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Messages - Lysanya

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121
General Discussion / Re: the dev battle
« on: August 17, 2016, 05:50:44 pm »
You can also look under the Community Tab in game to find out when events will start.

This is the easiest way to find out what time events are at.  Times shown in the community tab are localized for each client's time zone.

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For a quicker look of what happened, click here for part 1 and click here for part 2.

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Community Events / Re: Chaos Skirmish this Saturday, August 6, 2016.
« on: August 06, 2016, 06:48:45 pm »
Breaking news: Luharis will be making his debut as co-caster tonight at Chaos Skirmish #17!  Guagadu will also be joining in to make it a 3 man booth tonight!  Tune in tonight at 9:30PM EST for Chaos Skirmish #17!

Livestream feed: www.twitch.tv/thatlysanyaguy

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Twitch is currently being uncooperative, but I at least have the individual matches prepped on Twitch now.  Check the highlights section of twitch.tv/thatlysanyaguy to see them for right now.  I'll get them on Youtube once Twitch decides to play nice.

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Twitch is currently being uncooperative, but I at least have the individual matches prepped on Twitch now.  Check the highlights section of twitch.tv/thatlysanyaguy to see them for right now.  I'll get them on Youtube once Twitch decides to play nice.

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Whew.  That was a long tournament.  Nearly 4 hours of streaming today, 9 and a half this weekend.  I think I need a break... oh wait, Alliance mode coming up.  Nevermind! XD

Twitch replay is available for top stream though!  Click here for the replay!

127
Feedback and Suggestions / Re: Youtubers bootcamp?
« on: July 30, 2016, 07:30:43 pm »
Hence why I proposed this thread, with the vet community exposure in mind. They get introduced to te vet community and get trained by te vet community and take on the tone of play of a vet.

Plans are actually being formed as of a couple of days ago to tackle this very problem.

128
General Discussion / Re: Easy idea to help lobbies
« on: July 27, 2016, 04:04:58 pm »
This is a serious question are you on drugs Lysana? Something seems wrong with the way got brain works and what you say on the forums.

Please refer to section 2 of the code of conduct.  Comments like these, as well as other comments you've made directly to me, are completely uncalled for.  Let's keep this on-topic, shall we?

129
General Discussion / Re: Easy idea to help lobbies
« on: July 27, 2016, 03:55:42 am »
Yea I mean force the mm people into vet lobbies you can still play regular thru the match browser.  Mixed formations would go to regular game. I don't think sending everyone to the vet lobby would work, if someone dropped mm would put a rando lvl 3 in to replace the one you lost. This plan if everyone is above the lvl 16 threshold would send them all to vet from crew form.

I still strongly disagree with this idea for the reasons I listed above.  In my opinion, it unfairly segregates the population of this game.

Quit saying levels don't matter, if it's level 1 or 2 it matters.

Dev games match #3 yesterday would directly refuse your statement.  A level 1 gunner went ham on Bubbles's spire after Atruejedi spent a few minutes with him teaching him what to do.

Hell as one of the few active ca's on your ship should be all noobs so you would always go to normal games. This does need to happen you need to quit pushing training off on non CA's that don't want it. This is a fix for the broken novice matches.

Your OP is about forcing vet lobbies, not novice lobbies.  And no one is forcing you to teach.  I said clans would become a greater source of teaching and interaction as a result of the idea I posted, not that they would be forced to do so.  There is a difference between the two.

It would make more sense to raise the novice graduation level to 16 than to drop the vet match level that far, 20 might be good though.

There is another option that would help: Matchmaker should try to place novices into running novice matches before prompting them to disable novice to find a match faster.

This is a possibility, but I still think we'll see a lot of new players opt out of novice queue, even with this.  But more choice is also good here.

I would go further than that, 30s map vote, 60s timer after that, 3x 20s add time per ship (refreshed if everyone adds time in-case the lobby is actually full of lobbies of icarus fans), can only add time between 40s and 3s remaining (or thereabouts), remove the ready up button entirely to silence the choir/ because it would be redundant - to ready up don't add time.

I think allowing a full minute per ship could also cause problems.  Maybe something like, 30 second map timer, 90 second lobby timer, and both teams are allowed two 30 second "add time" buttons, regardless of the number of ships in the lobby.  This would cut lobby timers down to a guaranteed 2-4 minutes once pilots load in, and the only way the timer resets is to 30 seconds if a new pilot (not the same pilot that just left the spot) loads in.  If people want more than 4 minutes for socialization, custom lobbies can help fill that void.

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General Discussion / Re: Easy idea to help lobbies
« on: July 26, 2016, 06:58:55 pm »
In my opinion, this would segregate the community unfairly and prevent people who want to teach newer players and play with lower level friends from doing so.  Consider the veteran player who buys a copy of the game for a friend and wants to play with them.  Under your plan, it forces the vet into a vet lobby, and the new player is blocked from vet lobbies.  The new player quits in frustration because they can't play with their friend, and the vet gets annoyed that mechanics prevented them from playing together.

Also, level means nothing in terms of skill.  It merely denotes experience.  If a level 20 engineer, who has done nothing but spanner/ext/chem and heatsink ammo "because it works" (I'm sure we all have stories like this) is forced into vet lobbies, it'll merely kick the can for 20 levels, not solve the core problem of the pub stack itself.

I've agreed with you many times that stacks against newbies are bad for this game, but I disagree with that solution and offer a counter: Force premades with more than a certain percentage of vets on it (for argument's sake right now, let's say more than 1 per ship) into vet lobbies, and then force custom lobbies with that same certain percentage of vets in it before hitting the recruit from queue button into vet lobbies to close a loophole.  Also, block vets from stacking a single ship (must maintain the 1 vet per ship rule) after the recruit button is hit to close another loophole.  Solo queue, custom lobbies that don't recruit from queue, and Alliance PvE are excluded from this.

If this were to happen, here's what I'd expect to be the in-game response:

+ Custom lobbies would become the norm amongst vets, and less novice and casual players would be forced into stacks.
+ Clans as a means of social interaction, teaching the game, playing the game together, etc would get a slight boost, as a result of the above point.
+ Global chat and interaction amongst players would increase to fill custom lobbies.  Most of us are social anyway.  Might as well put it to good use, right?
+ Solo queue players would be less likely to be stomped, as it eases the burden on matchmaker.
- Some unsocial clans or clans/premades without many contacts would get frustrated with their newfound inability to find lobbies, or perhaps become the new inefficiency of this matchmaker and be the new stomp target.
- Communicating the 1 vet per ship rule to casual veteran players who don't read patch notes could be a problem.
- Part of the community would have to be educated in regards to custom lobbies.
- It would further hinder movement in pub lobbies.

Edit: I forgot one other idea in conjunction with this: reduce the base lobby timer to 3 minutes, with only one 30 second "add time" per team.

131
Community Events / Re: Chaos Skirmish this Saturday, July 16, 2016.
« on: July 18, 2016, 02:18:37 am »
Missed Chaos Skirmish #14?  Catch the replay by clicking here.

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The bottom bracket uncut is now uploaded to Youtube.  Click here to see it.

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The top bracket stream is now posted on Youtube.

Individual matches will be uploaded later.

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The Signal Tower / Re: The Ultimate Flare-Off
« on: July 10, 2016, 05:33:14 pm »
I do like the idea of an offensive flare. I think the best application would be to use them in conjunction with armor stripper and focus on keeping their hull down / on fire.

Its hard for me to trust a flare into the balloon when chem spray is in the hands of a decent engineer.

Probably have to ram for the kills or throw a flak on a top wing.

I find that its best use in general is on guns and engines.  Especially on galleons and junkers, where chem cycles downstairs tend to be lacking.  It's all about exploiting the weakness of a ship's fire control with absolutely no guesswork involved.  If someone forgets to cycle a gun with only chem spray on board, it's actually worse for that ship than just a gun break, because you're forced to chem it 3 times before it's no longer overheated, OR wait for it to break and then rebuild it.  That extra wait time can be devastating in certain types of engagements.  Or it draws an engineer to a place he doesn't want to be when that focus fire comes for his ship.

Another practical use would be ships that rely on carronades.  In pubs, side flares on a blenderfish or a carrot are especially nasty, as there is no right answer to how to repair the balloon, other than shooting out the carronade and chemming the balloon.

As for the competition in the video itself, it was just an impromptu thing that simply happened with no real practical application.

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Update: I've added a Youtube channel, since Twitch drops replays after two weeks.  It's bare bones right now, so pardon the dust.

Click here to visit my Youtube channel.

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