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Messages - Psi Crow

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91
Richard LeMoon wrote in Discord
Quote
Image the harpoon if it never let go. That was the passing bug.
The fast ships did not get the ball. The ones that lived longer did. The pilot was removed from the equation.
If became all about the gunners and engineers
Current Skyball is: grab ball and run. Boo.
Bugged Skyball was tie your ships together and beat the shit out of each other until one team is left, then run the ball.
So, sort of like a mobile koth
It is something I would play

I wanna see that too, seems interesting.

92
Dev App Testing / Re: Dev App Testing change-log: 24 March, 2017
« on: March 27, 2017, 10:39:29 am »
When charging the Heavy Cavitation Cannon, I couldn't use the V-command without firing the shot.
Charging - captain turns - I am out of arc - I press V in order to call the command for turning the ship back - shot is wasted anyways :(

Lobby UI:
make the loadout preview of crewmembers (the little window after clicking the icon left of the name) close by clicking anywhere except the window. I dont want to click close-button before I can see the toolset of the next. A minor thing, true.

93
Community Events / Funevent in Practice mode
« on: March 23, 2017, 08:10:57 pm »
I recently ran a 1v1 match in Practice mode with friends and it was pretty much fun because we allowed all the practice mechanics. We changed weapons, quick-reloaded and quick-rebuilt them, spawned dummies as shields or as obstacles so the other ship would ram into them and of course we used F10 too (such explosions, much wow) (we also used the bombs and fire, but that didn't turn out well ^^). Long-range with aimaid was neat too.

Do you think we could turn that into an Event? With a host and referee who counts the kills and then finishes the match.
I think 2v2 is best size, because it has the most maps.

top or flop? go!
(probably flop  ::) )

94
Gameplay / Re: How did you get your hell mode achievement/gas mask?
« on: March 09, 2017, 05:19:09 am »
I did infiltration. speedrunning with two goldfish and moonshine.

one engineer with fail safe kit and Buffhammer camping the turning engines (it actually repairs faster than moonshine destroys it, so always full health)
one engineer with armorkit camping the hull
one engineer with failsafekit on main engine and balloon.

rush in, avoid any contact, let the walls be walls and fly around them. if the boss spawns when the vip is infiltrating, he has to hide behind the infiltrated tower, then duck under the boss and moonshine to the next point. when the boss has turned around you are already out of sight. the convoy has to tank and draw attention for the VIP, so he may die once or twice but that's np.

The procedure is fun until you have optimized it to win in under 4:30 (I think 3:11 is record and I witnessed 3:38) (the timer seems to be inaccurate though) and after that we farmed the wins and it felt kinda unsportsmanlike (at least as camping engineer). That I have to admit.
After that speedfarming, we were all among our top ten fraction leader candidates xD

95
Ja hier! Ich ich ich!!!
Coole Gruppe ist das hier, war kürzlich auch beim wöchentlichen Event. Nette Leute, schöne Matches, schicke 3v3 Lobby den ganzen Abend - kurz: GoIL!
V.a. der Discord gefällt mir :D
Turnieranmeldung mache ich in der Steamgruppe oder? Nice.

96
you didn't get my point, sorry that I wasn't clear enough. I hope this clarifies the misunderstanding.
 Your system prevents multiple gunners on a ship, but it creates a problem in the opposite case.
  • Problem 1: two gunners in regular system and one is not willing to go engineer
    Solutions:
    • your system
    • one gunner goes engineer for the good of the team
  • Problem 2: no gunner in your system and the engineer in gunner spot doesn't want to be gunner
    Solutions:
    • old system, so one of the other engineers can be gunner
I prefer 2 solutions over one.

But aside from that, I don't really see the need for this restriction at all. Two gunners usually only happens with new players. They will fail (that's what you said), but THAT'S OK! The whole learning process in this game is about TRY and ERROR and WATCHING OTHERS. How are players supposed to understand that two engineers is better than two gunners if you don't allow them to experience it themselves? Three core elements of this game are in my opinion communication, the variety and complexity induced by a ton of different combinations and the helpful community supporting new players in their steep learning curve. It seems that you are denying the first, restricting the second and apparently too focused on success or too lazy for the third.

@Nikola Brackman That's the lamest thing I can imagine ^^

97
we don't need that. Also consider the following:
A ship may choose to have no gunner at all, engis only. Therefore the gunner spot also has to accept having an engineer. Now what if someone sits in there as engi, but the captain actually wants a gunner? now everything is stuck because of that one newbie who doesn't know about the spots and how to change class (or that one ignorant troll or whatever). without that restriction of yours the chances are good that there is still another player in the team who doesn't mind switching class for the good of the match.

98
General Discussion / Re: A wild GOIO VN appears...
« on: March 05, 2017, 05:56:11 am »
Me! Me! Me! :D
are there any requirements? (like badass english skills)

99
Release Notes / Re: Version 1.4.11 Release Notes
« on: March 01, 2017, 08:16:12 pm »
I have to make a serious complaint regarding the ship customization  :'(
First the positive though:
I like the new style with every ship accessible (is that even a word? lol) by just one single click instead of skipping through the whole list. I personally prefered the stats on the circle instead of the new diagram, but that's just personal taste and except for beginners nobody uses them anyways I guess. Also hitting Safe doesn't bring you back in lobby screen is a neat improvement in my opinion. Well done in general :)
Now for the negative:
The numbers of the gunslots are completely random, change after every match and THEY ARE DIFFERENT FOR EVERY CREWMEMBER!
-> confusing to set up your ship as captain, since symmetical guns usually don't have symmetrical numbers (if you know what I mean)
-> no way to learn which slot has which number (like everybody knows 1 is the front gun etc)
-> you can't effectively talk to your crew about the ship loadout: "Please captain swap 3 and 4" "Do you prefer Flak or MKII on the 2?" "Should we get another light coil on the five"
it's just annoying af: "But 3 and 4 are the same guns??" "What? Where is your 2, for me this ain't even a heavy gun!?" "But there is a light coil on 5 or do you suggest a heavy coil on 6 instead??"

I'm sure this isn't supposed to be that way. It just possibly can't! Every ship should have fixed numbers for each slot as it has always been (or at least since I started playing).
While we are already on the subject: As a somewhat sailor, it always bothered me that some of the numbers did not fit the traditional nautical convention which is EVEN NUMBERS ON PORTSIDE AND ODD NUMBERS ON STARBOARD. Also smaller numbers are further in the front. This can apply to cabin numbers, where the watches stand on deck during an all-hands instruction or meeting, where the rope ends are located according to the number of their sail, etc. At least that's what I experienced so far. It would just fit the Airship concept, but if a majority of players really want the old numbers back then I can understand that just fine as well...

100
Release Notes / Re: Version 1.4.11 Release Notes
« on: February 28, 2017, 05:42:54 pm »
Also new voice commands menu is bad, because it covers entire fucking screen, and instead of seeing it all in one concentrated area I have to fucking look all over the place. With my vision obscured. Thus disorienting and breaking immersion even more.
It really is kinda big, but I like the increased size. Maybe if it was scaleable in the settings like many games let scale their HUD?
And I really like that it's now obvious which button means move backwards and which one means drop ship altitude :)

101
Feedback and Suggestions / just another map thread?
« on: February 28, 2017, 05:36:19 pm »
So recently during a devapp testing some ideas regarding new maps spontaniously popped up but I'm not sure if anything of it really got noted since it wasn't the subject and more some kind of by-product. I looked up some old threads to see if this was already a noticed input so I'll just try to summarize here what I remember and found:

Night map with stars in the sky
This has been an idea for long and apparantly it's already planned . It seems that  in order to keep it playable for weaker machines as well, there can't be too complicated lighting with individual frontlights for every ship. But could it be possible to maybe add one signal tower with a rotating spotlight as replacement for the sun (ofc not that bright and not with a huge radius)? I think that would look really cool.

Some sort of underground or cave map
I imagine it with bats and gloomy mushrooms, but that's just detail ^^

A map with giant trees
maybe you could hide inside a green crown full of leaves or take cover behind massive tree trunks until your balloon gets popped and you fall down between some huge gnarled roots.

A map with a constant sea of thick heavy fogg in the lower half of the map that prevents spotting and adds quite some sneakyness to the tactics (this was proposed in voicechat during testing and received quite some approval)

I imagine some playground maps would be fun to see like a really futuristic one with neon glowing edges on bizarre machinery, a land of sweets and cream (like that one in mario kart) or a ratmap built of legos and toys. But that's probably way too much out of concept and won't happen unless there is a workshop for maps which is not going to happen neither I guess?

Generally some interactive elements (similar to the dust clouds) to be considered in strategy like for example
lightning clouds (weren't they already planned once?)
tar-ish cloud eruptions in volcanic environments or bubbleing pools of acid with toxic steams
increased danger of fire when near lava streams
waterfalls look cool and maybe flying through will push you towards the ground but extinguish fires
skywhales to drag you along when hooked with a harpoon (maybe not the best idea, just trying to be creative ^^)
some sort of upwind at coastal cliffs
making those swing bridges actually swing when rammed instead of being hard rock solid
Quote
The chance of Donald Trump nuking the whole map making everybody loose.
and rioting Laserraptors and Unicorns dancing on rainbows! They can be boarded of course.


It would be cool if some Devs could leave a few words on what is possible, what is not, what is planned and what is considered to be too much effort for very low effect.
Also of course share your thoughts and ideas!

102
Quote
So with this update, we made another change.  Right now if you queue for a couple of minutes, you will see a button to browse match list.  And it should be fairly obvious, the display is.  If this is too long, we can try to reduce it to say 1 min.
Another thing we can do is say, if the concurrent number falls below a level, say 80? Then we default show the match list.  This way, when there are more people in the game, matchmaker can still help put people into matches, and when the population is lower, we can have people use the match list.  How do you guys think?

that sounds quite good. Also I think the Match List button should generally be moved right under the Play button and be a bit bigger and therfore more noticable

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