suggestions / Re: Its about time we revived the comp scene
« on: November 10, 2016, 02:39:53 pm »

What I meant was:
         E - organising competetive events
         P - low player population
         D - bad design
People think ~E -> P
I think (D -> P) -> ~E
So basically what Schwalbe said. I can't make it any clearer.

I don't go to events because that would require treating GOIO seriously. Also time limitations and inability to recruit people I play with into a competetive team. And I just don't want to, *shrugs*. In my opinion it doesn't make my observations and opinions about the game any less valid. To me explaining bad design, just read my posts. In short, from top of my head: unnecessarily complex but with very few meaningful choices, lack of content, Dunes, un-fun-ness of an engineer which makes for over 50% population, imbalanced, the one guy problem Schwalbe mentioned, puts emphasis on loadouts rather than skill. Also GOIO is a bit "fundamentally problematic", lets' say, because of its basic gameplay assumptions, for instance ships having 4 crew members or again the idea for engineer gameplay. Countless people go "so I just... bang the things on the ship...? that's.... it?".

So anyway, yeah, I'm critisizing the idea, that if we'll get some newbie events, goio will come back to life. On the other hand I also think that some tournament for "young blood" (as I said, for people below 500 or 1000 matches played) is generally a good idea and I've suggested it a while ago.

Urz has a fair point, how GOIO can gain a competetive focus when devs move their resources to work on PvE mode and are planning crossplay between pc and consoles, which I guarantee you is going to cause a shitload of issues for both sides.

Feedback and Suggestions / Re: Its about time we revived the comp scene
« on: November 09, 2016, 05:16:24 am »
I think when devs are afraid to give people votekick, they would be very reluctant to allow 'one' person to kick people out as he desires, even if it's only in private lobbies.
Edit: Fair enough though, I've written to hastily and shouldn't have said 'votekick'

General Discussion / Re: 4v4, Black Sheep, or Diamond in the rough?
« on: November 08, 2016, 06:11:41 pm »
I think 3v3 KOTH should be a default way to play the game, as 2v2 dm is now.
*3v3 is more tactical than 2v2 in general
*point of conflict makes people go into fight quickly, makes a match more purposeful and prevents canyon/dunes bullshit
*if you have troubles with grasping KOTH mechanics it clearly means that you should turn off the computer and ask your mommy to buy you some coloring books.
The drawbacks are of course:
*necessity for bigger lobbies
*riddiculously small map pool for KOTH

Also 4v4 matches are hard to judge since they have like... 3 maps? Dunes, Sepulcher, Sepulcher-CK? I think 4v4's are like Bo5 matches in CS:GO - maybe not very good for everyday thing but very good in right doses at right times.

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