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Messages - Lu Lu

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241
The Pit / Re: What' worse than a crewman that leaves? A Captain that leaves
« on: February 10, 2016, 06:09:17 am »
Ha, you think you've won, don't ya?

Lets not forget what your about to do...

You'll erase the save file...

You'll kill everything in one click...

You'll be worse than I ever will...

Nice job...

Partner...



He who fights monsters should see to it that he himself does not

become a monster

242
The Pit / Re: What' worse than a crewman that leaves? A Captain that leaves
« on: February 10, 2016, 03:32:09 am »
The First Human, Luharis, appeared

The music turns to pure despair


https://www.youtube.com/watch?v=MRdBmveWfrU

You're not in control...

You never were...

Now would you so kindly die?

(slash)


Infinite damage dealt to Crow of Cainhurst

Crow's determination is broken!

Crow calls for help, but nobody came...

243
The Pit / Re: What' worse than a crewman that leaves? A Captain that leaves
« on: February 09, 2016, 08:42:43 pm »
hey crow, do you feel that?

that's your sins crawling on your back...

no...?

well then here's a better question,

do you want to have a bad time?

cuz, if you shout one more time...

i'll be forced to retaliate...

i will bring a munker...

i will bring lochnagar...

i will mine you senseless...

and i will laugh...

its a beautiful day outside...

hwacha's are firing...

noob's are piloting...

on days like this...

captains like you...

should be loch flaked in the face...



244
The Pit / Re: What' worse than a crewman that leaves? A Captain that leaves
« on: February 09, 2016, 05:34:25 pm »
Um...
how about we all kindly calm down...
Please...



JUST CALM DOWN GUYS!!!



Please, think of the children,

Every time we shout, a novice gets loch-mined in the face, together we can end this

245
Feedback and Suggestions / Re: Fully Customizable Ship Components
« on: February 09, 2016, 08:50:59 am »
I'm sorry guys, perhaps this wasn't as good of an idea as I originally thought, sorry everyone.  I just that it would've been neat, but yeah, you guys are right, this would create more problems than it would be worth.  Sorry for wasting your time guys.

246
Feedback and Suggestions / Fully Customizable Ship Components
« on: February 08, 2016, 01:51:18 pm »
I have always loved this game for the ability to customize ship load-outs, but it always struck me as odd, that other than guns, the ships were exactly the same component-wise.  I would like to propose a method to address this.  In ship customization, we add 4 more slots.  A slot for turning engines, main engine, balloon, and hull armour. 

For turning engines a customizable option may be allowing a +/- 25% change in angular acceleration, at the expense/benefit of a +/-25% change maximum angular velocity.   

For main engines a customizable option may be allowing a +/- 25% change in linear acceleration, at the expense/benefit of a +/-25% change maximum linear velocity.   

For balloons a customizable option may be allowing a +/- 25% change in vertical acceleration, at the expense/benefit of a +/-25% change maximum vertical velocity.   

For  hulls a customizable option may be allowing a +/- 25% change in hull armour, at the expense/benefit of a +/-25% change maximum hull health.

The current values would be considered the default values for each component.  Therefore, each component would have 3 settings.

I think this would allow captains to fly more towards their own tuning of their ships.  After all, this is post apocalypse, gone are the ways of standardization, and in are the days of innovation.  Just my thoughts at least, i  would love to hear feedback!

247
Feedback and Suggestions / Re: JonTron plays GOI...
« on: February 07, 2016, 10:27:03 am »
Honestly, I kinda lost the will to live for a while after watching this.  The last thing we need is people endorsing this kind of play.

248
Your not alone Jedi, It's really frustrating to see the errors and mistakes in the game go on unchecked without fixes.  I remember spectating a match, a 2 versus 2, where the highest level player on red team was 15, and the lowest level on blue was in the mid 30's.  It was an absolutely painful match to watch (i was giving commentary) and it made me realize something.  Regardless of how hard the newer players on red can try to win and learn, they cannot in any way hope to manage to counter the sheer experience gap.  The biggest problem with this game is the skill curve required for newer players to be successful.  Rather than trying to balance matches ourselves, we as a community, apparently relish in destroying newer players.  And we wonder why our player base is shrinking.  If we refuse to face reality and accept that as a community we must change, then i cannot see this game retaining a large enough player base to remain a fun game. It longer is enough for the occasional player or two to try to help newer players, we must as a whole try to balance out the game, or else, there may come a point in which there no longer is a game to be played.
Just my thoughts.

249
Feedback and Suggestions / Re: A Possible Revision to the clan System
« on: January 31, 2016, 12:46:19 pm »
I completely understand that there isn't anything stopping me from playing with my friends, but there is a certain joy to being able to fly under the same banner as all of your friends.  A sort of esprit de corps if you understand what I mean.

250
Feedback and Suggestions / A Possible Revision to the clan System
« on: January 30, 2016, 11:30:20 pm »
In Guns of Icarus, being part of a good clan is awesome.  But, the community is really small, and as a result, it is very easy to make friends with almost an entire other clan.  This presents a problem.  Should I ditch my friends in my current clan and join my friends in the other clan, or should I stick with my current clan, and miss out on the other clan?  This isn't a pressing issue, but I feel as though it would be a nice addition to the community to create the ability to join multiple clans, up to 3.  This could be balanced by allowing clan leaders creating a rival clan list, therefore, you could join other clans as you wish, but not your rival clans.  With such a great in-game community, I would love this nice addition.

251
So, I thought maybe before we proceed with the discussion, that a tally might be in order to see where everyone stands.

http://strawpoll.me/6540123

This may not be absolutely necessary, but I feel as though if we knew how many people thought what, it would give a better gauge on the issue at hand.

Please everyone, lets vote!  Though Muse probably won't change a thing, it'll be nice to see where we, the players, stand.

252
I absolutely agree, this game is focused on team play, and of course we want groups of friends to jump in and have fun, but in reality, are couple short tutorials so devasting to new players?  I mean, if they do want to have fun, wouldn't be worth a 15-20 minute time sacrifice to learn how to play the game.  I'm very sure if novices knew how to play, even with a feeble understanding of game mechanics, it would alleviate lots of tension in the player base at the moment.  Instead of having to tell novices that carronade is meant to be shot at balloons, or that components have repair cooldowns, we could instead teach them about more useful things in game.  After all, if no one in a group of friends know how to play, we anyone have any fun on that ship?

While writing this, I just had an awesome idea, what if there were multiplayer versions of tutorials.  This way, groups of friends can still learn how to play the game, but will be together while doing so.  I think this would address the issue of friends who want to get right in game, whilst educating them on how to play the game.

253
You know, I think we are hearing just too much from people on opposite ends of the spectrum here, but not enough from people caught in the middle.  Some people do enjoy teaching and love this new addition to our player base.  Some abhor teaching and despise the sudden surge of novices.  There are valid points and arguments on both sides.  However, only people on this ends of the spectrum seem to be posting. 

We need more people who are more moderate on this issue if we are to forge a lasting solution.  In my opinion, one of the biggest flaws with this game is the ease of both the tutorial and leveling up system.  It's just too easy.  Maybe instead of locking novices out of piloting we just make sure they learn the basics before they even try.

I propose locking each class initially and only allowing the engineer tutorial.  After completion of that tutorial, they unlock the engineer class, and the gunner tutorial.  After completion of a gunner tutorial, they unlock the gunner class, and pilot tutorial.  Rather than complain about their lack of experience, lets understand why there is a lack of experience.   This of course is just my opinion, I'm not going to say this is the only way to solve the problem, but I'd like to see more constructive posts addressing the issue.

254
I must say that  I'm thoroughly disappointed in this community.  Rather than discuss the current issue at hand, we have delved into a completely different path.  Not only that, but instead of proposing ideas and solutions, we are just trying to find who's at fault.  Does it even matter at this point?!  Yes, people have different attitudes to different topics, but by this course of action, we are no closer than we were when we started at coming up with a solution.  So everyone, I beg you to just forget about this tangent and get back to the main issue.  How can we appropriately address novices who pilot/captain without the proper experience/knowledge.  Please everyone, we as a community are better than this.

255
Now, I might sound a little naive here, but maybe the problem isn't letting novices pilot (As this thread was originally created to address), the underlying issue here is just a lack knowledge in the new player base.  Forgive me if I'm wrong here (I probably am) but it seems like the argument has gone a little like this:

Novices shouldn't pilot without prior experience

It's not their fault, they just don't know any better, if you teach them, they usually are eager to learn

Even then, some just refuse to learn and are terrible team players

Well those are a minority, we shouldn't let a small group taint the batch

So, they're ruining the online experience and wrecking the game for everyone else

Everyone has to start somewhere, even the best of today's vets were noobs at some point

Well, I  learned really quickly and was a great team player

That's what everyone thinks initially, in truth, we all suck but like to believe we're good



In all honesty, this is what it seems like the entire argument has broken down into 3 main focuses:

A:  Whose job is it to educate these players, the tutorial, experience players, or just in game experience

B:  Do we really need to level lock features and options

C:  Even if these novices are bad, is that really the issue, or is the issue just the sudden surge of them all at once

This is all just my analysis of the situation at hand.  I only posted this because I felt like we were starting to veer off track of the initial discussions of this thread. 


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