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Messages - Arturo Sanchez

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31
Feedback and Suggestions / Re: MMR punishment for non tutorial completion
« on: November 07, 2016, 08:06:59 pm »
Mmr is based heavily on levels, the tutorials give achievements which give xp which gives a few levels, done.

If that's true then way to flip flop on the idea that levels don't matter. Besides match count and average win rate % is a much better metric.

I mean yeah... vets get screwed over by noobs alot and stackers always get highest win rate (but thats what udog was for-to render wins by such unfair match ups meaningless).

Plus udog, nov wins and other marks of actual skill should drastically contribute to mmr (ignoring achieves like the class and map ones because of their arbitrary nature).

Something besides the clearly flawed lvling system needs to reflect mmr more.


ALSO MAKE MMR CLEARLY VISIBLE. Like have mmr on your profile. It has always come off that muse hiding the numbers  was them showing lack of confidence in the system itself.

32
Feedback and Suggestions / MMR punishment for non tutorial completion
« on: November 07, 2016, 04:08:29 pm »
And the lesser your rank on tutorial's test the bigger your mmr reduction.
The lowest being non completion obviously.

Add on top that high mmr needs some kind of incentive to maintain that high mmr. Hell even fighting games have tier and rank system for itself and people actively compete to rank higher than others (no real reward than just bragging rights).

33
Feedback and Suggestions / Re: Notify crew when ship or guns change
« on: October 31, 2016, 09:41:23 pm »
I was there when the automated timer wasn't there.

When majority voted and only then did a timer give 30 secs for finishing touches. And it was GOOD. Everyone was always prepped and you had much better control of uncooperative noobs because nothing moved until you got everyone in line.

Majority that complained about the lack of timer were the plebs that didn't even last a month regardless. Muse listened to the idiots that never even stayed to enjoy the hot mess they made. I do acknowledge the issue of dumb noob pilots that didn't ready when they were though. But thats far rarer than the noob that instantly readies. In fact I experienced it today where I was still thinking in the bloody ship screen against waifu but the gits readied and the timer had been running previously so I had 5 seconds on the timer when majority readied.

Couldnt prep my crew, din even have the correct freaking ship, din personally have the correct tools. That automated timer is bollocks. Especially when it continues a timer in less than 30.



Zill... You've been playing this game awhile. Most high level moves are gambles. Moves like that involve doing a dangerous play to break a very common stale mate and you put all your faith in your crew to follow it through to the desired result. And when you do it and notice you miscalculated its instantly apparent.

If you don't want to lose by picking something that is really specific. Play a ship that is good for most situation, running a gamble that you won't cover a certain type of tactic.

It simply adds a layer to the game, as opposed to the instant deciders by hard counters. Because hard counters and counter picking only worked because we  all had the time before, as we constantly switched about until the lobby finished its lil dance and reached an equilibrium. But now with the timer we don't.

And the dance was a stupid thing. And it still is, except now its less effective in balancing a lobby as the luxury of proper prep is no longer the case. Hence why we stick to the established metas as short hands (well done muse, you succeeded in making a cerebral game dumbass friendly, despite the dumbasses being too dumb to appreciate it).



But to the crux of your comment that bothers me. You don't seem to express any idea to actually properly find a solution to counter picking. You simply denied mine with no solution of your own. In context to previous builds with hidden loadouts. You have to think... okay those times were bad.

But were they worst than now? You can't look into this issue without addressing the core problem. Which is in fact the counter picking. Resolve that you resolve the issue this feature is attempting to fix.




*adding a clarification. Ship loadouts hide them but not amongst allies.

Player loadouts, keep them on.
1. it hints on enemy ship tactics (so you're not thinking purely blind)
2. noob with chem and extinguisher and buff and range finders need to always be called out at every instance they are found. If I had my way I'd kill them all to keep the human race pure but hey.

34
Oh, its you. I would have been ignoring you completely if I knew you changed your name yet again.  As always, everything you say is wrong. I won't bother explaining why this time.

Real pros put triple artemis with merc on top. captain shoots merc. What I liked to do before the arc fuck up was put an artemis on top and have gunner use a merc or hades on the side with double artemis down low so I could shoot an artemis.

I have done that one once in a while as well, with a flak or two in the mix. It should work again with the new changes.

Not my fault you're not informed to know anything.

35
Feedback and Suggestions / Re: Notify crew when ship or guns change
« on: October 31, 2016, 07:20:04 pm »
Your TF2 comment is nothing.

Because the guns equivalent is signals. They're not perfect (personally still think mine are much better), but they exist. Don't be moving goalposts.

And no... the lack of hard counters doesn't mean dirty casuals. It means well prepped tactician thats ready for every/most contingencies. Hence the meta game becomes far more intelligent.

And at casual play, its all the basic pleb metas.

36
Feedback and Suggestions / Re: Notify crew when ship or guns change
« on: October 31, 2016, 11:58:21 am »
I like the color change idea if it also works on the enemy team as well, given the annoying meta of countering your opponents' load-outs. I spend a lot of time looking at my opponents to make sure I'm not shooting myself in the foot taking the boat I want to fly.

Either way though, seems good.

Or add the option to hide builds entirely and levels I guess but they were never that important besides bragging rights (first introducing it to custom lobbies only).

But yeah this issue of ship changes is only an issue when a pilot has poor communication skills (and planning ability). Hence the fundamental issue being the pilot being too dumb to communicate his intentions being the core issue than the system itself. Its an instance where I actually agree with muse that communication simply makes the issue an non-issue.


But ye the counter picking thing is annoying. But thats why I'm mentioning the hiding of information than the feed of it when it comes to enemies.

Its a fundamental thing fighting games have solved years ago. You don't reveal the character and match up until both players have confirmed their selection.

With that new fog of war, the idea of direct counters becomes nonexistant because 1 direct counter means you get countered by several other basic metas. It would be a nice change of pace for high level play.

37
I lose against novices all the time with vet crews. Mostly because we are just screwing around and taking oddball builds simply out of boredom, while encouraging the novices to take meta. Jedi does the same thing. Chaos is the manifestation of that desire to do something, anything different.

I also used to run a double Merc Art Mobula on occasion, and likely will again once the changes are in. In fact, many vets continuous told me they don't even cross arcs until they tried it themselves before the arc nerf. It never did well, but it was fun trying to make it work.

Those caught up in the meta have a hard time thinking out of the box. While I am not sure Jedi would be the best choice for a 'balance week', he would do far better than most people grinding the meta.

and yet this is all about basics and roots where the meta lies in the middle of it all.

A bit inappropriate to be led by an oddball who intentionally deviates from the meta to such a point that he'd grow entirely out of touch of it.

You got your wires crossed backwards moon. Even the most meta-pleb is closer to the roots than jedi, who's entire contrary philosophy is the antithesis of going back to basics.

I'd even say Binary would be better, despite his blatant cowardice for a fair fight. (though saying that makes the bile in me rise)

38
Feedback and Suggestions / Re: Bad AI are killing us.
« on: October 31, 2016, 11:43:02 am »
this has been covered forever ago.

The bigger question is when is the major overhaul going to occur for the game in general?

39
Bring #BalanceToTheForce
Put Atruejedi in Charge of Game Balance for One Week

Dear god no. As one of the "vets" who's most likely to lose against a novice while having a vet crew. I...no... just no...

40
Feedback and Suggestions / Re: STEAMPUNK QUAD BOFORS
« on: October 26, 2016, 10:02:22 pm »
current guns and ammo and game meta isn't even properly balanced and yet these threads keep popping up...

41
Currently, the pilot of a ship can use the recommended loadout system to quickly check each crew member on their own ship to see a quick outline of their crew's kit. However, they can't do this for crew on other ships, and crew can't do it for eachother. Instead, everyone else must click on their player icon, view it there, then leave that screen to go back to the lobby screen, which feels ridiculous when there is a more streamlined method available.

So why not just have a similar feature for everyone else? Most of the UI already exists, you just have to remove the recommended loadout part.

This change would be a quality of life improvement, as it's less clicks and screen transitions for the same information, and may reduce lobby waiting time, as people will be able to process important information faster if it's more accessible and thus make their decisions quicker.

Your main issue here is the needed refresh rates to do so will destroy the server for the most wasteful of reason.

The screen is there because it has to load the info. If the game must refresh constantly just to keep track. A lobby may as well be a running game as far as the server is concerned.


essentially impractical wishful thinking. Almost as bad as boarding.

42
Feedback and Suggestions / Just make range finder a graduate only tool
« on: October 23, 2016, 09:47:59 am »
Or just get rid of it altogether for the love of god....

43
Feedback and Suggestions / Re: Multiple Clans Function Suggestion:
« on: September 25, 2016, 09:28:42 am »
Meh...

Clans are about identity and association. Whether its a comp team, gimmick or style.

Many schools of Icarus playing is associated with a clan. e.g. the clan for being garbage is grox.

Heck many players are the very faces of their clan. To mix would muddle up that identity, if not outright make  the concept of clans kinda moot.

But hey I guess a middle ground would be the ability to give honourary status to people already belonging to another clan.

44
Feedback and Suggestions / Re: Store: Clothing and Accessory Wishlist!
« on: September 24, 2016, 10:24:21 pm »
you can't make full costumes in the workshop.
and not everyone is artistically-inclined.

git gud. Including you muse. Just make it available to do so.

And yes hair dying should be a thing. It was a bug. But it wasn't that bad of a bug.

45
Feedback and Suggestions / Re: Stamina skills
« on: September 24, 2016, 10:22:09 pm »
Mobas seem stupidly popular now days.

Maybe skills are what this game needs?

This is annoying enough to balance.

If most players can't even play a basic death match with viable basic loadouts and ships. What makes you think they're smart enough to min/max skills?

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