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Messages - Lanliss

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271
Gameplay / Re: Colored Flares
« on: February 19, 2015, 04:40:02 pm »
That crazy king trick might be a reason for this to not be done, or if it is they could just not use red and blue. As for the different ammo types, I would rather have painter shots than the range finder thing. A flare that can tag an enemy? Sounds good to me. Or they could just add a teacher type gun that does minimal damage, but allows tagging. This could allow some people to run range finder instead of spy glass.

272
Feedback and Suggestions / Re: New ship idea:Rhino
« on: February 19, 2015, 03:25:22 pm »
Mass yes, but not speed. The idea is that, just like a rhino, you need to reach insane speeds, probably with moonshine. Then it is hard to stop if you miss, hence the side and back guns.having a gun on front with the massive armor would be insane, as it would allow you to just absorb all of the damage, while firing with something destructive like a flamer.

273
General Discussion / Re: Killing the community, one game at a time.
« on: February 19, 2015, 01:32:08 pm »
Thanks for the vote of confidence. I will apply once I have access to my computer, and I cannot wait to start giving back to this wonderful community, even if I do not make ambassador.

274
Website and Forum Issues / Re: How do I change my Game name
« on: February 19, 2015, 01:19:33 pm »
In game go to community (top left of main menu, there are a bunch of buttons. One is community) then go to the Big button that says My Profile. You should go to a page with a pie chart, and your character. Above these will be your name, where you can edit it. If you already tried this, I apologize for restating it, just need to make sure you followed the basic. If you do all of that and there is still no pencil next to your name, maybe try exiting the game and going back in? No idea, do not know all the technical bugs.

275
General Discussion / Re: Killing the community, one game at a time.
« on: February 19, 2015, 12:29:34 pm »
Thank you, it looks like CA is exactly what I was looking for, though I do not have the time under my belt for it. I plan on working to reach that number. If I do apply, does it work on a timetable, where I would be required to put in so many hours at certain times? I might be able to do it if it is like that, but I run pretty random hours, so I can not promise much in the area of a schedule.

276
General Discussion / Re: Killing the community, one game at a time.
« on: February 19, 2015, 12:07:43 pm »
Is Community ambassador like a teacher, or just a civilian type moderator in the game? If it is a teacher role, I would be happy to apply, as I have a great love for teaching new players. If it is not a teacher role, is it possible to look into creating a teacher role that could be applied to, that would have matchmaker put you on ships with and fresh players(i would say <7)? Or even a thing you could turn on and off, saying if you feel like teaching new players or not would be nice.

What it comes down to is that this game has a steep learning curve, especially with it being the only game I know of that requires cooperation. Any other game, you can carry a team alone, if you are good enough. Guns of icarus however requires at least two or three decent players on one ship for it to be able to carry a team. With this steep curve, and the brand new required co-op, no one is prepared. All of the books people are complaining about are fresh from a ton of different games, and if you expect this to be like literally ANY other game, you will be wrong. Go easy on them, because GOIO is a unique experience, and they are not prepared, just like you were not prepared when you first played, unless you had a helpful teacher, or a friend to explain the game before you played. Maybe you were more willing to learn, but you were still new at one time.

I know I am not a high level player, and I do not even have a hundred hours in the game, but I know my way around a ship, and want to do my part to help others become not just Cogs in a greater machine, but players like my self, with knowledge and the will to pass it on to others.

Also, on a side note, I agree with those who say this is one of the nicest communities around. I think it comes from how small it is, making everything much more tightly knit, and instilling a much more village like feeling, as opposed to most games' cold and unfeeling city communities. Keep up being a village, and remember that being close means seeing a lot of everyone. Try not to be intolerable, and if someone is a jerk, do not be so aggressive about telling them so, as you will see them again tomorrow, and the next day, and the next day after that.

And in case you got lost in my rambling, at the beginning. I asked about teacher stuff, so any help there would be appreciated. Thanks for reading

Lanliss, Captain of the Infallible

277
Feedback and Suggestions / Re: New ship idea:Rhino
« on: February 18, 2015, 09:34:31 pm »
People keep mentioning boss ships and co-op. I am afraid I have not been active in the community for very long, so I have no idea what those are. Would you be able to post a link to info on the subject?

278
Feedback and Suggestions / Re: New ship idea:Rhino
« on: February 18, 2015, 09:04:58 pm »
Not in asked for, as I asked for any suggestions. Thanks for the comment. My defense for the two hulls is that the main hull(on aft and sides) is weaker than standard, maybe at squid level, while the frontal hull could be either equal to the strongest currently in game, or stronger, in a class of it's own.

The aft gun is to cover the fact that the front is already a blind spot as far as firing goes, and could arguably be made a heavy gun slot, if a standard gun is considered too light to cover the hull damage you would be taking.

279
Feedback and Suggestions / New ship idea:Rhino
« on: February 18, 2015, 08:25:06 pm »
I have seen some people posting their ideas for new ships, so I thought I would try it out.

Bulky, slow flying beast of a ship.
The twist? Two armors. Main hull is weaker than normal, covers most of the ship. Second hull on front end, much tougher than normal, makes ramming a deadly possibility.
No guns on front end, so as to prevent it being insanely overpowered.

Gun on back, and each side, plus a heavy gun on each side.

Any additional ideas?

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