Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Jazzza

Pages: 1 2 3 [4] 5 6 ... 13
46
The Docks / Re: Asia/Australia Players Looking for Competitive Team
« on: December 16, 2013, 09:19:13 pm »
What do you guys think about a Steam group or somewhere that we can use to organise "fight nights" for people to attend to ensure there will be Oceania servers & Australian (and NZ) players online?

I know there's at least one Australian Steam group for Guns Of Icarus Online but there are only a few members.

47
Eh. Kills are a poor indicator of anything worthwhile, and I'm much more impressed by a player's rank in terms of time played than whether they prefer to run support/disablers or killer ships.

Granted, a player's rank is gameable, but in general, I've found it a very good indicator of time played.

I admit, I don't trust the kill count on weapons in other games because of this.

By the way it's not necessarily kill counts that can be recorded. TF2 has "strange parts" that record different things such as enemies killed in specific ways ("airshots" or shooting them when they are in the air, "extinguished allies" when you put them out if they're on fire) and some items are special such as the medigun, so instead of recorded kills, it has recorded ubers (activations).

If we applied this to GoI, we could record
    • number of enemies spotted with the spyglass
    • number of parts repaired
    • number of parts rebuilt
    • number of parts extinguised
    • etc
Similar to the current system, but it would be item-specific and public. Hopefully accessible in-game when you're looking at someone or when you press a specific key when looking at them (Source games have an "inspect" key that shows you what they're using).

Edit: So it's basically like the TF2/Dota item system without the trading system.

48
Feedback and Suggestions / Re: Flag communication/identification
« on: December 16, 2013, 08:06:40 pm »
It'd be nifty, but we do have to pick our battles when it comes to realism and gameplay. Would the game become more fun with flags? Would players use them? Would we have to remove systems already in place to make them functional? Would it be worth the time, effort, and money to make such a system?

I would think of it similar to the voice command system. You would use another key, or use the same key and add a new sub-menu, which would have 4 directions for each of the command. When you select a new flag command, it would show it visibly on the ship and would notify all teammates/the other captain probably in the text chat.

Having visible flags is a bonus. Voice commands for captain to captain communication would be good for now.

49
Feedback and Suggestions / Re: Flag communication/identification
« on: December 16, 2013, 07:56:11 pm »
Well first of all we got the team colors to identify if it's your enemy or not. We also got the spyglass that let's you spot a ship with it's name (if you didn't already find out because there's only one squid for example in the match and you just saw a squid).
For all the communication, voice chat or text chat are much more efficient, I doubt anyone would look at the flag of another ship to see what they are doing. Also, discussing tactics with the other captain is usually much more efficient than just telling them "we are heavily damaged".

My suggestions are more for "realism" or "authenticity" than gameplay. In a real dogfight with airships can you talk to the other ship so easily? No, you have to rely on other means of communication.

What if you can't use voice chat with the other captain? You have to rely on text chat which in the middle of a battle is impossible to use without taking your hands off the steering wheel.

50
Feedback and Suggestions / Re: Adding friends sends a request
« on: December 16, 2013, 07:53:17 pm »
Some people only add if they played many matches with someone they start liking, others like everyone they once played with and won.
And, of course, some people add people they enjoying flying with or against.

That's kinda what I wanted to express with my strange sentences, thanks!

Maybe there should be an "enemy" list, too?

Personally I look at this friends system and think it's pretty incomplete or substandard. I'm just too used to basically every other game implementing a better/more common system. Maybe if the GoI system was renamed from "Friends" I wouldn't think about it this way.

51
Feedback and Suggestions / Re: Voice promixity
« on: December 16, 2013, 07:52:16 pm »
There is already a little bit of this which happens to me personally. I turn the music off completely so I can hear SFX and voice as clear as possible. However, Muse decided to put the "enemy near" drum beat as part of the music track. This puts me at a disadvantage (particular in Canyon Ambush) as my opponent knows when I am near, but I have no idea if they are (unless my crew mention it).

Huh. I've done the same, but I think playing without drums is not as bad as playing with worse communication.

Funny - I was going to mute the music yesterday because I wanted to hear everything better, but I realised I needed it to know when the enemy is near.

Back on track: you guys make valid points. I'm still keen for it though. :P

52
Gameplay / Re: Spawn system post 1.3.4 hot fix
« on: December 16, 2013, 07:50:22 pm »
I really liked how the Call Of Duty games did spawning in team deathmatch: you would automatically spawn in a kind of circular path around the map as the battle moved forward on that path. It's like you spawn at the top right corner, the battle shifts to the bottom left, you spawn next at the bottom right, and so on.

I can't remember the specifics of the system or if they are still using it, but it was a nice concept and it worked well.

53
We've got that already. Look at the "Progress" tab and the summary of your classes.

My suggestion is public stats.

54
Feedback and Suggestions / Re: Voice promixity
« on: December 16, 2013, 05:53:38 am »
I think it would make captain chat drowned out by crew chat almost all of the time.  People would just abandon chat and use steam chat, teamspeak or skype instead.

How?

The volume level would not increase over the current level. It would simply lower depending on the proximity of you to the person talking.

55
The Docks / Re: Asia/Australia Players Looking for Competitive Team
« on: December 16, 2013, 05:12:41 am »
I'm from Down Under and would love to get involved in the competitive scene, or at least spectate. There are hardly ever any Oceania servers when I try to play, so I usually don't play at all.

The lag isn't to bad in the EU and American servers... You start to get used to the 300 ping anyway. Then again I get 300 ping on many games which don't have SE Asia servers :P

Last night I didn't want to pilot because of the lag, but I ended up piloting and having a lot of fun. It wasn't too bad. I guess I'm just remember the days of extreme lag spikes with GoI 6 months ago. :P

56
Gameplay / Re: Spawn system feedback 1.3.4
« on: December 16, 2013, 04:29:47 am »
Yeah the new system is great because you can get back in the action quicker and it helps prevent randomly spawning next to an enemy (although now you have the option to!).

Would I'd prefer is to spawn further away from the action. Although this game is all about intense, fast (not in terms of how long it takes :P) battles, I'd prefer a bit more realism: after your destruction the new ship has to enter the airspace from a nearby port. That kind of thing.

One issue: if you forget to spawn. I kept forgetting, so we were out of action for a good 20 seconds before I realised I had to select a spawn point. Maybe automatically select the closest one after 15-20 secs?

57
News and Announcements / Re: Adventure Mode... it's coming (Kickstarter).
« on: December 16, 2013, 04:27:11 am »
I want to dock my ship.

Then I'll be happy.

58
Feedback and Suggestions / Voice promixity
« on: December 16, 2013, 04:24:12 am »
Instead of talking and everyone hearing you at the same volume level, if you are far away from someone you'll hear them much quieter.

Imagine being the captain and hearing your crew call out enemy positions from where they're standing (the port/starboard sides), or a crew member repairing the engines and calling out that he needs help. It'd definitely help the sense of realism.

Even cooler: radios or talking funnels/tubes on big ships. The Galleon could have one or two next to him and when the gunner below deck talks, it would come out from the funnel next to him.

---

Voice proximity isn't a big thing in gaming, which disappoints me, but it does exist in some games. Most notably Resistance and Liberation, a realistic WWII FPS, Planetside 2 (a huge MMO FPS) and some others.

59
Feedback and Suggestions / Flag communication/identification
« on: December 16, 2013, 04:19:44 am »
Flags were used back in naval combat for communication and identification. Can we please use them with our airships?

Each ship could have a unique flag design and a nice big flag in a visible place on the ship to identify them. It would be cool to see a ship passing through a cloud and have to make out the flag to identify them.

You could signal your allied ships with flags, just like the voice commands. Some commands:
  • We're going to attack
  • We're heavily damaged
  • We need help
  • We're leaving/running away
When you select a command, the flag would appear somewhere on the ship (and the relevant command shown in the chat only to the other captain) maybe only to allies to prevent the enemy from working out your plans.

60
Feedback and Suggestions / Re: Duel at Dawn Invisible Wall
« on: December 16, 2013, 04:15:07 am »
So I played on Duel at Dawn again yesterday after a good few months of inactivity and (drum roll) the invisible still exists. EVERY ship hit that wall. I even tried to moonshine my Squid out of harms way INTO the wall without realising it still existed.

*sigh*

Pages: 1 2 3 [4] 5 6 ... 13