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Messages - Atruejedi

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241
The Pit / Re: What' worse than a crewman that leaves? A Captain that leaves
« on: February 09, 2016, 06:02:54 am »
What if someone lost connection, wants to join back but someone took over his helm? Your suggested solution guys would cause too much mess.

I agree with you, so as a compromise, perhaps someone can "select" to be captain after the 180 second timeout occurs.

242
Feedback and Suggestions / Re: Sound Design of Icarus
« on: February 07, 2016, 07:51:16 pm »
If you guys know any of the developers of this game, put me in touch ! I know sound design and implementation and am willing to work for free on this project!

That SOUNDS great... hahahahaha!

...get it?

Email feedback@musegames.com and offer them your services. Hopefully they accept! :)

243
Feedback and Suggestions / Re: JonTron plays GOI...
« on: February 07, 2016, 07:34:34 pm »
https://www.youtube.com/watch?v=zZ2ra-MHmDQ

literally 24 hours after...

Holy shit. This WAS paid for and somehow IS worse than the JonTron video (and again, I typically love JonTron). Sixteen minutes of screaming with barely any idea of what they're doing...

Here's a screenshot of the final game's roster...


244
Feedback and Suggestions / JonTron plays GOI...
« on: February 07, 2016, 05:42:34 am »
https://www.youtube.com/watch?v=ktDBsEiVeac

How does this even help? Seriously. Disgusting. I LOVE JonTron, but this doesn't make people want to play the game! And Muse supposedly PAID him to release this!? Why bother!? Goodness...

245
Feedback and Suggestions / Re: Match progress indications
« on: February 06, 2016, 10:46:17 am »
Even knowing if it is 4/10 doesnt help much though.

It doesn't tell you much... but it tells you something. Yes, it could be a sweep, 4-0, but I'd avoid those types of matches. I'd only join if it were, say, 1/10 or 2/10 :)

The problem is having ANY idea of who is winning or losing because:

1. People would avoid joining the losing team to avoid losing themselves
2. People would farm victories by joining the winning team

 :-\

246
Feedback and Suggestions / Re: Match progress indications
« on: February 06, 2016, 09:23:35 am »
This would be nice, especially with a "blind" scoreboard that indicates if the match is beginning or ending based on total kills but unknown as to who the killers/victims are. Yeah, like if it's a 2 on 2, it says the number of kills out of the total amount of possible kills. Something like 0/10, 3/10, etc... even if only 9 kills could ever actually happen. I absolutely loathe joining matches just to have them end in ONE minute because it's 4 to 4... or 4 to 0... instant-losses are especially annoying, but even instant-wins are stupid.

247
The Pit / Re: What' worse than a crewman that leaves? A Captain that leaves
« on: February 06, 2016, 09:20:01 am »
That aside a field promotion mechanic would be good to have. At its simplest it could just be a popup option "take over as pilot - yes/no" where clicking yes moves you to the captain slot and changes you to your first pilot loadout or a default 'emergency' loadout; maybe Claw-Kerosene-Drogue Chute.

This. A thousand times this, please. I love that loadout. Fool-proof.

248
Community Events / Re: D.C. area tournament
« on: February 05, 2016, 07:29:40 pm »
...I can't tell if this is for real or not.

249
The retention rate to obscenely low. I remember Howard posted some stats a while back about play times. If I remember correctly, the average play time was 14hrs which doesn't sound too bad, but then you see that the median play time is something like 3 or 4 hours. The numbers are totally thrown off by vets and their 4 digit play times. The vast (seriously vast) majority of new players play for a bit and then stop playing.

I brought this up today in the dev fireside chat. Howard did indeed state that the "typical" player plays for like 4 hours and then disappears because lots of people decide the game "just isn't for them." He seemed okay with that, which baffled me! The game is great, but he seems to think it's a niche title! I'm sure it IS a niche title, but it's the best damn team game I've ever played! And people ENJOY the rewards of a good match! That's what keeps me coming back!

The problem isn't that the game is too hard or too complicated... though I will concede that there is a high skill ceiling and floor... it's that no one plays it because they don't know how to succeed. If the size of the player base increased, there would be more matches in which new players could experiment and learn the basics and then have better experiences. But therein enters the Catch 22: we need a bigger player base to keep people playing, but we need people to keep playing to expand the player base...

250
The game is on sale this weekend, so we'll be seeing a player bump for a few days. Does Muse have any plans to actually retain any of these novices? It's a revolving door... it honestly blows my mind they have developed no retention strategy.

251
Sigh.

Yes, yes, Atruejed is back to whine again in public. It's cathartic. I've stuck with this game for years, loss after loss, frustration after frustration, humiliation after humiliation. It's my lot in life. It's my cross to bear. Bitching is the only thing that prevents me from forsaking this game for eternity. Tonight, I'd like to explore the Catch 22 of Guns of Icarus Online player retention.

Tonight, in a lobby which was stacked (purposely at times...) over and over again, I realized this stacking issue wouldn't be a problem if the community were bigger. I could just leave and find another match. But there were a mere 120 or so players online. I expressed my frustration with the situation. Another player said Muse cares more about Alliance because it will serve as a tutorial and will grow skirmish mode. I completely disagree with that notion. I think that's backwards. Alliance shouldn't grow skirmish. Skirmish should grow Alliance!

This game is wonderful (if not perfect, but that's okay!), but no one plays it, or keeps playing it. I have a Steam friends list of 218 people. Most of them are from Team Fortress 2. Yet 85 of them own Guns of Icarus Online. I've only added a HANDFUL of GOI players to my Steam friends list because of the awesome integrated GOI friends list. Maybe 15, tops. And YET!... a shit-ton of players own the game. Why don't they play it? Why do they try it once and quit, never to return? As I've already expressed, they quit because they have a bad time on their initial day and give up after getting stomped repeatedly. Their game losses are our community losses.

I've already expressed how I believe this situation should be addressed and fixed. Many of you weighted in... but Muse has said nothing, except more/better tutorials are coming. Shouldn't new/better tutorials be their TOP PRIORITY? Shouldn't growing their skirmish mode player base be paramount to the success of Alliance!? Am I crazy!? I know, I know, I've contemplated leaving the community before (and did for seven months in 2015)... but, again, I'm about to reach my tipping point. I sacrifice my own personal enjoyment/win-loss-ratio so new players can get a decent experience, but I'm (sadly) one of the few. I contributed to the GOI Steam Workshop, yet never gotten any feedback from the developers after four months. I'm so near giving up on this game. If Muse doesn't care, why should I? That's how it seems. But I don't want to give up. I'm inherently hopeful. And I remember "the good ol' days."

At this point, I just want Muse to... say something. To say anything. To reassure me they care about skirmish. To understand their priorities. Please tell me I'm not the only old-timey player who is EXTREMELY frustrated at this point... can we form a support group?

252
Community Events / Re: Cronus League Week 3!
« on: January 23, 2016, 04:26:52 pm »
So I thought I'd post this and pretend people care:

I was watching the Stream for most of the day between matches. During the final round, when Kirk was streaming, the first match ended and there was another match scheduled before mine. I wasn't in Guns of Icarus because I was watching on Twitch. When the first match ended, I watched and waited for the next match between Hastatii and No Hug Me I'm Scared versus Grim Reapers and Saltro. I play with bComplete and Pwni often so I was rooting for No Hug Me I'm Scared. When I noticed their crew hadn't yet joined the match I was afraid they might have to forfeit (as it turns out, it was because of the blizzard). Then I looked at the spreadsheet of matches again and noticed the team that hadn't shown up was... MINE!? The second match of round three had been cancelled and no one contacted me, which is fine. That isn't the problem. The problem is my entire crew and myself thought we had another match scheduled before ours was to begin. When I saw it was OUR match, I joined immediately and got my crew there immediately. There was no big wait for anybody. I was told a timer started because all three other ships had their full crews, and I LITERALLY had UNDER TEN SECONDS after my entire crew booted up GOI and joined the lobby to select my ship and tools. My crew was not so lucky. We flew into battle unprepared, even though we should have been. I can't help but feel this isn't my fault. We had discussed strategy before the match and were mentally ready. We just physically couldn't mash keys and move mice fast enough because we were threatened with penalties.

I'm more than frustrated right now. I was told I'd have to forfeit if I didn't press ready immediately. It's fine that I wasn't contacted, but couldn't my ship have been given, you know, SOME TIME (you know, like, 3 minutes?) to prepare considering our match was pushed up!? I've been having fun in this tournament, but crap like this really irks me. We weren't late... if anything, we were EARLY, yet we were threatened with penalties and forfeiture so we PANIC'd (see what I did thar?) and readied up when not truly ready. If organizers want people who aren't really into tournaments (read: me and my crew, among others I convinced to sign up) to have FUN and CONTINUE to play in tournaments, you guys need to be a slight bit flexible when things don't go according to plan. One of my co-captain's crew mates bitched at me in the in-game chat saying it would be my ship's fault if we lost because of this. Really? Come on...

P.S. Another shout-out to Kirk for doing a bang-up job streaming the matches. Was fun to get to watch high-level play without having to get my ass kicked ;D

253
This is handy, although I do doubt many will want to use it to connect to a hosting client... plus, that ruins the fun of "the reveal" in the lobby as everybody finds out what ships, guns, and positions they're playing, one by one. The suspense is fun! Sometimes the entire lobby will erupt in cheers and laughter when a career gunner is forced to pilot for the first time 8)

Besides the ability to exclude certain weapons, I would like to see two additions just based on my personal preference:

Would it also be possible to integrate options to "weigh" some weapons to be more or less lightly than other weapons? I think it's better for chaotic gameplay if gatlings should be more likely to appear than, say, flare guns. There are 12 light weapons in the game at the moment, so the probability of drawing a gatling or a flare gun is equal at 8.33%. I think it would be better for flares to have, say, half the likelihood of being chosen by the randomizer, while gatlings could have double the likelihood. Something like that. If you toss 24 weapon cards into a hat, two for each gun, I'd alter it so there are four gatling cards while there is only one flare card and one harpoon card. It would be better for gameplay; chaos, after all, is designed to put people into new and interesting situations, not handicap them...

Second, would it be possible to have an option to "not repeat" the same ship? So that in any match the same ship would not appear twice (unless a 4 vs. 4, obviously)? That way there aren't two Pyras, or three Squids, etc. More variety, more fun.

Salute!

254
Guides / Re: How to Lumberjack -levi
« on: January 19, 2016, 06:50:40 am »
I'm bad at using the Lumberjack. I want to be good at using the Lumberjack. This should help. Those pictures should be really useful! Thanks for your effort :D

255
I hope that more of the community will share your attitude Dilley'B and Luharis, so keep posting your opinions. What should be done?

We are indeed the community and we reap what we sow. And today I just watered three seeds and applied bags and bags of fertilizer.

I just got finished with a couple of matches that were a WONDERFUL experience with and for three new players. Two of them were completely (just installed the game) new and they were with their ever-so-slightly more experienced friend. They joined at a very off-peak time (about 45 players online) and we (the lobby) arranged to have them fly all together on my ship. Before they joined, the lobby was pretty barren but adequately balanced... all I wanted was an all AI Flak Spire, but then I got stuck with living humans :P. But boy am I glad I did!

All of them were in the same room having a LAN party. One microphone. All talking to each other. All listening to me. We had a tour/pow-wow of our junker at the beginning of the match in the depths of Paritan Rumble, hiding in the fog for a brief lesson on basic ship layout and mechanics. We flew a symmetrical trifecta junker with a good ally against a good team. Gunner in the pit on gatlings, front engy on the Artemis and hull, top engy on main repair and the side flak guns for kills. They learned how to repair, how to load ammunition and what ammunition to use (and when to use it), what to aim at, how to hit the hull from below, how to hit the balloon from below... when to use a mallet and when to use a spanner... that everybody can hit things when red, but only one person can hit it when it's NOT red... what cooldown time was...

It was glorious. We squeaked out a 5 to 4 victory and I could hear them all through their sole microphone congratulating themselves, laughing, and cheering. They had a BLAST! It was inspiring! They said they'd been getting their asses kicked in a couple previous matches and suddenly, by being taught (and realizing they didn't have a clue how to play successfully), they WON! They were ecstatic.

We rematched. Paritan again. Sigh. We switched to a metamidion and I broke down all the duties I wanted from them on this no-longer-a-junker ship. Triple engy. Buff the engines. Run the engy circuit around the main deck. Hit the main engine from below. Chem the balloon. Pre-buff the gatling with normal ammo, then switch to greased for close range. Only fire the mortar when red and always use greased ammo. Again, against a good team and with a good ally, we squeaked out a 5 to 4 victory. I think they were in disbelief! Unfortunately, I had to call it a night, but I told them at what times many more players were online and that they were more than welcome to hunt me down and fly with or near me again, anytime.

To relate this heart-warming tale to the original post and the later themes of this thread: I love teaching. I was given knowledge by a good teacher (who is long gone... :-\) when I began the game and it made the experience enjoyable, so I stuck with it. Enjoyment results in player retention. I've been playing for almost three years now. I was overwhelmed when I began the game and knew flying a ship with no experience would get my (and my teams) ass(es) kicked. Guns of Icarus Online has a learning curve, but that curve isn't sharp. You just need to know where that bend is so you don't smash into a building (figuratively and literally). You shouldn't fly blind (almost literally). As a considerate person, I learned to engineer first. However, not everybody is nice, and not everybody cares about the experiences others have... there's a certain level of hubris in grabbing the helm immediately after you've installed the game. You deserve the lose, but your crew mates and team do not. So I've taught and I will continue to teach, and while I personally think veterans have the duty to teach new players, I understand that it shouldn't be a full-time job when playing the game. It can get exhausting, and sometimes you want to kick ass, take names, and that's it. I do tire of the endless train of nubs following me into almost every lobby... but it's kind of cute, too :-*.

So how can we help new players have good experiences if there aren't always going to be people willing to teach hanging around? Everybody says expanded tutorials. I agree, that's a step in the right direction. But where are these fabled tutorials? Muse has been talking about improved tutorials for, what, almost a year? Or longer? Goodness. If you want to grow the player base, that should be the absolute top priority. And they should be mandatory.

But they're not. So as a stop-gap measure (at the very least), I thought minimum levels would be a good idea. As I said in the original post, I thought attaining both level 8 engineer and level 8 gunner would be adequate, but then I also realized the amount of achievement hunting that happens and how quickly these players are leveling out of novices lobbies (when they're even available) and getting thrown into the real fights. Before the level cap increase, I was a level 12 pilot. After the change I was immediately level 45. I didn't understand why, but whatever. Point is, the level system doesn't seem to represent player experience (and therefore skill) anymore. Others proposed a minimum amount of matches played. I think that's a good complement to a minimum of levels attained. I think most of us would agree on something like level 3 engineer, level 3 gunner, and 25 or so matches played (these numbers can obviously be tweaked). I see now that locking players out of piloting outside of novices matches without achieving minimum levels actually isn't draconian... it isn't enough. More needs to be done.

I hope Muse appreciates this post, as I composed and proofread it over the course of 40 minutes to be as eloquent as possible. It would be nice to hear from them. There's obviously a problem. We all don't agree on how to fix it. But we have to try something.

As for my experience tonight, it was rejuvenating. I think I earned the player base some keepers. I can already see them poking up through the topsoil.

It'll be nice to watch them grow and blossom.

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