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Re: Asshattery in Jumpgate Evolution
Wow 17 pages and it all comes down to one: people will be asshats no matter what.
In order to prevent it on the major scale is up to BOTH players and developers. I will not forget LadyDracoe tube camping at QC to make sure Rollio would not dock. ![]() |
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Last edited by Radi; 12-14-2007 at 05:06 AM.. |
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Re: Asshattery in Jumpgate Evolution
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PotBS has recived a lot of critic for instancing, witch made things pretty boring and to safe.. One of their explanation to instancing was that they wanted to controll user experience: The other advantage to instancing is that it gives us a lot more control over the user experience. We have a much better idea of what the player is going to show up with, and can tune things accordingly, without being as worried about a random level 50 sailing by and blowing the enemy out of the water. We also eliminate the problems of spawn camping or ninjaing of targeted NPCs because only you and your party can enter the instance. http://www.mmorpg.com/gamelist.cfm/s...1625/gameID/68 But this removed alot of the point in playing a Pirate game on open sea.. |
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Josip Broz Tito |
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Re: Asshattery in Jumpgate Evolution
if the game mechanics encourage hunting bad guys without discouraging the possibility of bad guys, then player policing can work fine.
An example of this would be giving credits and XP for hunting bad guys in an organized manner, such as tools for a factional police force that have to keep their factions space lanes clean. Factional police might be able to tap into the beacon network and track where the bad guys are on the map providing those *faction* beacons are tuned. Similar mechanics exist in Jumpgate Classic already but have very bad implementation, making them almost pointless. |
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Re: Asshattery in Jumpgate Evolution
well , agreed .. people will be asshats no matter what , just for the fact that they want to be on the top of the so called "killing stats".
But in order to limit this on a base on witch gameplay isnt hurt to much i just got the idea to grant battle points to the players instead of increasing the number of kills. The pure number of kills shall not be shown on the stat page then. it īs like .. if player A is in a Fighter or heavy fighter and player B in Freighter and player B gets killed by player A then player A will be rewarded with 0.5 battle pts. if player B kills player A he will be rewarded with 5. That makes Freighters less attractive for asshats .. also battle points should be increased if the fight takes place in HG mode. Sorry , i ain't got time to advance this idea cause i just got it maybe this could be part of a whole structure which is limiting asshats without hurting the gameplay to much. |
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Solrains Nova Engine |
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Re: Asshattery in Jumpgate Evolution
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Re: Asshattery in Jumpgate Evolution
Actually I was talking about the beacons that report bountied positions. I think it's badly implemented.
Although that combined with the civ bounty hunting was definately lame. I would not of had a problem with the civ bounty hunting if the bountied person didn't loose 5mil per death, + insurance. It's not like the civ lost anywhere near that. It seems awfully lopsided to me. The devs have no clue how long it takes to make money in Jumpgate, especially if you're not a hauler willing to exploit the economy. And now the cost of a bounty comes out of your pocket and is quadrupled to 20million at the least if you're in a fighter ship. Very insane, and not a very fun game. |
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Re: Asshattery in Jumpgate Evolution
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I like that bounties are worth collecting now, but the fact that an MT can civrip without getting a bounty bothers me to no end. The new bounty system isn't that horrible, but it did eliminate the wearing pirate tags and carrying a bounty thing. To effectively do the PoD crap you guys are so fond of you have to wear MT tags and kill a lot of flux between rips. |
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