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Topics - Velvet

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46

There is a unique tradition practised by a mysterious sect of monks, its origins lost in the mists of time. Every Sunday, they would rise from their deep contemplation of the universe to duke it out in homemade airships across a variety of exotic locales. Largely forgotten for centuries, now that the airship is mainstream, the sect have gone public, encouraging any young men and women who will listen to participate in violent weekend air battles. At least it gets them off the streets.

This signup thread is for the Skirmish at 7pm UTC on Sunday 29th June (note that Britain is not currently on UTC) and will be (probably) streamed by Imagine at http://www.twitch.tv/imagine42). Second streamer is unconfirmed.
The event follows the same 2v2 deathmatch, single elimination, best of 3 format that you should be used to. Teams should consist of 8 players - please only sign up if you are confident of your ability to turn up with a full team.

Signups should be posted in this thread and include a Steam/Skype contact and team name. Signups close at midnight (UTC) on Saturday the 28th of June. Please try to avoid last minute signups.
The bracket and map rolls will be available soon after signups close. (brackets at http://goiocommunity.challonge.com/)
Participants will be contacted before and during the event to keep them updated on the brackets and when their team will be competing.

A team can, on request, opt to have their matches delayed an hour, until 8PM UTC.

Time Limit Rules
  • Matches have a 15 minute time limit. 3 minutes are added to the timer at every kill.
  • When the timer runs out, the team with the higher score wins.
  • If the timer runs out and the scores are tied, the match is a draw. If a Bo3 is left tied like this, it will be decided by score totals. If these are also tied, it will be resolved with a (virtual) coin toss.

Substitution/Disconnect Rules:
  • Nobody may play for more than one team on the same day.
  • The match referee is authorised to call pauses and allow substitutions midmatch at their own discretion. A guideline is about 2 pauses/substitutions per team per match. However if both teams are happy to have a pause or it otherwise seems appropriate in the circumstances the referee can allow as many pauses as necessary.
  • In the same way it is up to the referee to judge when a match restart is appropriate. Generally restarts should be avoided if kills have already been scored, however it is still an option in situations where lag/disconnects are severely affecting the progress and/or outcome of a match.
  • The timer may be reset or bonus time may be added in situations where time has been lost for reasons beyond the teams' control eg. disconnects or match restarts.

The usual reminder: Please only sign up if you are confident of your ability to produce a full team of 8 players.
(note you don't actually have to provide a roster to prove this. We'll take your word for it.)

8 teams last week stretched our streamers (and time) to the limit. If signups exceed 8 teams in the future we may have to limit participants on a first come first serve basis, although we'll always endeavour to find a way for all signups to participate. Some matches may have to be played offstream in such a situation; again, we'll try to avoid such a situation but our first priority always has to be keeping the event short and manageable enough that teams can participate without detriment to their work and social lives.

47

There is a unique tradition practised by a mysterious sect of monks, its origins lost in the mists of time. Every Sunday, they would rise from their deep contemplation of the universe to duke it out in homemade airships across a variety of exotic locales. Largely forgotten for centuries, now that the airship is mainstream, the sect have gone public, encouraging any young men and women who will listen to participate in violent weekend air battles. At least it gets them off the streets.

This signup thread is for the Skirmish at 7pm UTC on Sunday 22nd June (note that Britain is not currently on UTC) and will be streamed by Fourth Oracle at http://www.twitch.tv/fourthoracle, with a second stream to be arranged as necessary. (most likely 2nd streamer is http://www.twitch.tv/imagine42)
The event follows the same 2v2 deathmatch, single elimination, best of 3 format that you should be used to. Teams should consist of 8 players - please only sign up if you are confident of your ability to turn up with a full team.

Signups should be posted in this thread and include a Steam/Skype contact and team name. Signups close at midnight (UTC) on Saturday the 21st of June. Please try to avoid last minute signups.
The bracket and map rolls will be available soon after signups close. (brackets at http://goiocommunity.challonge.com/)
Participants will be contacted before and during the event to keep them updated on the brackets and when their team will be competing.

A team can, on request, opt to have their matches delayed an hour, until 8PM UTC.

Time Limit Rules
  • Matches have a 15 minute time limit. 3 minutes are added to the timer at every kill.
  • When the timer runs out, the team with the higher score wins.
  • If the timer runs out and the scores are tied, the match is a draw. If a Bo3 is left tied like this, it will be decided by score totals. If these are also tied, it will be resolved with a (virtual) coin toss.

Substitution/Disconnect Rules:
  • Nobody may play for more than one team on the same day.
  • The match referee is authorised to call pauses and allow substitutions midmatch at their own discretion. A guideline is about 2 pauses/substitutions per team per match. However if both teams are happy to have a pause or it otherwise seems appropriate in the circumstances the referee can allow as many pauses as necessary.
  • In the same way it is up to the referee to judge when a match restart is appropriate. Generally restarts should be avoided if kills have already been scored, however it is still an option in situations where lag/disconnects are severely affecting the progress and/or outcome of a match.
  • The timer may be reset or bonus time may be added in situations where time has been lost for reasons beyond the teams' control eg. disconnects or match restarts.

The usual reminder: Please only sign up if you are confident of your ability to produce a full team of 8 players.
(note you don't actually have to provide a roster to prove this. We'll take your word for it.)

for those interested, this week we'll be trying to join the rest of the civilized Community Events by making recorded matches available on Youtube.

48

There is a unique tradition practised by a mysterious sect of monks, its origins lost in the mists of time. Every Sunday, they would rise from their deep contemplation of the universe to duke it out in homemade airships across a variety of exotic locales. Largely forgotten for centuries, now that the airship is mainstream, the sect have gone public, encouraging any young men and women who will listen to participate in violent weekend air battles. At least it gets them off the streets.

This signup thread is for the Skirmish at 7pm UTC on Sunday 15th June (note that Britain is not currently on UTC) and will be streamed by Fourth Oracle at http://www.twitch.tv/fourthoracle, with a second stream to be arranged as necessary. (most likely 2nd streamer is http://www.twitch.tv/imagine42)
The event follows the same 2v2 deathmatch, single elimination, best of 3 format that you should be used to. Teams should consist of 8 players - please only sign up if you are confident of your ability to turn up with a full team.

Signups should be posted in this thread and include a Steam/Skype contact and team name. Signups close at midnight (UTC) on Saturday the 14th of June. Please try to avoid last minute signups.
The bracket and map rolls will be available soon after signups close. (brackets at http://goiocommunity.challonge.com/)
Participants will be contacted before and during the event to keep them updated on the brackets and when their team will be competing.

A team can, on request, opt to have their matches delayed an hour, until 8PM UTC.

Time Limit Rules
  • Matches have a 15 minute time limit. 3 minutes are added to the timer at every kill.
  • When the timer runs out, the team with the higher score wins.
  • If the timer runs out and the scores are tied, the match is a draw. If a Bo3 is left tied like this, it will be decided by score totals. If these are also tied, it will be resolved with a (virtual) coin toss.

Substitution/Disconnect Rules:
  • Nobody may play for more than one team on the same day.
  • The match referee is authorised to call pauses and allow substitutions midmatch at their own discretion. A guideline is about 2 pauses/substitutions per team per match. However if both teams are happy to have a pause or it otherwise seems appropriate in the circumstances the referee can allow as many pauses as necessary.
  • In the same way it is up to the referee to judge when a match restart is appropriate. Generally restarts should be avoided if kills have already been scored, however it is still an option in situations where lag/disconnects are severely affecting the progress and/or outcome of a match.
  • The timer may be reset or bonus time may be added in situations where time has been lost for reasons beyond the teams' control eg. disconnects or match restarts.

As before, a reminder: Please only sign up if you are confident of your ability to produce a full team of 8 players.
(note you don't actually have to provide a roster to prove this. We'll take your word for it.

49

There is a unique tradition practised by a mysterious sect of monks, its origins lost in the mists of time. Every Sunday, they would rise from their deep contemplation of the universe to duke it out in homemade airships across a variety of exotic locales. Largely forgotten for centuries, now that the airship is mainstream, the sect have gone public, encouraging any young men and women who will listen to participate in violent weekend air battles. At least it gets them off the streets.

This signup thread is for the Skirmish at 7pm UTC on Sunday 8th June (note that Britain is not currently on UTC) and will be streamed by Fourth Oracle at http://www.twitch.tv/fourthoracle, with a second stream to be arranged as necessary.
The event follows the same 2v2 deathmatch, single elimination, best of 3 format that you should be used to. Teams should consist of 8 players - please only sign up if you are confident of your ability to turn up with a full team.

Signups should be posted in this thread and include a Steam/Skype contact and team name. Signups close at midnight (UTC) on Saturday the 7th of May. Please try to avoid last minute signups.
The bracket and map rolls will be available soon after signups close. (brackets at http://goiocommunity.challonge.com/)
Participants will be contacted before and during the event to keep them updated on the brackets and when their team will be competing.

A team can, on request, opt to have their matches delayed an hour, until 8PM UTC.

Time Limit Rules
  • Matches have a 15 minute time limit. 3 minutes are added to the timer at every kill.
  • When the timer runs out, the team with the higher score wins.
  • If the timer runs out and the scores are tied, the match is a draw. If a Bo3 is left tied like this, it will be decided by score totals. If these are also tied, it will be resolved with a (virtual) coin toss.

Substitution/Disconnect Rules:
  • Nobody may play for more than one team on the same day.
  • The match referee is authorised to call pauses and allow substitutions midmatch at their own discretion. A guideline is about 2 pauses/substitutions per team per match. However if both teams are happy to have a pause or it otherwise seems appropriate in the circumstances the referee can allow as many pauses as necessary.
  • In the same way it is up to the referee to judge when a match restart is appropriate. Generally restarts should be avoided if kills have already been scored, however it is still an option in situations where lag/disconnects are severely affecting the progress and/or outcome of a match.
  • The timer may be reset or bonus time may be added in situations where time has been lost for reasons beyond the teams' control eg. disconnects or match restarts.

Had a slight issue with this last week, so I repeat: Please only sign up if you are confident of your ability to produce a full team of 8 players.

50

There is a unique tradition practised by a mysterious sect of monks, its origins lost in the mists of time. Every Sunday, they would rise from their deep contemplation of the universe to duke it out in homemade airships across a variety of exotic locales. Largely forgotten for centuries, now that the airship is mainstream, the sect have gone public, encouraging any young men and women who will listen to participate in violent weekend air battles. At least it gets them off the streets.

The fourth skirmish will take place at 7pm UTC on Sunday 1st June (note that Britain is not currently on UTC) and will be streamed by Fourth Oracle at http://www.twitch.tv/fourthoracle.
The event follows the same 2v2 deathmatch, single elimination, best of 3 format that you should be used to. Teams should consist of 8 players - please only sign up if you are confident of your ability to turn up with a full team.

Signups should be posted in this thread and include a Steam/Skype contact and team name. Signups close at midnight (UTC) on Saturday the 31st of May. Please try to avoid last minute signups.
The bracket and map rolls will be available soon after signups close. (brackets at http://goiocommunity.challonge.com/)
Participants will be contacted before and during the event to keep them updated on the brackets and when their team will be competing.

Time Limit Rules
  • Matches have a 15 minute time limit. 3 minutes are added to the timer at every kill.
  • When the timer runs out, the team with the higher score wins.
  • If the timer runs out and the scores are tied, the match is a draw. If a Bo3 is left tied like this, it will be decided by score totals. If these are also tied, it will be resolved with a (virtual) coin toss.

Substitution/Disconnect Rules:
  • Nobody may play for more than one team on the same day.
  • The match referee is authorised to call pauses and allow substitutions midmatch at their own discretion. A guideline is about 2 pauses/substitutions per team per match. However if both teams are happy to have a pause or it otherwise seems appropriate in the circumstances the referee can allow as many pauses as necessary.
  • In the same way it is up to the referee to judge when a match restart is appropriate. Generally restarts should be avoided if kills have already been scored, however it is still an option in situations where lag/disconnects are severely affecting the progress and/or outcome of a match.
  • The timer may be reset or bonus time may be added in situations where time has been lost for reasons beyond the teams' control eg. disconnects or match restarts.

51
Again we'll be starting at 7PM UTC and the previous change to time limit (+3 mins per kill) still stands.

There is a unique tradition practised by a mysterious sect of monks, its origins lost in the mists of time. Every Sunday, they would rise from their deep contemplation of the universe to duke it out in homemade airships across a variety of exotic locales. Largely forgotten for centuries, now that the airship is mainstream, the sect have gone public, encouraging any young men and women who will listen to participate in violent weekend air battles. At least it gets them off the streets.

The second skirmish will take place at 7pm UTC on Sunday 25th May (note that Britain is not currently on UTC) and will be streamed by Fourth Oracle at http://www.twitch.tv/fourthoracle. (possible second stream with Imagine, will be looked into if numbers justify it)
The event follows the same 2v2 deathmatch, single elimination, best of 3 format that you should be used to.

Signups should be posted in this thread. Signups close at midnight (UTC) on Saturday the 24th of May. Please try to avoid last minute signups.
The bracket and map rolls will be available soon after signups close. (brackets at http://goiocommunity.challonge.com/)
Please include a Skype or Steam contact for your team in your signup, if I do not already have one. Note that the coordinator on the day of this Sunday's event may be someone other than myself. We'll get this worked out and the arrangements made clear over the next couple of days.

Time Limit Rules
  • Matches have a 15 minute time limit. 3 minutes are added to the timer at every kill.
  • When the timer runs out, the team with the higher score wins.
  • If the timer runs out and the scores are tied, the match is a draw. If a Bo3 is left tied like this, it will be decided by score totals. If these are also tied, it will be resolved with a (virtual) coin toss.

Substitution/Disconnect Rules:
  • Nobody may play for more than one team on the same day.
  • The match referee is authorised to call pauses and allow substitutions midmatch at their own discretion. A guideline is about 2 pauses/substitutions per team per match. However if both teams are happy to have a pause or it otherwise seems appropriate in the circumstances the referee can allow as many pauses as necessary.

52
Feedback and Suggestions / utility gunner tools
« on: May 19, 2014, 04:04:53 am »
so passives are a bit of a leap for Muse to implement as well as quite a change to the structure of the classes... other proposed solutions to the gunner's predicament involve complex reworks to the class system.

My suggestion is to introduce new ammo types along the lines of the new Heatsink - their primary role is a utility, rather than damage, function - and one that is delivered on reload.

Buff Ammo
loading this into a gun fully buffs it. This leaves a gunner with significantly less buff ability than an engineer but still something to go by. To ensure the gunner is still able to take advantage of their variety of ammo types, the buff should only be applied when the next clip is loaded, or gun buffs should be totally reworked so the buff is consumed by firing instead of drained over time. Not only does this make the gunner more powerful, it makes skilled ammo management and timing of reloads + buff reloads more important and rewarding.

Repair Ammo (Gel Clip)
loading this into a gun fully repairs that gun. Which is pretty powerful - but it only works on guns, is basically exclusively viable for gunners and reloads do get slower on damaged guns anyway.

Coolant Clip
this is to Heatsink what the Extinguisher is to Chemspray... removes all firestacks on the gun.

Autoloader
This ammo does nothing special to damage or projectiles - however it has halved clip size and unloads from the gun really quickly (maybe twice as fast); its primary purpose is to allow the gunner to rapidly deploy the correct situational ammo as they come into combat.

These would be pretty powerful; the first 3 situationally even more powerful than Engineer tools considering no repair cooldowns are involved. However I think that's about right. It means the Gunner would take its rightful place as the best class to have dedicated on guns. Gungineers would remain powerful and viable for their versatility but we'd no longer have the current silliness where a buffgineer can beat a Gunner on DPS as well as repair power.

You'll note that unlike heatsink, I haven't included any effect on damage, projectile speed etc. on these ammunitions. Mostly because I envisage that you wouldn't actually want to fire them, just use them for their utility. Maybe they would need some penalties to combat effectiveness to prevent them being too strong or overshadowing the gunner's old set of tools, or even a 100% clipsize reduction to force an instant reload.

53
Note that the event starts one hour earlier this week, at 7PM UTC!
The time limit rules have also changed slightly; 3 minutes rather than 5 will be added at each kill.

There is a unique tradition practised by a mysterious sect of monks, its origins lost in the mists of time. Every Sunday, they would rise from their deep contemplation of the universe to duke it out in homemade airships across a variety of exotic locales. Largely forgotten for centuries, now that the airship is mainstream, the sect have gone public, encouraging any young men and women who will listen to participate in violent weekend air battles. At least it gets them off the streets.

The second skirmish will take place at 7pm UTC on Sunday 18th May (note that Britain is not currently on UTC) and will be streamed by Fourth Oracle at http://www.twitch.tv/fourthoracle. (possible second stream with Imagine, not confirmed yet)
The event follows the same 2v2 deathmatch, single elimination, best of 3 format that you should be used to.

Signups should be posted in this thread. Signups close at midnight (UTC) on Saturday the 11th of May. Please try to avoid last minute signups.
The bracket and map rolls will be available soon after signups close. (brackets at http://goiocommunity.challonge.com/)
Please include a Skype or Steam contact for your team in your signup, if I do not already have one. Note that the coordinator on the day of this Sunday's event may be someone other than myself. We'll get this worked out and the arrangements made clear over the next couple of days.

Time Limit Rules
  • Matches have a 15 minute time limit. 3 minutes are added to the timer at every kill.
  • When the timer runs out, the team with the higher score wins.
  • If the timer runs out and the scores are tied, the match is a draw. If a Bo3 is left tied like this, it will be decided by score totals. If these are also tied, it will be resolved with a (virtual) coin toss.

Substitution/Disconnect Rules:
  • Nobody may play for more than one team on the same day.
  • The match referee is authorised to call pauses and allow substitutions midmatch at their own discretion. A guideline is about 2 pauses/substitutions per team per match. However if both teams are happy to have a pause or it otherwise seems appropriate in the circumstances the referee can allow as many pauses as necessary.

54

comes free with terrible, temporary logo!

There is a unique tradition practised by a mysterious sect of monks, its origins lost in the mists of time. Every Sunday, they would rise from their deep contemplation of the universe to duke it out in homemade airships across a variety of exotic locales. Largely forgotten for centuries, now that the airship is mainstream, the sect have gone public, encouraging any young men and women who will listen to participate in violent weekend air battles. At least it gets them off the streets.

This is a new competitive event to keep your Sundays interesting. There's no recurring commitment or overarching structure.
We will be attempting to maximise community involvement and minimise personal stakes or reliance on individuals - referees, casters and organisers will be kept as separate roles and there is no fixed "owner" of the event, hence the "Community" in the name. In fact I'll be pretty relieved if there's a volunteer to handle organisation next week.

The first event will take place at 8pm UTC on Sunday 11th May (note that Britain is not currently on UTC) and will be streamed by Fourth Oracle at http://www.twitch.tv/fourthoracle.
The match follows the same 2v2 deathmatch, single elimination, best of 3 format that you should be used to.

Signups should be posted in this thread. Signups close 24 hours before the event, at 8PM UTC on Saturday the 11th of May. No more last minute signups, sorry.
The bracket and map rolls will be available soon after signups close. (brackets at http://goiocommunity.challonge.com/)
Please include a Skype contact for your team in your signup, if I do not already have one.

Time Limit Rules
This is new. We hope it'll put pressure on teams to kill each other without encouraging the habit of some teams of waiting until the 25 minute mark before they realise they need to force an engage.
If it is felt these rules are unsuccessful or have negative consequences we can always revert to something more traditional next week.
  • Matches have a 15 minute time limit. 5 minutes are added to the timer at every kill.
  • When the timer runs out, the team with the higher score wins.
  • If the timer runs out and the scores are tied, the match is a draw. If a Bo3 is left tied like this, it will be decided by score totals. If these are also tied, it will be resolved with a (virtual) coin toss.

Substitution/Disconnect Rules:
  • Nobody may play for more than one team on the same day.
  • The match referee is authorised to call pauses and allow substitutions midmatch at their own discretion. A guideline is about 2 pauses/substitutions per team per match. However if both teams are happy to have a pause or it otherwise seems appropriate in the circumstances the referee can allow as many pauses as necessary.

55
Reusable dyes

 Although dyes are a lot of fun, I have a couple of gripes with the current dye system, particularly since ship customisation came out,
- you have to pay to try out a (ship) dye and see how it looks in game
- you will waste money, or a prize, if you change your mind about a dye
- you can't dye your ship a different colour for special occasions because you lose the previously applied dye
- you have to pay to remove a dye - keep in mind that this is quite possibly a dye that you've already paid for, on a costume you've paid for.

I'd instead like to see dyes getting several times more expensive but are not consumed when they are applied. I am primarily thinking of this on ships, where the store preview function is much less useful than costumes and there's more reasons you might want to vary your balloon colour. However there's no reason not to include it for costumes too.

This would make me personally spend more money on the store; I'd buy more dyes because there's no longer a situation where I'd have to pay twice to restore my outfits conditions if I changed my mind about a dye, making it more likely that I'd buy stuff on impulse or to use for a special occasion, and I'd also buy more new outfits because I'd already have spent money on expensive reusable dyes.. meaning more outfits gives me opportunity to use my dye collection instead of the current situation where buying more outfits also requires buying more dyes.

If some people feel they'd miss one use dyes, or there's an issue with invalidating the dye collections people already own, you wouldn't need to remove the old style of dye. Reusable dyes could be a special "premium" dye that costs a lot more and is just intended for dedicated players who want to invest in the freedom to vary their outfit without cost implications.

Ship customisation dyes

2 things I'd like to see on this front
  • ability to dye the hull or areas of hull armour. This could either by in the style of paint, or metallic variations (eg. gold, silver, rusted) for armour sections. You could even introduce 2 new dye regions; for metal types on armour sections, and the paint on wooden parts of the hull.
  • consistency with balloon dyes. i.e. fix the textures & dye areas on the pyramidion, galleon and junker, I feel it's a bit of an oversight that those ships' balloons don't dye properly because they follow a different design from the newer ships. It would be great if you could get an artist to make the necessary changes to allow the whole balloon to be dyed the same as the others.

56
Community Events / casual interim event on saturdays?
« on: May 04, 2014, 05:06:51 am »
With the Sky League over and no established organiser running anything (at least foreseeably in the next couple of weeks) I'm wondering if we need a community solution to temporarily fill the Saturday slot and leave us with something to do.

If anyone would be interested in participating in or casting such an event please state your interest and I'll try and get something organised for the upcoming Saturday. If anyone thinks they'd make a better job of organising an interim event than me... they're probably right. I'd be happy to step aside in that case. ^^

My preliminary suggestion is to take the structure and start time straight from the Saturday Box Social. However I'm open to other people's ideas; there's a couple of ways we could take advantage of the fact that this a nonserious, interim event eg. trying Bo1 instead of Bo3 or implementing novelty ship/loadout rules. I'd kind of like to repeat Baptism by Spire, or take a new spin on the same kind of idea. Baptism by Mobula?

57
Feedback and Suggestions / Point the Goldfish's guns forward
« on: April 02, 2014, 05:07:51 pm »
There's a trend I've noticed particularly in competitive but also (to a lesser extent) in pub matches. You see Junkers, all the time. Pyramidions, also common. Galleons or mobulas are seen often enough. Spires and squids; occasionally, with unpredictable rates of success. But Goldfish? I feel that right now that ship is highly underpowered and additionally somewhat uninteresting to play on, resulting in them being a somewhat rare sight in the smoky skies.

I think the heart of this issue is that the goldfish is so heavily reliant on its main gun - most viable goldfish builds only make use of the side guns as backup because a single light gun has very limited DPS and spinning constantly to get tantalisingly close to a bifecta is difficult, leaves you too busy maintaining angles to perform other manoeuvres and is not really worth the effort with no great light + heavy gun synergies to match a gatmortar. The result is a pretty uninteresting ship, both in terms of entertainment value and competitive prospects.

The Goldfish is not very fun in my opinion for a few reasons. Firstly, it is totally ineffective at getting kills since no heavy guns adequately combine armour stripping and permahull damage and as previously mentioned it's not particularly viable to use your side guns to shore up these deficiencies. This means you either have to very slowly blend enemies down or run a build such as disable or flak that is near totally reliant on your ally to cooperate with you to compensate your inability to get kills singlehandedly.
The second issue is that the enginners' tasks generally involve fixing the balloon, fixing the hull, taking the long trip to the rear engine and occasionally putting out fires on the front gun. Even when on occasion the sideguns do see some action, it's very often the gunner that handles these because the primary and secondary guns are almost never needed to fire simultaneously. Having no

The ship's total reliance on the front gun means that any goldfish build will have a very narrow range of tactical options, extremely limited and specialised firepower and perhaps most importantly, be very vulnerable to the disable builds prevalent in competitive play. The goldfish can't participate in sniper battles because it has a third of the firepower, significantly less armour and much more disable vulnerability than comparable ships. In brawls, it isn't an entirely hopeless prospect but falls short of ships such as the Pyramidion or Junker because of the inability to get a quick kill and again, the dreaded artemis. I mean, the Pyra blend more effective than the Blenderfish. The "synergy" between the Hades and the nice big Goldfish hull just compounds these issues.

My proposal is to give the much-neglected sideguns some love and rotate them forward. Not enough to allow for the madness of a double/gat hwacha combo, but at least far enough to get light gun bifectas with guns such as the artemis, flamethrower and rocket carousel. Yes, a Goldfish trifecta would be a massive buff. But as it is the goldfish is a ship with everything against it and nothing in its favour. This change would make the Goldfish a mild contender in sniping and a strong brawler but I think that the deck is so stacked against this ship right now that even this buff would leave it with a significant number of disadvantages. Unlike every competitively viable ship, the Goldfish still wouldn't have the option of bringing a secondary set of weapons so would have to choose between brawling and sniping. It would still be unable to make proper use of very strong sniping weapons such as the Hades or Mercury and remain extremely susceptible to art disable, that large, lightly armoured hull abetting the problem of constant explosive bombardment. Overall I think with these and other weaknesses in mind, the buffed Goldfish would retain the same character of a ship that has to work closely with its ally, whether specialising in support or relying on situational effectiveness by ambushing enemies or catching them off guard. I think the competitive meta needs some variety and this buff would make the goldfish not OP but a very interesting addition to the roster of frequently seen ships.

The rotation would also fix the previously mentioned issue of nothing interesting for engineers to do. A constantly viable trifecta would introduce the choice and variety present on the other vessels as prioritising between gunning and ever-vital repair work becomes necessary.

58
The achievement based levelling system in GOIO right now is unique. That's nice. It's also however a huge problem and in my opinion one of the reasons that despite brilliant gameplay Guns has yet to fulfil its potential as a brilliant game.

I know that Adventure mode is slated to have something different, but I think changes are necessary for PvP - and far more important where a quick, accurate indication of a player's ability or at least experience level is really helpful - and I hope for at least some steps to be made in the right direction long before Adventure mode is released.

I would argue that a more conventional system where XP is rewarded based on a crude assessment of a player's contribution to a match would be far more fit for purpose. And yes, in such a complex game as GOIO such an assessment would have be very crude (less crude than the end of match player score.. hopefully). But... well. Does assessing players, to take a few examples, based on how many crews they've subjected to a munker to farm mine kills, how many gunners they've persuaded to bring lochnagar shot and how many times they've flown a hwacha/harpoon galleon to farm disables on harpooned ships seem better to you?

What I perceive as wrong with the current system:
  • A core problem: completing achievements, which people are welcome to enjoy but many really don't - a fact recognised in nearly all other games, where achievements exist but are not pushed on you as the only progression system - is forced on all players as the only way to gain general acknowledgement as an experienced player, and is in other ways highly unsatisfying as a progression system.
  • The other important problem - that level is generally used as a way of gauging a player's experience at a glance, but is presently has significant inaccuracy due to varying levels of willingness to chase achievements.
  • It often encourages captains to fly builds that are not enjoyable for their crew
  • Encourages crew to bring inappropriate equipment instead of trying to maximise their contribution to their team
  • Often results in a choice, particularly for captains, between flying something fun and flying something that will maximise achievement gain
  • A similar choice arises when choosing which map to play on; play on a fun map or grind CP maps for that 200th point cap.
  • Some "achievement bottlenecks" can impede progress due to ridiculously difficult requirements (eg. 25 1200m kills), ridiculously grindy requirements (cap 200 points), overdependence on skill of other players (eg. gunner kills achievement, certain pilot achievements involving lochnagar, lumberjacks) or relation to the rarely seen 3v3 and 4v4 CP maps.
  • Doesn't act as an incentive to play in the same way as conventional levelling. I predict a clear cut system where you can see progression and an XP bar filling every time you play even if you, say, flew a sensible build, will be a lot better at getting people to keep playing the game obsessively. And people can say what they like but for such a fun game, GOIO has conversion rate issues from "interested newb" to "committed player".
  • Achievement levelling is less intuitive than a nice XP bar.
  • The achievement tracks don't scale or adjust nicely. For example, when adding a new map, ship or gun it's normal to expect that new achievements will be added alongside that new content or you'll end up with a strange scenario where progression only involves half of the loadout possibilities. However, adding achievements to progression requires either reshuffling a track in a way that breaks the linear progression through the track in a confusing way (or maybe leads to doing an achievement twice, not sure) or sticking the achievements on the end of a category, where they may as well not exist because the vast majority of players will never see them.

And for the sake of balance, what advantages I can see in the current system:
  • It is unique
  • It encourages players to try new things

I know some of you won't agree but I feel this is something that needs fixing.

So what does a good levelling system actually do?
  • Gives a general indication of how experienced a player is
  • Encourages players to play the game regularly by giving them a sense of progression towards in-game rewards or respect from other players

Guns does admittedly fulfil those requirements. But in a really, really awkward way. As we all know, achievement-levels aren't a great experience indicator - but because they are simple and prominently displayed they are what a majority of players are going to notice first and base their assumptions on. Matches played is a better indicator: a fixed amount of XP rewarded per match would probably give a more useful level than what we have now. Of course, that solution is less good at fulfilling what is probably the more important priority; using progression to make the game enjoyable, which is of course what progression systems were invented for and why they are so widely used.

Progression systems are compelling because people like rewards and respect. People also like tangible progress - an activity, even an unsuccessful activity, is much more satisfying if you know you still got some progress towards your arbitrary goal out of it. Which is why even in a skill based game it's almost impossible to finish a match with no XP gain - although quite rightly it's normal to gain significantly more XP if your team was successful and you were a major contributor. Yes, such systems do encourage a certain amount of grinding. Just like GOIO encourages an enormous amount of grinding, normally doing things that you don't enjoy while giving your crew a terrible time with a stupid build or by bringing the wrong equipment for the job. An effective progression system consistently gives tangible results, sometimes in a trickle but never will you finish a game without that tiny, motivating trickle of XP there to keep you going. Guns has a much less appealing progression system because you have to go out of your way, do things that often aren't fun, to get the flow of achievement progress. Giving a consistent feel of progress is important - which means you progress every time you play a match.
Well executed, progression is in itself enjoyable and a strong motivator to play a game. In Guns right now, progression is a chore which drags the game down - fortunately the rest of the game is good enough to compensate. In any other game the progression system is a core, positively contributing element - and they all use the standard XP system.

59
A clip that removes all damage but replaces that damage with a small amount of mine-style knockback, scaled to the weapon's original damage. I get the feeling that this would be difficult to implement, irritating and potential make a mess all over gameplay but I just couldn't resist bringing it up.
Assuming technical issues didn't hold it back, there could be a variety of balancing adjustments to keep it in line:
  • less angular force (so less spin) than mine hits.
  • destruction of gun (preferably on a smaller scale than lochnagar to make light guns able to use it)
  • reduced firerate
  • reduced projectile speed
  • arming time increase/add arming time to all guns (assumedly pre-armed hits would do knockback scaled to the pre-armed damage)
  • turns shots an eye-catching neon blue

The idea is that this would add a (hilarious) new way for long range builds to prevent enemies from closing, make brawl engagements far more confusing and potentially interesting and make gunners more fun and useful by adding a utility ammo-type that would be best utilised with 3 ammo slots.

*name may not be particularly appropriate from a scientific perspective; I am acting under the assumption that having lost the definitions to time, the denizens of the post-apocalypse choose their science words based on how they sound rather than what they mean. But the name is not important.

Alternative Idea:
if adding it to every gun as ammo is too difficult, whether it be due to raycast gun mechanics, balance concerns, etc. etc. then how about giving it a whole gun of its own? Non-compulsory suggested name: the Hermes Wave Accelerator! A heavy gun that releases a beam of force that pushes a ship about enough to neutralise half the thrust of a head-on charging Pyramidion. Large clipsize (maybe 10 seconds of pushing) but extensive reload time makes it a weapon that has to be carefully and tactically spammed. As a beam weapon, maybe the enemy ship should push back on yours, meaning the highest thrust and mass will dictate which ship is actually being pushed.
Particularly with beam-narrowing ammo like Heavy Clip the force should be possible to apply with the precision necessary to spin enemy ships round.

Really, the important thing about these ideas is they could make moonshine significantly more popular, which could never be a bad thing. Unless the distillery runs out. Which would be a very bad thing, maybe I should rethink these ideas...

60
The Pit / The Top Hat Council
« on: November 06, 2013, 02:06:37 pm »

Hey guys! After discussion a major concern of mine regarding top hats, I heard from Feast on Thrones that the Gentlemen have some kind of "Top Hat Council" that should be consulted about such an issue. Reaching the conclusion that no clan, not even the Gents, could be that awesome, I assumed he could not be serious. However, in the spirit of hope and optimism, I would like to confirm that there is no such council, to avoid the risk of making the terrible mistake of assuming that which does exist does not exist. If anyone has any relevant information on the existence of such a council, or how to track them down, please make it available for the common good.

If there is such a council, I would like to pose to them the following question:

Have in-game Top Hats got a little darker, less shiny and more textured?

If the is not such a Top Hat Council, firstly, I must chastise Feast for giving me such a dream that was only to be pathetically shattered. Fortunately, my dreams are shatterproof. Once started, they cannot be stopped. Forthwith I declare the existence of a new Council responsible for the regulation, glorification and evangelism of that most noble of headwear variants - the Top Hat. For the purposes of maximising exposure and encouraging wider top-hat appreciation it shall be considered independent of any clan. This Council may be considered to exist commencing immediately. If new information is discovered pertaining to the prior existence of another Top Hat Council new considerations will have to be made.

Please proceed to discuss top hats, the role of the Top Hat Council and how it can be best structured and organised to maximise Top Hat appreciation throughout this fine post-apocalypse. Any images of top hats and people wearing top hats are also invited as they will no doubt be a valuable contribution to this important discussion.

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