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 - evodoc

Pages: 1 [2] 3 4
16
Feedback and Suggestions / Re: Adventure Mode
« on: September 05, 2013, 12:23:31 pm »
I was going to post there, but I don't have a reply/post new topic button on that thread.

Yeah sorry, it seems to be locked. This is a kinda alive thread about Adventure Mode:
https://gunsoficarus.com/community/forum/index.php/topic,346.315.html

To the mods: can you sticky that thread instead of the locked one please?

17
Feedback and Suggestions / Re: Adventure Mode
« on: September 05, 2013, 10:26:52 am »
Ehh, that last post was in march. I'd say continue on this thread. Maybe it's just me.

Yeah, but this would be an other thread about the same subject, and that thread is even stickied.

18
Feedback and Suggestions / Re: Adventure Mode
« on: September 05, 2013, 08:20:45 am »

19
Feedback and Suggestions / Re: rebuild status in the hud?
« on: September 04, 2013, 09:29:26 am »
I think this should be definitely implemented in spectator mode, along with buffing status. As for players, I don't know, maybe captains only?

20
Feedback and Suggestions / Re: Helm rope - Tool or keybind suggestion
« on: September 03, 2013, 12:52:33 pm »
Lock the wheel and jump off the ship! ;)
http://www.youtube.com/watch?v=T5i-GQQu-Ss&t=59m50s

21
Feedback and Suggestions / Re: About tutorials
« on: September 02, 2013, 02:43:16 pm »
I agree with Swizy, it's a bit too much now. Introducing a 2 hour tutorial per class is definately not what we want the new players to complete, this wouldn't be an appetizer for the game itself.

As I wrote in the opening post, the tutorials doesn't have to be a single piece for a class. Maybe it could be separated to different levels or sections (maybe a separate tutorial for every gun/tool/ammo?). But anyhow, one of the most recent review also highlighted the lack of information ingame:
http://fronttowardsgamer.com/2013/08/30/guns-of-icarus-online-review-pc/

Quote
It’s not like the tutorials in Guns of Icarus Online are going to teach you what you need to know. There is a bare bones tutorial for each of the three job classes, and the first half of each of the three is exactly the same. They start you from the Playskool My First PC Game perspective by teaching you WASD to move and mouse to look around. Open note to the developers: anyone picking up Guns of Icarus Online already knows this, I guarantee. Then each job class has more of a specialized walkthrough just to teach players the basic commands, and that’s it. There are six different types of airship, a dozen or so different guns, and a dozen or so items you can customize your character with. A passing mention of these things in the tutorial would save players some real headaches of finding out the hard way.

For some small subtle tips I would love this to happen also:
https://gunsoficarus.com/community/forum/index.php/topic,2283.0.html

22
Feedback and Suggestions / Re: In-Game Map Distance Scale
« on: September 01, 2013, 03:35:50 pm »
How about showing the distance of the just spotted ship next to the ship's name for a few seconds? You know, as part of the spotting function: http://en.wikipedia.org/wiki/Sniper_team
And "respotting" would update that.

23
Feedback and Suggestions / Re: Loading Tips
« on: August 29, 2013, 08:37:15 pm »
All I'm talking about is a short "Hey did you know?" at the bottom. Just put in a slightly large letters with TIP next to it and presto: noob now understands to pre-buff things.

I like that.

24
Feedback and Suggestions / Re: Colour blindness setting
« on: August 29, 2013, 12:43:47 pm »
On the subject of the HUD, I do know that Muse is working on improving it e.g. Making crosshairs more visible in cloud cover, so maybe that'll help.

I think the messages in the top and bottom left corner also needs some improvement for visibility. I'm not even color blind but often have problems reading those. Maybe an outline for the font would help.

25
Feedback and Suggestions / About tutorials
« on: August 28, 2013, 02:04:33 pm »
Watching famous youtubers and seeing other low level players it became obvious to me that lot of these players have no ideas about how some things work in this game, especially the cooldowns. With Guns of Icarus "soon" to be ported to PS4 (and maybe XBOX1?) the game will reach an other, large demographic who are kinda used to being their hand held by the game. So I think it is pretty important to have a proper, detailed tutorial about all the things. The devs already made effort to make it more useful but there are still things to cover. So why not discuss what we think the tutorial should include?

Here are my thoughts:
First of all, the countdown should be removed. Maybe different levels, like basic and advanced tutorials, in which case the basic is kinda done.

For the pilot the all of his equipments should be presented. There could also be some challange maps for example going through some gates in the air with different versions; like a regular one, one with only reverse available, one filled with dummy ballons and mines - which could introduce the player the crew managing skills.

For the engineer, the first thing should be to fix the equipped tool detection bug. And it would also be useful to show the player that the rubber mallet is not always the most suitable tool for repair, because for minor repairs the spanner can be more practical. The buff hammer also should be introduced.

For the gunner all of the guns and ammo types should be explained. And also mentioning that the guns turning and reloading speed suffers when it gets damaged.

Any thoughts?

26
Feedback and Suggestions / Lobby for competitive play
« on: August 25, 2013, 10:33:35 am »
Hi!

I've been thinking of several features for competitive matches which could help to run those games.
These ideas may not necessarily be groundbreaking world exclusive ones, but based on what I've seen in other games and such. So a competitive lobby with the options of:
- Set to enable/disable friendly fire, because why not? If you play competitive you should know which one is the enemy ship.
- A referee: now this one would be the huge deal. Referee would be a special slot in spectators with a set of rights. Rights like: change the map and game mode, start the map instead of waiting for countdown, restart map, pause/unpause the game, kicking unwanted players (like AFK spectators),  putting on/changing lobby password, "muting" spectator chat, ??.

What do you think?

27
Feedback and Suggestions / Re: steam workshop support?
« on: August 20, 2013, 07:34:35 pm »
Thought it would be cool if GoI had access to the workshop! So people could upload their own ship designs,weapons and maps? Obviously custom ships and weapons could only be used in practise. But having servers with custom maps set on them would be cool. Let's have some opinions!

It is something the dev plan to do in the future, they mentioned it here:
http://www.twitch.tv/gunsoficarus/b/446719298 at around ~15:50

28
Feedback and Suggestions / Re: Ship decorations
« on: August 20, 2013, 12:20:22 pm »
Totally for the idea of flying flags.

I almost like the idea of being able to upload your own flags for your ship, but then again that could be abused . . .

*thinks back to some of the most repulsive tf2 sprays he's ever seen*

Maybe limited flag change for a given time and the need of approving by CAs or DEVs then?

29
Feedback and Suggestions / Re: Ship decorations
« on: August 20, 2013, 10:08:14 am »
I would love something like this on my ship! :D

30
Feedback and Suggestions / Re: Feature Request: Eventlist
« on: August 19, 2013, 12:53:25 pm »
I like that. I would also like an ingame Twitter reader, where people can check out for example the changelog and such. The chat was filled with "what has changed" qustions right after the patch.

Pages: 1 [2] 3 4