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 - Velvet

Pages: 1 ... 20 21 [22] 23 24 25
316
Community Events / Re: Sky League Signups (Closes March 15th)
« on: March 16, 2014, 12:11:17 pm »
You know no offence to some of the newer teams, but a lot of these guys signing up I've never seen them or their group. There may need to be a bit of verification that everyone has 8 players ready to go.
I agree. It wouldn't be the first time that a new team fails to turn up for an event they signed up for. Shouldn't be at all difficult for the organisers to check up with the newer teams just for a confirmation that they know what they're getting into and they have the people to make the commitment to it.

317
Feedback and Suggestions / Re: Corner CAM or MINIMAP
« on: March 11, 2014, 05:37:04 pm »
I agree a minimap is unnecessary, immersion breaking and potentially detrimental to gameplay.

As a now experienced player, I find pressing M to use the map is an instinctive part of my piloting; I do it constantly and I actually feel glancing down at the corner of the screen would be more distracting than a rapid M-tap - on top of this it would no doubt aversely affect my flying to have a chunk of my field of vision blocked on an already smallish monitor.

As for novice players; Not having a clue what I was doing to begin with greatly added to the mystery and pleasure I had initially playing this game and made possible the satisfaction of learning from others, gradually reaching a decent standard of play and, most of all, finally discovering the M key - and I wouldn't change that for anything.

318
Dev App Testing / Re: Goals and Ramifications of Matchmaking
« on: February 23, 2014, 07:58:21 am »
yeah, I'm not sure what the role of the Novice filter is now that matchmaking is being added. I don't see where it will benefit the system and ramjamslam has pointed out the definite negative effect.

319
Dev App Testing / Re: Goals and Ramifications of Matchmaking
« on: February 22, 2014, 07:31:12 am »
Thank you for taking the time and effort to provide such detailed responses. The effort you put into improving this game and interacting with its community is commendable.

As before, I maintain that removing matchlist damages a part of the game experience. As Byron mentioned, spontaneous accumulation of experienced players in one lobby isn't a particularly rare occurrence and is always pretty interesting when it happens. I think the chances of this happening through matchmaking are unlikely. If you have streamlined the lobby process enough, most people will spend the majority of their time in game rather than searching for matches. Considering the fairly low population on the servers at certain times of day I think even if there are skilled enough players to take on whichever formed crew is looking for an opponent, they'll probably be in-game and unavailable.

As for underdogs beating clan teams, yes it will happen. But I don't think it will happen enough to make the experience enjoyable for these underdogs unless clan teams intentionally handicap themselves by ships/compositions/loadouts, which seems far less interesting than agreeing in lobby to manually scramble.

I still have essentially the same question: Why is there a hurry to remove matchlist? Yes, it may be for the best for it go eventually, but is there a compelling reason to remove it simultaneously with the addition of matchmaking? I'd have thought the safest option would be a two stage implementation and deimplementation to ensure that if matchmaking puts a large number of people off the game you don't lose major chunks of the active playerbase. This would also feel less sudden and aggressive a change which may help to gradually transition players onto the new system.

And one more question. To what extent will crewing on a less skilled player's ship (who dies and loses frequently) negatively affect the "skill rating" of an experienced crew? I'm thinking from the perspective of flying with clan or friends again - in pub matches almost everyone gets a shot at piloting at some point and it would be a shame if matchmaking somehow discouraged this. That leads on to the broader question of whether a good player can get a high skill rating independently of a good team.

320
Dev App Testing / Re: Goals and Ramifications of Matchmaking
« on: February 21, 2014, 07:49:26 pm »
Let me also just chime in real quick and focus the topic a little bit.  We listen to everyone and everything, you guys know that.  But the goal here is to get people to try and give us meaningful, reasonable feedback.  Conjectures are going to be harder for us to process, consider, or act on.  And let me add to what Eric's saying.  We, like all games, have bugs, and we are actively working on them and improving them.  But the fact (and I really mean fact) is that, two of our biggest issues are imbalance and wait time.  The current match list (not lobby, but match list) system pushes against the issues and have not held up well.  We can debate about the merits of the match list as well (and what people like vs don't like), but this cannot be just a blanket opinion.  Once again, we are bringing everyone in to test weeks and months before release, and let's test and let experience and evidence formulate feedback and opinions.  That's where feedback is most helpful. 
Thanks a lot!  Howard
While reasoned feedback is nice... the devapp is not the testing ground you need, simply because nobody plays it, they test it. Which means you are testing "testing", not testing "playing". This is the fundamental flaw, in my opinion, of dev app testing and why it has not been particularly useful to you beyond detecting glaring errors. You will find out if the matchmaking works but nobody will actually know whether it ruins their game experience because in the dev app, you don't have a "game" experience you have a "test" experience. You are only ever going to get a real test of the consequences of matchmaking when you implement it in the game itself and that is why I strongly encourage that you do not remove the matchlist at the same time as implementing matchmaking. A delayed end goal of a removed matchlist is a  more sensible proposition - once you've proven that the conjecture is mistaken and everything works perfectly as predicted. But if matchmaking is not good, or people are simply alienated by the sudden and forceful replacement of the old, comfortable system then I think it's safe to say the damage to your core playerbase will be unprecedented and irreparable.

Your matchmaking is one thing: you want it, you are going to implement it and that's probably OK. But your intention to immediately destroy the prior system is both alienating to your longtime players and just immensely silly - it is making the enormous gamble that the matchmaking will be perfect.

the following is perhaps to some extent the conjecture that you don't want. I have given my reasons why in this case I think dev app testing is far less useful than conjecture and I think they are good ones.
Hopefully at least some of this is specific enough? and not too long. ^^


The idea that there should not be a long pre-match lobby I think indicates a significant lack of understanding by Muse of the game you have created. Firstly, you apparently don't appreciate the strategic depth or where that strategy takes place. This game is one where matches are often decided before they start - through co-ordination, correct equipment choices, tailoring your ship to your crew, your loadout to your ship and your ship to your allies and enemies. Choosing by class and even skill level is NEVER going to be enough to assemble proper crews.

You intend to offer players no choice in the crew they are a part of. You have built a game of endless possibilities and are now saying "No possibilities for you! We're just going to shove you onto a ship you didn't choose, do everything we can to discourage taking time to think about and prepare for the huge breadth of tactical gameplay and prematch options and force you  to work within this prevalent but by no means completely dominant crew composition." What if you don't want to run double engineer? What if you wanted to try crewing on a specific ship? What if you realise its in your team's best interests to swap class with another crewmember? I find it ridiculous that we are expected to press gang three friends every time we want to try something slightly different or have any real prematch preparation.

Then there's retention. Who teaches new players? Other new players? Of course not. Sure, they play some novice matches until level 3 and it's probably good for them - but I believe most of the people who actually get into the game and make the rare transition from new to experienced do it through association with experienced players. You know, in those matches that incorporate a mix of skill levels and I'm assuming would never happen in your new system. (most new players seem to give up pretty early - if they don't make it out of novice matches no way will they grind through the skill algorithms until they find interesting people to play with) You want to improve player retention? Then don't separate new players from the only people who can teach them to play and integrate them into the community.

I guess it may be that I'm mistaken and you intend to mix skilled and inexperienced players. Unfortunately, not all experienced players are interested in teaching and certainly none of them will want to do it in every single match they play. The beautiful thing about a match list and pre-match lobby is choice. New players who want to learn will find their way to experienced players who want to teach and in this manner are incorporated into your dedicated fanbase.

You don't like teamstacking? A pity - because now the only way for large clans, such as the Gents, to play casually will be to stack. Why? When we enter a normal, public lobby in force, we can and do spread ourselves across both teams (admittedly this hasn't happened as efficiently as it should on a couple of occasions, sorry about that). As I understand it, the only way for us to play public matches together with the matchmaking system is through crew formation. And a full clan team is going to pubstomp pretty much any matchmade team you throw at it however good your algorithms:  I would put the odds of winning on a prepared, organised clan team even if your matchmaking system could wake up and slam the 8 best players into some semblance of an opposition. As I understand it, you're not offering any real option for clans to avoid stacking teams. Although, you will at least be herding experienced players against them - the new players will be protected from the influence of clans.

Yes, the new players will be safely protected and isolated from clans. You know, those same clans that lay claim to the vast majority of your dedicated playerbase, whose members play your events, advertise your game, buy dozens of copies for their friends and keep playing together where alone and without a clan to bring them together would have abandoned Guns of Icarus and stopped fighting for its success ages ago. New players won't see head nor tail of them. Matchmaking success at its finest!

I think the fundamental issue is that matchmaking suits competitive games which tend to be more individualistic and/or focus on smaller teams. Guns of Icarus is, I think uniquely, not individualistic or even overly team or crew focused - it is a community game. The communities that are lobbies, or teams, or crews and the interaction between those communities as well as the broader community of the game's entire playerbase - these are the basis for what makes Gun of Icarus a pleasant game and while I'm hesitant to completely dismiss the depth of the gameplay I'd say the social interaction is a large part of what makes it fun and interesting too. The match list and lobbies facilitate this perfectly and I'm scared that matchmaking will to an extent do the opposite. Yes, in the end matchmaking probably has to happen to seize the attention of newer players and facilitate better and more competitive pub matches. But the pre-match lobby is something wonderful and killing it would be killing a huge part of the game for me - and as it appears I wouldn't be the only one. I think a duality between the social, casual Lobby based player and the competitive efficiency of Matchmaking would be a far better end goal than leaving the poor lobbies of Icarus dead at the wayside.

Quote
I'm also worried that it will be harder to host impromptu themed matches, say a match with all squids, or a match for clan recruitment. I know they will still be possible, in fact they will be more visible via the featured match list, but they will take more effort to organise, and organising is not very fun, ask any clan leader.
I can't believe posting custom games on the featured match list is available to everyone? Therefore the impromptu themed matches does remain an issue. The fact that I could shout "all harpoon mobula wrestle" in a lobby with some Gents and adventurous CsMs and it just happened is an example of the hilarious and awesome possibilities that Muse propose to sacrifice for the sake of matchmaking. Is it worth it? Or even necessary - as I understand it, matchmaking and matchlist could live together comfortably. Certainly pretty much every other game with matchmaking does it.

Also, on a maybe more lighthearted side.  I was looking at the feedback I got for scramble, and some of them weren't pretty.  But do note this, that the changes we made the last 2 patches have improved retention statistically.  What suffered vocal negative feedback before implementation and testing did end up achieving its intended purpose.  So just maybe, we do know what we are doing :D 
Regardless, take it easy everyone, and have a great weekend! 
sales, player influxes, new clans, key Youtubers have spoken very highly of the game recently. Scramble is not the only factor influencing player retention and quite possibly not the most important and I think you are probably aware of that. But either way, with scramble you made the sensible decision to leave people the possibility of opting out, and many people do. That was adding a feature whereas we're looking at a definite replacement here. If you just wanted to add matchmaking without removing the matchlist the situation would be quite different.

321
Feedback and Suggestions / Re: Zenith (concept for a new ship)
« on: January 30, 2014, 05:39:16 pm »
EDIT: Why can't I modify my opening post?
just the way this forum works, edits are only possible before a certain amount of time has passed.

A high firepower ship with good vertical mobility that requires great co-ordination between captain and crew? That's a Mobula.
Of course the switching system is a significant variation - one which doesn't have any obvious contribution to the game and assumedly would be far more difficult for Muse to implement than a standard ship design. You've explained the switching system in some detail but not really mentioned what it's supposed to achieve, which would be an important part of the concept. Building an idea around a gimmick doesn't seem like good practice to me; at least in my opinion the gimmicks (if there must be gimmicks) should be built around ideas.

Differentiating the ship by size or balancing adjustments like higher hull health could have a couple of outcomes; an OP Mobula replacement or an underpowered Mobula replacement. As it is all ship types are extremely distinctive and I don't think there's any point introducing something so similar to a pre-existing ship when there are so many distinctive possibilities remaining. Of course, there are ways your idea could be extremely different from the Mobula. But as it is the only one you've mentioned is the unnecessary, probably unimplementable one so we can only assume that's all there is to your idea.

Personally I'd really like to see a frontal kill ship (like a Pyra) based around medium guns... but like any ship idea it's nothing special, because the primary requirement to design a new ship in a game like this is not an idea so much as a lot of work from artists and programmers and an ongoing commitment to the balancing, bugfixing and other maintenance effort that an increased number of ships would entail. Maintaining a small number of unique ships is probably the best thing for Muse to do with skirmish mode as not only is it the cheapest strategy, it also means that it will be easier to ensure that the existing ships will remain highly distinctive and balanced*; as they should be.
I certainly hope for and look forward to an armada of diverse and interesting ships to choose from in Adventure mode though.

*although there's arguably some balance issues, it's not like more ships would make that easier to fix...

322
Hatters vs. Gents again? I'm starting to doubt the merits of atmospheric data relative to nice, biased and interesting manual seeding. ><

323
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.

324
The Docks / Re: [Holy] The Holy Celestium Order
« on: January 21, 2014, 03:26:43 pm »
It actually has more to do with 'Celestial' or heavens as opposed to 'Celestia' the pony. I realize it's mostly my user picture adding to this confusion and will change it. xD

Interestingly it slipped my mind during the creation of the name, although there is a distinct lack of pony related material anywhere relating to the clan.
I am not actually familiar enough with MLP to notice that.. I just personally find the "ium" ending a little odd. I prefer "ial" or "ine" but it's not my tastes that matter. ^^

325
The Docks / Re: [Holy] The Holy Celestium Order
« on: January 19, 2014, 06:20:01 pm »
I like this idea - best of luck. Although I do wonder about "Celestium". ^^

326
Gameplay / Re: Spawn system post 1.3.4 hot fix
« on: December 16, 2013, 05:52:38 pm »
I think at the very least enemy spawn locations should be somehow marked on the map, something like the spawn zone images that that awkm used in the last discussion.
If there are going to be areas of the map where a certain team has an advantage it should be clearly acknowledged within the game. It's not as if we need more ways of frustrating inexperienced players with unexplained mechanics.

327
Community Events / Re: The Sunday Rumble #18 Signups (12/15/13 @ 3pm EST)
« on: December 16, 2013, 02:22:06 pm »
spawn system is fix or updated now so i doubt it
well the important thing is that right now the dev app is no better than the retail version.

328
I think he wants to compete, just by team not clan, like me. That was unnecessarily aggressive velvet.
yeah, in retrospect it seems I may have misunderstood sorry.
Besides my lack of reading skills, no aggression was intended, so again my apologies if that is how I came across.

329
Do we need to find out who the greatest clan in goio are? or do we want to find out who has the greatest team?

I'm just asking, cuz I don't care if its the ducks, gents, mm, dutchmen or whatever. What I'd love to see are teams playing with eachother competitively and if they meet a clanmate in battle. thats too bad but somebody has to lose.
Do we want a contest about who has the better clan?
If thats the case wouldn't you want to settle for a vanity scoring system for clans that is seperate from the team leaderboard?

I'm looking at these rules and the further down I come the more my head just starts hurting over all these rules and exceptions to 2vs2 battles.
well if the season is going to rank teams in order, then it would be preferable for the clans to be in order of "greatness" rather than some other arbitrary figure, yes. If you don't want a winner or scoring, then it's not at all clear what you could want out of an organised competitive system - unless you're arguing for the whole thing to be abandoned.

330
I think sammy's idea for percentage penalty on point income of large clans is pretty nice/simple/easy to implement, and I don't really see any flaws. We'd have to work on the precise math, but a system of diminishing point returns for additional teams in a clan sounds appealing.


edit: that came out really awkward, but the idea is to subtract a fraction of points from bigger clans.
Problem there is it doesn't totally eliminate all issues. What about large clans that don't field a number of teams in proportion to their size, but still are able to scrimmage more regularly than others? I think since there's not a way of properly and fairly quantifying clan size and how that manifests itself as an advantage, it's not really something that should be penalised.
I also don't agree that clan size is the only issue with the current design - what about clans who are restricted by timezones or limitations on free time from regular scrimmaging, do they deserve to be sidelined regardless of their actual ability?

Pages: 1 ... 20 21 [22] 23 24 25