![]() |
![]() |
|
|
|
|
Re: Is Jumpgate Evolution going to fix what killed the original?
I would have no problem at all with seperate pvp pve servers I hope the powers that be are at least entertaining the idea. That would solve a ton of player bitching. I for one never got a kick out of killing players that wanted no part of pvping.
@ smaggs did you ever consider that 95% of the sol players were just better than you and not some evil ND conspiericy to make you feel bad? BTW why are you posting here.....waite why am I? |
||
|
||
| Sponsored Links |
|
|
|
|
|
|
Cadet
Pilot Name: Raz-X
Joystick: Saitek Gold
Join Date: Dec 2004
Posts: 72
![]() |
Re: Is Jumpgate Evolution going to fix what killed the original?
Quote:
Quote:
Like numerous others said before, community policing worked fine. If someone got shot by Rollio the community was more than happy to step in and help the person. And now there's cargo insurance so why even bring up tow bumping? I'm sure that's something that can easily be addressed. LAME tactics need to be removed. The ability to make an impact does not. |
||
|
||
|
|
|
Re: Is Jumpgate Evolution going to fix what killed the original?
|
||
|
__________________
- to serve and protect quantar - www.qssp.net Leader of QSSP _________________________ Raimund's Law: Wer sich provozieren läßt, hat verloren LINK |
||
|
||
|
|
|
Member
Join Date: Jun 2007
Posts: 108
![]() |
Re: Is Jumpgate Evolution going to fix what killed the original?
I like the idea of community policing, but the game does need additional systems to 'discourage' civ-ripping. In addition to NPC police for all three factions, if you get too much 'negative political points', the Faction will treat you as an enemy combatant, and outright bar you from their stations (much like enemy military are barred)
Basically, if a Civ-ripper ends up going into Solrain Core, he will be chased across at least 7 sectors before he will be able to dock at a station. That is, well, assuming that station hasnt banned the civ-ripper as well. Civ-ripping civs from enemy factions should be a valid tactic, but a single person trying to greif will never get far before getting torn to pieces. You dont respawn in enemy stations, either. In addition, known civ-rippers should be tagged, and a warning given to all civilians in-system when one enters (Only if the civ-ripper has ripped pilots of your faction... Solrain pilots should not be warned about a Solrain civ-ripper that ripped only Octavian civs). |
|
|
||
|
|
|
Re: Is Jumpgate Evolution going to fix what killed the original?
Quote:
1) For example, on the first civrip, your PR drops to -120 for that faction, and drops alittle in all other factions aswell, including amananth and hyperial. 2) My bounty while flying a nix was well over 20 million credits. That money comes directly out of my bank account. That means I lose 20+million each time I die. 3) Civilians can attack you all they want, from any faction, including your home faction. 4) You gain 1 pr point per transport mission, even if you have 0 demerits. That means for that 1 civrip, i'll need to do 120 transport missions to work off that bounty, unless I let people kill me. You get about +25pr per every time someone kills you. So that means you'd need to have someone collect your bounty 5 times before you can work off your 1 civrip. And you want to add additional penalties? If anything, the entire bounty system needs to be WAY less strict then it currently is. It's completely fubar'd right now. |
||
|
||
|
|
|
Member
Faction: non-aligned
Join Date: Jun 2005
Location: over the hills and far away
Posts: 882
![]() |
Re: Is Jumpgate: Evolution going to fix what killed the original?
Quote:
Some of us stuck it out even though it really has been a rough old ride.. Some have dropped by the way side along the way due to some of the stuff you have pointed out, others for other reasons. |
|
|
||
|
|
|
Recruit
Joystick: Logitech EXTREME3Dpro
Join Date: Jun 2007
Location: Gerrmany
Posts: 17
![]() |
Re: Is Jumpgate Evolution going to fix what killed the original?
I think a Civ Ripper should get the Pirate Tag forever and it shouldn't be possible for those people to dock at any fraktion Station.
The new home for that people, is then the unreg, with its own pirate stations, ships and equipment. The bounty for killing a pirate should be payed by the TRI gouverment and not by the player. With the first change from a fraktion player to a pirate he should lose no money but a fraktional POS and his depot inventory. I like the Idea to make the unreg a little bit bigger, make it more dangerous to fly from one faktion to the other. The people have to work much more together then to fly through it. |
|
|
||
|
|
|
Re: Is Jumpgate Evolution going to fix what killed the original?
You people who think the community could then, or can now, police themselves have your heads in the sand.
First of all, dying in a fighter is little to no penalty whatsoever. Especially in Mat farming days. The community may have chased civ rippers and forced them to dock, or even podded them on occasion, but that's not policing, that's entertaining. I've played as a complete insight pirate, and ran from all sorts of people. Guess what, the running is a gorram blast. So, I figure 'being policed' in the olden days was a hell of a lot of fun. Second of all, all the dude ever had to do was dock and go watch tv for half an hour. The community chasing him would get bored. The pvpers would go back to fighting each other, the fluxxers would go back to doing whatever it is they do, and then he could come back and launch and find someone else to civrip before he got to have a fun chase-and-dock again. Lastly, worse case scenario is that he pays big bounties and has no cash. All he has to do is make a second account to buy/make gear and drop it off at his POS (or EE, or whereever). And that's just a solo jackass, not one who has a bunch of friends. The only GOOD solution is to make non-pvp ships able to defend themselves/run away/or survive long enough for help to come from 2-3 sectors away. Actually PvP limiting switches like WoW has would also work, but they'd really spoil a lot of what Jumpgate should be, and aren't a GOOD solution in my book. |
||
|
||
|
|
|
Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 329
![]() |
Re: Is Jumpgate Evolution going to fix what killed the original?
Quote:
I understand that people want freedom. When you mix Wolves and Sheep, eventually the Sheep just cancel and play something else. |
|
|
||
|
|
|
Re: Is Jumpgate Evolution going to fix what killed the original?
Title: Is Jumpgate Evolution going to fix what killed the original?
There were a lot of things that killed the original, but they all stem back to not enough communication from the developers, listening to a vocal minority of the playerbase and not including the whole community. Every game I've played since Jumpgate has been plagued by developers listening to a minority in the community. BFRs/numerous unwarrented nerfs/cave combat in Planetside, character class and skill reduction in Star Wars Galaxy and WoW nerfing the paladins and other classes, are good examples. A few companies like CRS (World War II Online) interact with the playerbase and answer questions, but they clearly have their own unbiased agenda. They give the player tools to play, expand the content every patch and fix bugs. Before new patch is released, it is put on the test server for everyone (the whole community) to test and comment. This is the way to keep Jumpgate Evolution from going down the road of EP2. We as a community expected much, much more in EP2 which wasnt delivered and the things we did get were not play tested to make sure they meshed with the EP1 gaming environment. All this can be contributed to lack of communication from the developers to the community, the inclusion of a few biased testers and lack of letting the whole server test the expansion before it was released. In short the best thing for ND to do is to listen to our comments, but not implement anything unless it "plays" well and is fun. In future patches they need to communicate what they are trying to acheive in that patch cycle and let the community as a whole test it on a test server. Observe comments and tweak if necessary. Listening to a few "special" pilots for decisions that affected us all, was a bad decision. |
||
|
Last edited by alphabet; 06-28-2007 at 08:59 AM. |
||
|
||
|
|
|
Member
Join Date: Jun 2007
Posts: 108
![]() |
Re: Is Jumpgate Evolution going to fix what killed the original?
Quote:
Developers actually playing their own game for anything other than controlled tests (and even than, lately they have been leaving it to QA to do that) seems like an arcane concept now. and please yes, ALL Concepts should be tested throughly and balanced before adding in. New concepts shouldnt be thrown out the window entirely, but if they sound good enough, should at least be given a try. Refusing to add something new will just kill a game just as quickly as horribly implimenting something new. |
|
|
||