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Messages - Narayan

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16
Feedback and Suggestions / Re: Slot Locking
« on: August 31, 2017, 03:44:21 pm »
I think that lock slots is the best alternative with the current challenges you described. It gives all persons a chance to be able to have fun and enjoy the game.


Oh and xii you can get off your high horse I've heard some horror stories about you from gamer girl, in addition to my first hand knowledge of you being a no skill prick. You and your clan had to have stomped noobs cause I couldn't imagine you beating anyone else.

17
Feedback and Suggestions / Re: Slot Locking
« on: August 31, 2017, 04:38:18 am »
Did my reply makes sense to you Mann?

18
Feedback and Suggestions / Re: Slot Locking
« on: August 30, 2017, 06:52:57 pm »
We've developed this mentality and it's really sad that, oh well you got the noob and unless some mirical happens you're gonna lose.

To counter this people stack because we all know how bad a new random can mess up not just your ship but your team we all have countless horror stories, but we just keep telling ourselves that new players belong in our matches, or we should accept it as a flaw in the game.


They don't belong in high level matches tho, it's bad for them to get stomped and its bad for us to have them on our crews when we don't want them. They don't know any better they just want to play the game. They don't understand the consequences of hitting the ready button with a bad loadout or no crew.


It hurst them as well because they can't learn the game naturally and ease into it they get smoked and think oh well this game sucks cause I'm bad at it. We need a way to separate players based on level and since their aren't enough lobbies or enough players I think locking them out of slots is the best way.

This way no one gets more new players than they can or want to train, and excess noobs can go to a noob lobby.




19
Feedback and Suggestions / Re: Slot Locking
« on: August 30, 2017, 06:39:21 pm »
So stacking goes to a deeper issue that I can actually have some empthy with right now, you want consistancy of play. You aren't always in the mood to explain why a buff hammer isn't needed, you don't always want to train, sometimes you just wanna play. I get it.

To address Mann the reason your proposal doesn't go far enough and why I think slot locking is the only solution is because it doesn't provide that consistency. Even if they have the correct tools a lvl 3 engine will not preform as well as an ai, especially in the high level stacked matches I am often faced with. I need a way to have the consistency in performance the stackers do.




What's more intimidating


Narayan                       Narayan
Lvl 23                          Lvl 23
Lvl 14                          Ai
Lvl 6                            Ai


Which goldfish is more likely to beat skbo or other high levels in a stacked lobby?


When you choose your ship loadout do you also consider the ability of the crew you have?

If you do then when you hit ready to play the match your ship is based of what you have not what may join. And even if those people have the right tools, if they don't have the right skills you'll loose the match.

That's why we need slot lock, not forced auto switch for mid match joins.

20
Feedback and Suggestions / Re: Slot Locking
« on: August 30, 2017, 02:39:11 pm »
Look I don't care if you guys wanna pile in to discord stack your ships and not talk to anyone in the game, its anti social but whatever. All I'm asking for is a reasonable shot at winning every match I play.


Most of us can tell who's gonna win or at the very least who has the advantage before the match even starts. We all know that one player who isn't up to the skill level of a lobby even if he isn't on your ship can cost you the match. Often times if you get a lvl10 or below player it means you have to base your build around him and assign lodouts so that he can take the easiest role possible.


When your name is Narayan the other team is gonna go full try hard on you even if you have one or two brand new players in your ship, I'll get no mercy and neither will they or my team mates. I assume this is as much that I'm a good player as it is because I'm disliked.


If you stack good hard matches are rare and you see me and you want a good hard match that challenges you. I get it. All I'm asking for is the ability not to get noob swarmed so I can have an honest shot at giving both of us that good match.

You all have to agree that my ship looks more menacing with a gunner and 2 ai than it would with 2 low levels and a vet.


21
Feedback and Suggestions / Re: Slot Locking
« on: August 29, 2017, 04:27:26 pm »
How would this drive out new players ravioli, anymore than the current system which has driven out all the new players over the last 4 years?

22
Feedback and Suggestions / Slot Locking
« on: August 29, 2017, 01:18:44 am »
Ive given up on vote kick so what i would like to suggest to help balance out lobbies and game play for everyone in our low pop state is slot locking, to help ive made a faq.



What is slot locking?

Slot locking is a captain ability that allows the captain to lock empty crew slots on his ship, so that no players can enter that slot either during the lobby or match phase. The purpose is to allow players who dont want to train and need to be able to focus on a high level match the ability to do so. It also allows for veteran captain to overcome a crew stack on the opposite team by having reliable ai that dont steal his focus away from the match.


How would slot locking allow a captain not to train?

Instead of having to explain to very new players the difference between tools, tell them where to go on the ship, and beg them to get of the guns when the hull is down the captain would just hit F3.


How would this balance the lobby for a captain against a high level stack?

Instead of not getting his hull and engines repair or being needled with a thousand questions in a high pressure situation, or having the guns shoot off because the engineer really wanted to shoot and was just testing arc by shooting at cloud, inevitably giving away your position, the captain would be able to focus on maneuvering the ship, avoiding fire and allowing the gunner to deal damage. This would also give the veteran captain time to talk to his fellow captain to coordinate strategy.


Isnt this anti-social or something?

Thats a dumb question what are you a physiologist? Sounds like you need to quit relying on friends to carry you and get some skill.


I became a CA for the profile badge, ca chat, status, ect. I cant stand teaching some autistic Lithuanian about cooldowns, can I use this tool to avoid noobs when my stack mates arent on?

Yes!


What if my stack mate left the lobby and will be right back cause they crashed or something can i lock it and wait for them?

Also yes!


Im currently part of a stack group and I almost never lose a game, does this mean ill go back to being a mediocre player like i was 2 years ago?

It quite possibly could


I dont really believe in fair fights thats why we take mine launchers against noobs on lab and call it a "fun build". What!? Its fun for us, dont judge

Then feel free to voice your negative criticism on the thread.


Ok but this could decrease our lobby time if you dont have to beg noobs to take your loadout, and i love hearing you squirm on the other end knowing were gonna kill you when the match starts because your engie has spanner buff chem!

Yes this would eliminate that problem in high level lobbies, and yes a fair fight is something to fear ill grant you.


I haven't played the game in a year or two but still hang around on the forums, and I think this idea is horrible and destroys the spirit of the game, even tho im only lvl 24 in my highest class. We had to grind achievements back then and lobbies were sideways.

Yea.....


If you do this its gonna destroy the popularity = skill component of the game that only rewards those who are popular, I dont like it, cause im popular in the game (In real life not so much).

Maybe if you put down the fork people would like you in real life and you wouldn't have to seek validation in this game, and recognize that the game should reward skill and not stacks.


What of the noobs.........

Sundstrom is a CA they can fill up his ship for all I care. This is about making the game playable for the vets who arent part of a stack group, large clan, or are returning to the game with limited social connections. This also gives mid level captains that are newer to the game and not part of a stack group the ability to have a stable crew so they can focus on improving their own skills. The noobs have novice vs ai stuff they can do.


I had 2 slots locked but a girl just joined the lobby and I want to get her on my ship what do you suggest?

Youre banned jedi get off the forums and quit smurfing in the game.

23
General Discussion / Re: How to fix lobbies of Icarus and maybe the game
« on: August 07, 2017, 03:49:15 pm »
Yea I get ya. I probably won't right anymore suggestions. Game pop is below 50 and that special magic guns used to have has been gone for a while.

There was a time this game was really fun, and losing a pub match didn't piss you off. Now when you lose a pub match it's annoying because the other team has a full vet crew and you don't.  Or you got a noob ally and it was never really a fair match to begin with.

24
General Discussion / Re: How to fix lobbies of Icarus and maybe the game
« on: August 04, 2017, 06:33:01 pm »
Lol

25
General Discussion / Re: How to fix lobbies of Icarus and maybe the game
« on: August 04, 2017, 03:51:02 pm »
Almost 70 views and no replies, should I take this a sign of tacit approval?

26
General Discussion / How to fix lobbies of Icarus and maybe the game
« on: August 03, 2017, 12:30:09 am »
Hey Ive suggested many things before that i think would help stop the death spiral, and those have been rejected. I understand the devs reluctance to implement vote kick or slot locking, and to be fair the system they had worked well in a higher player base, however it is failing miserably as its stands. I have a suggestion that i think could help with some of the larger issues of the game, and some of the most complained about. Long start times in lobbies, and team imbalance in those lobbies. here is my suggestion, a lobby ranking system.


Typically when any player looks for a lobby in any game they are looking at 2 factors, population of the server or lobby, and lag. Guns doesn't display lag in its lobby search however it does display player count, and that has become the only information available to a new player who has no friends in the game. What im proposing im going to call the Lobby friendliness meter would be a green bar or a numeric representations that judges the lobby based on its friendliness of play for new players. It would be implemented in conjunction with other lobby control factors such as vote kick and captain slot locking on ships. The more friendly the server the higher it would be displayed on the server list, and a pretty full green bar would be displayed next to it to encourage people to join. The factors that would be taken into account would be this:


Average player level: 40%

The more high level players in a lobby the lower the score would be, this is somewhat intuitive, but vets join games in the matchmaker or off their friends list basted on who, and not how many people are in the match generally. As this system is meant to segregate newer players from older ones it would lower the lobby level to keep them away from your Sundstroms, Xedeons, and Narayans.



Vote kick: 30%

Vote kick would automatically deduct 30 points from the score as this is an indication that whoever made the lobby was generally looking for a more organized match or to play with friends and this might not be as new player friendly. The reason for adding vote kick is self evident, based on the effect trolls can have in a smaller community where it might not always be practical to find or make another lobby, especially since there may only be 2 lobbies. In this scenario vote kick would be an option available to be enabled by a lobby creator.


Pilot slot lock: 30%


With the rise in mid match joins, and also the imbalanced effect that a new player can have in a veteran lobby the ability to lock slots would allow a veteran captain without a full crew to have some measure of control over his own ship, by knowing what the ai are capable of as engineers most veteran players can find a more predictable match with ai vs new players. It also will give them the ability to fight a higher level opponent and full crew without having to worry about training and just being able to focus on the match. This would also have the pleasant side effect of disabling mid match joins. However this isn't conducive to making new friends so it would result in a 30 point drop in the score.




So how will this decrease lobby time and increase play time?


By segregating newer players into their own lobby they will generally start the match faster with less pre planning. For vets this will give the tools to get rid of a disruptive player and not have to beg or wait for him to leave. It will also give you the ability to close slots and not have to wait for a full crew, which is necessary now as there are consequences to mid match joins. It will also allow you to take what you consider the optimal number of ai be that 1,3 or , 3. This will allow veteran pilots to be able to organize their lobbies and ships much more quickly than is currently realistic, and decrease lobby time.


How will this help new players?


New players currently are forced to play lobbies of icarus without really knowing how it works as there is no clear information as to the etiquette, and no tutorial for it, even tho its a huge part of the game. This system will allow new players to glean information from the match list about what lobby would be perfect for them. This will also give them the ability to really experience the game in their own way and not have to be forced into the way vets play it until they are ready. It will also alow them to start at the faster pace many of them want.

What does this score mean?

At 90-100 percent in means your in a lobby of new players without vote kick or lock slots, the way many of us experience the game when we first started playing. However a lobby that scores a 60-70 percent means that its filled with vet players, however they have no vote kick or lock slots so they are probably more willing to work with and train new players. As a player progresses in level and skill he can move to harder lobbies, sort of a more natural progression in the game.


What about CA's?

CA level would be exempt from the lobby calculations so they can go into newer lobbies and help?


Wont this just end up being abused and all lobbies turned into vote kick lobbies?


My intention is that the default lobby will remain vote kick and lock slot free. Any lobby created by matchmaker, hopefully which will become relevant again would be created in the default status. Also match maker searches would default to lobbies that are not vote kick or slot locked in order to keep players away from that. Those lobbies could be searched for thru matchmaker with edits in the filters. Hopefully once the population gets back to the point the matchmaker is relevant again these features would no longer be as necessary.


How will this help the game?

By decreasing player frustration of both vets and new players we can retain new players, and bring back vets who have left out of frustration with the current lobby scenario. I want to be clear that the current standard will remain the default and these lobbies would be the less preferred but still available option. If you created a lobby with vote kick or slot lock you would have to populate it and it wouldn't exist without the consent of those playing in the lobby.



I want to commend muse for their recent efforts in trying to revive the game. Ive seen the new content, tho to be fair i haven't played it a lot. I also saw the price cut for alliance in an attempt to bring new players. While i still think free to play for the base game would be best, I think that these changes would have a huge and immediate effect on the pvp side. I hope that the devs can understand just how important pvp is to the entire guns of icarus ecosystem. The friends most people play with in alliance are the ones they made in pvp, and pvp is what provides the best content in the game, other people. The system worked without vote kick and slot lock before, but was with a much larger players base, and I hope you will consider these changes now that the average pop is well below 100. I now leave it to the forum to be flamed.


27
Feedback and Suggestions / Re: 2nd Gunner Midmatch Join
« on: July 14, 2017, 11:31:38 am »
If they ever do fix this I might come back. Also consider banning mid match noob joins.

28
General Discussion / Re: My renewed argument for Free to play
« on: May 12, 2017, 11:24:30 am »
That if should have been an in if a mod wants to fix that, if you do you can also delete this post.

29
General Discussion / Re: My renewed argument for Free to play
« on: May 12, 2017, 10:33:36 am »
I see a lot of you talk about retention and lack of content. I'll be the first to admit that this game isn't for everyone and we aren't going to retain everyone that's a fact.

I'll even go a step further to say a lot of people that do stay with the game will leave after they first play it and only when they come back will finally begin to start grasping some of the mechanics. Myself included in that group. It's a tough complicated and wierd game.

In my mind the reason why alliance feels stale after a few months from lack of content or incomplete in a lot of people's mind vs skirmish which could be played for years by the same players is this.

The content if guns of Icarus is the players you play with

PVE just can't replicate that magic that the pvp side creates.


That might seem a bit simple or obvious but so many of us stuck around for our clans or our friends. So much of the enjoyment is fightig and playing with your favorite crew, or battling and beating someone that irks you.


That's why I think free to play would be a success because it will add the most important content of all new players and new friends.


30
General Discussion / Re: My renewed argument for Free to play
« on: May 11, 2017, 12:20:31 pm »
Well again that's why I'm suggesting free to play for the base game. I mean if it's selling for a dollar anyway free isn't that much cheaper considering you will have a crack at selling those guys and girls alliance plus the item shop.

I wanna see guns great again, but we need to avoid putting up a pay wall on a 6 year old game that is only selling for a dollar anyway.

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