phoenix1 wrote:QUOTE (phoenix1 @ Feb 28 2018, 11:35 AM) If this @#(! was done many years ago you would have nothing BUT newbies in the game.
I don't know what it is with people in this community who have this idea that somehow Allegiance would be so much more fun if only it weren't for that pesky skill requirement.
Seriously, being able to pod Raum's lt int in a basic gat1 scout is the product of practice and hard work, not some magical trick I just happened to discover last week. Now you're saying, "well if we take that away the game would be more fun." Sure, for Raum maybe. But what incentive do I have to play more than a dozen matches, get bored of chasing the dot, and then move on to any other game?
Not what I said. Adv. tech vs gat1 scout. This is a separate balance issue between strength of strategic advantage vs strength of individual whore skill. Game is still balanced well towards the vets here. Anyways, having thought about it for a bit, I'm going to change my mind here and say "$#@! the lead indicator" in this iteration.
QUOTE There are a great many reasons we don't have a huge influx of newbies who stick around. "The game is hard" is not one of them, nor has it ever been. Plenty of other highly successful games have learning curves as steep as Allegiance.
Y'all also talk about stupid @#(! like graphics. Dwarf Fortress has 500+ new downloads per day and a playerbase that's a conservative estimate of 15,000... hell they have 1500 patreon subscribers. Play DF, then tell me that Allegiance has a terrible or confusing UI, or that Allegiance is hard to be useful in, or any other of the dozens of excuses people have had for saying "allegiance can't make it because XYZ."[/quote]
Allegiance fails to keep newbies because the game is godawful boring until you have a clue of how it works, or have another player leading you through, or is such a large game that there is action all over the place. You don't know where the action is going to be, it takes a fair bit of time to get there, and you're gonna get blown up damn fast when you do.
Sheriff Metz wrote:QUOTE (Sheriff Metz @ Feb 28 2018, 04:49 PM) You are personally responsible for developing a core in a direction that is both the most unaffected by technical skill (after all you did say you don't believe skill should be the ultimate determining factor in this game) and the most not fun to play as you ruined the flight experience of a FLYING GAME because you decided making things not fun is a good way to balance them. You should literally never post your opinion on anything balance or skill related again.
Not all of us hated floatycore. Just never gave it time to get used to it. It would've required thinking ahead a fair bit more about when to slow down and turn. You know, skill based. Adapting to new conditions.
QUOTE furthermore forcing lead indicator on in all ships is being coded in as an option in the game settings so ya'll can have fun with that[/quote]
Intended as a switch specifically for introducing newbies in either mass quantity or side games. Also because the "squad game" switch in the settings doesn't do anything and hasn't in years, so I may as well swap it with something that will occasionally be used.