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Messages - GurasOguras

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61
Community Events / Re: SCS rules discussions
« on: September 06, 2016, 04:24:25 pm »
- And in the last SCS the discussion about the coin flip came up as well.
The coinflip
who managed to cause the most permahull damage to the enemy.
Don't take something analog as something digital. We never know how many permahull our ships have. All we have are just raw assumptions based on what we see on our health bars. Those are always measured on the eye and rounded. The unit to measure our permahull is % instead of actual HP number. 10% on a junker is not the same as 10% on a goldfish. Spectator health icons don't even have bars to count them and assume what is the actual health. It can't be enforced and it's not gonna work. Terrible idea. And even if you ignore everything I said here, then Daniel is still right. If it goes down to the last resort which is the coin flip, then both teams already have lost.

The coin flip is literally the best and most impartial thing we can do. I know some may think it's not good, but it has the one big feature - It is also not bad. It actually, physically CAN NOT BE BAD. It also eliminates human (referee) errors we'd have to suffer from any other rule. Just take a look at how much controversy a single, badly called pause can do.

So...
But on the other hand coin flips are kinda stupid.
It is not stupid. It's fair.

it seems kinda shitty to take a match that was about to come to its natural conclusion and instead predicate the outcome on total chance.
Bullshit. You had entire 20 minutes to plan your moves and engage as you want. And now when it's already too late, NOW you wanna do something? Sorry bro, you're late. Both teams lost. Let the coin decide who is lucky today. We don't have the entire day to wait for one match to conclude. The engagement already had time to come to its natural conclusion during overtime.

Instead, I have an idea. Let's introduce a rule: If you take a Galleon you have no right to whine when you lose due to a coin flip, or because an opponent has timed you out. This actually provokes me to purposely score 1 point and then go into the corner next time I'll play in SCS. I'm serious. If you put everything on one card and choose a ship all of which focus on defense against the first engagement then don't blame your opponent that you've lost your gamble and are not allowed to have the opportunity to retaliate. The galleon is the least mobile ship in the game and relies purely on the defense. Your choice - your call. Just don't weep once you lose the first blood.

- About what’s fair in terms of swapping ships in the last seconds before ship lock is announced.
Last second changes
Double the lobby time so teams can swap their ships back and forth for a longer time. That increases the chance of everyone being happy and finding their sweet spot before the match will start. It won't solve the problem, but might reduce its occurrence. There is currently no solution for this in the current "all pick" format.

Back in 2015, I proposed a draft system, when one side picks 1 ship, then other side picks their 2 and the first team picks their second ship, therefore resulting in each team hardcountering exactly 1 ship. But nobody gave a fuck. Instead, many still today want to turn the game into a gamble with blind picks and decide who won the match before it even started.

If we don't like the last second swapping, then let's introduce the draft system. I'm experienced competitive veteran so I actually benefit from being able to freely swap and counter and I admit that it gives me a bit of advantage over inexperienced in a "lobby game". If you want to make changes then make sure they leave no room for controversy, they're possible to execute and enforce and they're fair to competitors
- About participants swapping ammo and tools during matches.
Prohibited. Keep it like that.
- About participants listening to the streams during the match
Prohibited. Keep it like that.

If any referee will notice it then no hard feelings.

TL;DR
Problem? What problem? Why the heck are we even discussing all of this? Rules are perfect as they are.

62
Guess you're a one trick pony people only like chaos.

Chaos doesn't require signups and organized team of 4 players.

63
Feedback and Suggestions / Re: Alliance Upgrades
« on: September 03, 2016, 12:04:06 pm »
The main reason to introduce tools upgrade was to reduce skill ceiling to the point where noob players won't have to care about what loadout they bring into the game. Muse wants Alliance to be a casual noob-friendly game where you and bunch of your friends will just get on a ship and "pew pew into things". And that's it. Any tools can work in any situation now and even if your entire crew will take pipe wrench instead of spanner & mallet you still will keep up with repairs. Even if your entire crew will bring wrong ammo then it won't have an as huge drawback when you load it into the wrong gun as it does in PvP.

The thing is: Muse is lowering skill ceiling because new players are leaving. Just take a look at any big youtuber that got paid to promote the game. Take a look on what they think and how they play the game. They you'll have the general idea about what noobs think when they do what they do. The majority of the community have "I don't care, I just want to have fun" mindset. People just don't have time to dig into the wiki, read all the tutorials and learn the game. Now those noobs can fuck off and do their silly stuff in PvE expansion without any consequences.

I'd solve the problem by having a better info in the tutorial text explaining the guns, their mechanics, what to aim for and what ammo is good and which will only make the gun worse. Educating people about all the game mechanics, guns and ammo, ships and their layouts on fly, when they approach certain guns or components sounds much better than constantly over and over introducing things like auto loading non-standard ammo, ruining heavy flak experience and introducing tool upgrades. But Muse is Muse and they do Muse things their own way.

With the way ship load outs change from pilot to pilot you can't always use the same stuff. So, what if, instead of giving each 'class' the upgrade points you give them to each 'loadout' 

Then it would make the game even more complex, rather than simpler which is the opposite of Muse goal. I think.

They are removing the tool upgrade system completely in favor of probably a single use item system.

I'd rather go with that. Is it confirmed info?

64
General Discussion / Re: #BANSQUIDVIPS
« on: August 30, 2016, 02:42:25 pm »
Squids are not a problem. Just take a Goldfish. A problem occurs when pilots like Blacky take tar barrel on said squid.

The possible solution is to add that 1 point per kill on escort ship.

65
General Discussion / Re: Guns of Icarus Map Images [DOWNLOAD]
« on: August 11, 2016, 03:52:11 pm »
Thanks! All these maps were available on the Guns of Icarus Wiki, but I think that those are a much better resolution.

In exchange, I decided to make public one of my old and no longer up-to-date maps

Just a hint to everyone about what can you possibly do with those. Every single clan should have such thing.

66
Feedback and Suggestions / Re: Pilot Tool - Gas Cloud
« on: August 04, 2016, 06:21:09 pm »
Just edited the post above with more research

68
Muse knows already about how bugged is this ship. They knew it before even launching open alpha. But we're in alpha after all.. But regarding its design I like it the most of all new ships as it's mobula i always dreamed of - long instead of wide.

69
Feedback and Suggestions / Re: [Alliance] Faction chat
« on: August 03, 2016, 08:57:11 am »
Because let's separate already small community to even smaller subcommunities.

70
General Discussion / Re: Easy idea to help lobbies
« on: July 27, 2016, 01:24:26 pm »
The game is dead. If not the low player base we would have balanced lobbies with players playing against their own skill, but unfortunately we can't get them because of not enough people in the matchmaking queue. Vets are picky and they only want to play with their friends and only when they can play as their favourite class. There is no way to balance the game with 70-100 players in it. And it doesn't matter if there are vet lobbies out there or not since these don't even happen at all when there are not enough players. usually when good players play against each other lobbies are still normal, not vet.

Also: lv 20 is still a piece of crap compared to lv 45 because usually, those players have several thousand matches compared to around 300 for lv 20.


And what about noobs? Nothing. There is nothing that can be done. Many players don't even understand English tutorials and don't understand people speaking to then. Maybe game localization would help that, but muse budget won't allow this to happen. Only those who are eager to communicate and will find a teacher who will explain to them all theory may have a chance. The tutorial doesn't explain all damage types and guns. It also does not introduce a player to what ammo should be loaded for what gun and why it is so important to stay on your position and care only for components you are responsible for. I know these things are learned later in the game, but some people simply don't pick them up as they have problems with the language barrier, cannot get it why they mustn't do certain things (Why would my captain or the game forbid me anything! So far I've been playing like that with my previous noob captain and he didn't want that from me. I know better! - actual situation that happened to me) or for some other reason unknown to me.

I was lucky when being introduced to the game as my good friend Roland told me about the entire theory. But the thing that today's noobs don't have and what I had is a motivation to become like my high-level Ryder friend, and because I did know how the game looks like on a competitive level since my very early days in it. On the other hand, noobs don't know today about how the good game should look like and why should they improve. Only a few determined to look out for tutorials and read wiki have a chance to become high-level veterans.

The only way for a player to stop being noob it's his desire. A desire to stop being worthless and "git gud". There is no way to help them - they only can help themselves.

71
International Community Boards / Re: Suggest a community board here!
« on: July 25, 2016, 08:54:27 am »
Princess Tutu
Princess Tutu is not polish, he's russian as fuck.
I'm not sure whether I should give you confirmed info or keep you in suspense. It's hilarious when you're trying to guess ^^

What I don't really understand is why people want to specifically play with people of their nationality.
Because language barriers?

72
Feedback and Suggestions / Re: bigger!
« on: July 17, 2016, 04:12:59 am »
It's not gonna happen. It would require rework of the entire game.

73
The Lounge / Re: That Moment When...
« on: June 22, 2016, 06:44:31 pm »
That moment when you're about to back out of a 2v1 with armor close to gone and your crew gets the last kill from +1km
That moment when you're about to destroy your opponent with their armour close to gone and you see them getting the last kill on your ally from +1km

74
Release Notes / Re: Version 1.4.6 Hotfix 2
« on: June 22, 2016, 10:53:53 am »
If there is less veterans needed to start a veteran match. Can you still call this a veteran match?
[...]
Adding the possibillty to have newer players enter these sort of matches would definitely contain some downsides for both parties.

I think the change affects the amount of required veterans to be logged in game to show the option to search for vet matches.

MUUUUSEEEE! CLARIFY THAT PLEASE

75
International Community Boards / Re: Suggest a community board here!
« on: June 19, 2016, 05:38:42 am »
I have no idea how many Polish players are there, but it'd be great to meet fellow poles!


It has been proposed already. Not enough to get us our own community board.

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