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Messages - Dryykon

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1
Feedback and Suggestions / Re: Harpoon (Yes, this has been done to death.)
« on: September 29, 2015, 06:14:59 pm »
Bottom line, the harpoon needs to work as a gun. The fact that there's a weapon that's in the game that is entirely broken is completely unacceptable

2
Feedback and Suggestions / Re: Second spectator ship
« on: September 29, 2015, 06:07:20 pm »
Yes

3
The Lounge / Re: Glorious Quotes from Guns of Icarus Online
« on: September 26, 2015, 02:29:09 am »
While in a dust cloud, the level 27 engineer Sonnypoo stated: "Pilot, you ****, stop burning the engines, you ****."

He proceeded to insult me for the remainder of the match while refusing to repair anything.





4
Q&A / Re: Piloting Consistency
« on: September 22, 2015, 02:50:40 pm »
Don't listen to filthy casuals: fly mob with high dps - profit.

More seriously... Most of flying is critical thinking (until a few hundred hours, where it becomes more automatic). Some matches I fly much better than other ones, based on the amount of effort I'm willing to put into decision making. Or how tired I am.

I imagine if you keep flying the squid, you will eventually know what to do in the vast majority of situations, and notice your overall consistency become decently stable.

5
Release Notes / Re: Version 1.4.3 Release Notes
« on: September 17, 2015, 10:16:10 pm »
Clan rankings work perfectly in my opinion... proof:


6
Release Notes / Re: Version 1.4.3 Release Notes
« on: September 17, 2015, 09:44:31 am »
Instead of vet matches, I vote for ranked matches. (With the similar 30 level minimum.)  ;)

7
Release Notes / Re: Version 1.4.3 Release Notes
« on: September 16, 2015, 04:52:52 pm »
Looks like I can't edit my previous post... odd...

Anyways, it currently looks like the larger clans are having a harder time of leveling, which makes sense. Though I figure larger clans will be able to support a more active player base... so leveling will likely go:

1. Small and very active clan (small size lends them higher match/player ratio than larger clans)
2. Large and very active (too many members that hop on for 1 or 2 matches then leave for a few days)
3. Large and less active (members act as a safety barrier; there will always be members playing)
4. Small and less active (rip)

Also, this:



8
Release Notes / Re: Version 1.4.3 Release Notes
« on: September 16, 2015, 02:08:08 pm »
I always accept load-outs regardless of who it is. Then change my equipment back to what I want. 

Quote
XP is adjusted by the number of active members in the clan.

It would be great it based off the number of total members so hordes like GROX are forever level 1; make them pay for having bloated masses of uselessness.  ;)

Also, please fix lobby colours... the previous, more dull tones fit the rest of the game perfectly. These colours stick out like sores.







9
Feedback and Suggestions / Re: Alliance-inspired pvp modes?
« on: September 14, 2015, 06:50:19 pm »
No MOBA.

Please

Spare the resistance from that contamination.

10
The Lounge / Re: Describe your nation
« on: September 13, 2015, 11:29:01 am »
I like how the most popular version of this image is a smart-phone screen-shot of the image instead of the actual image. America.


11
The Lounge / Re: That Moment When...
« on: September 13, 2015, 11:17:09 am »
... you get annoyed by the drunk boat.



Hehe. I know them, was it tar? Or Hwacha? :)

Mines.

12
The Lounge / Re: That Moment When...
« on: September 11, 2015, 08:30:07 pm »
... you get annoyed by the drunk boat.


13
The Lounge / Re: Name your faction for alliance mode
« on: September 08, 2015, 06:05:20 pm »
the yeshan empire, lets obliterate everything in our path which has no real cause or explanation.

There is only one way of life.

All will succumb to superior Japanese culture.

Waifus for all.





14
Community Events / Re: Competitive Concept - Single Ship Teams
« on: September 08, 2015, 05:37:55 pm »
This would basically make the tournament blind pick, but the benefits could be very fun, building ships which can cope in various maps and against multiple opponent loadouts, which chances are means less meta and more disable (control) or reactive (mix of kill and disable) builds and play styles. :)

Given, teams could conspire with each other because they would be able to see who their next teammate would be. I'm not saying people would, but it would be quite easy to.

Perhaps the table/scoreboard should be released after the team's next ship selections... but that's a short amount of time, and not all team leaders may respond with next week/round's ship. Plus, figuring out the scores wouldn't be that difficult, it would just be time consuming. A solution is giving the table itself a degree of randomness in picking teammates.


Substitutions are something that comes up a lot.

Something I've seen work in other tournaments is this (language adapted for GOIO):

Each ship/team will have an unlimited roster. Anyone currently in that roster may play on that team's ship. Anyone on a different roster may not join that ship, even if they are of the same clan. A player not in any roster may play for any team at any time, however, must be added to the roster after doing so. The Ref should take a screenshot of players in the server at the beginning of a match in order to determine who is on a roster and who isn't. After a match starts, no subs are allowed mid game, even in the case of disconnect.

Teams will have unlimited "adds" for two weeks. After that, they may add 2 people to their roster per week. Teams always have unlimited removals. A team captain or the player themselves may ask for removal.

15
Gameplay / Re: The Current Meta.
« on: September 08, 2015, 02:38:02 pm »
Isn't this the mark of a well balanced game? If there is no obvious best build?

Games that are fairly balanced typically have a meta. These metas almost always change over time. Typically it goes: a good player/team in pub games/competitive uses a certain ship very well. Others copy the build/gameplay style and it's considered a meta.

An example of this is after a popular LoL contest ends, the characters on the winning team are played significantly more afterwards. Over time, builds/styles that beat the meta will arise, and eventually become the new meta. There are other reasons meta's occur, but in competitive, this is usually the reason. As a newer player, if I see a ship being used effectively, I typically copy it and test it out. I imagine many new-mid level players do this.

It's also interesting to note the difference between public server meta's (pub-stomping) and competitive meta's. Though, I usually go for the "easiest for noobs to understand" ship rather than the meta. :p




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