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Member
Pilot Name: Algore
Joystick: MS Force Feedback 2
Join Date: Jun 2005
Location: Belfast. Northern Ireland
Posts: 583
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: Multiple Characters
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I'd love to see what this separation in statistics would have shown that I already know about other PvP'ers approach to the game ![]() Self policing didn't work, get over it. Al |
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Re: Multiple Characters
Self-policing DID work. It didn't provide perfect protection -- but it did effectively limit the civving (since bad guys had to spend some amount of time running away) -- which kept the game interesting for the muggers, the police and the would-be victims (Jumpgate would be ridiculously dull without "muggers").
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Recruit
Pilot Name: -=TheWolf=-
Faction: non-aligned
Joystick: Shiny new X52, sweet!
Join Date: Sep 2008
Location: Border town, but I'm not with the cartels, really!
Posts: 7
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: Multiple Characters
As a new player to this game I would like to give each faction a try equally to find out which one I like the most. But thats my newbie 2 cents.
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Re: Multiple Characters
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To me, if ND allows PvP squads to fight as they used to (even in Core stations) and as long a measure is set in place to allow us to hunt/kill the asshats... then there wont be a real need for a PvP server, I mean, it would be possible to 'live' on the PvE server. |
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Re: Multiple Characters
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Re: Multiple Characters
At the risk of sounding contrary, I think that if self-policing worked, it would have worked in Jumpgate v.1.
All the elements were there. Open combat, anywhere, anytime. Squads of people claiming to want to RP. People being asshats. It was all in the mix. But I very clearly recall a significant portion of people leaving because of asshats. Hell, i'm one of them. I know this makes me a horrible, horrible person, but I'm in favor of a relaxing game that doesn't require a lot of dedicated time in order to have a bit of fun. (My job, family, friends, and life away from the computer get in the way of manifesting the addiction that would be necessary for me to spend days on end circling around the same target). For purposes of disclosure, and to speed the conversation along, I've already been told in many ways and in many places that if I don't like the self-policing, anything goes atmosphere of Jumpgate, then I should just move on. So I did. I took the advice, and don't play anymore. If jumpgate evolution learns something from Jumpgate 1, then I'll be back. Jumpgate let pilots do whatever, wherever. Lets see what happens when they try something different. |
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__________________
"Come on guys, this is the internet we're talking about. Guys are guys, girls are guys, and kids are the FBI." --Injustice |
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Re: Multiple Characters
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1) You really NEEDED a joystick (I know, some people are just as good with mouse and keyboard, but not most) if you wanted to be competative. Joysticks are not an accessory most people own. 2) There weren't many people playing. 3) There was only one facet to the game, pew-pew. There was no "real" economy to speak of. 4) Sci-Fi games are a smaller genre then fantasy....making the game a flight sim chokes this number down even more. Not being a previously established IP makes it even tougher. 5) MMO's didn't boom till well after Jumpgate came out. (I think Jumpgate was my second MMO, after Ultima Online, and all I did in that game was dress up in red with a bunch of friends, sit in a chair, and sell poision to people telling them it was healing potions.) I would love it if we could all get along on one server. I just don't see it happening. You're going to have the people who just want to grind stuff PvE wise and don't want to deal with PvP...but they want to be able to sell to the PvP market since it's a money sink. You're going to have PvP players who don't want their enemy to be able to use a "protected" area or be able to purchase supplies from protected people because those are cheap tactics that can't be faught in-game. If they want to maximize the subscriptions, I think they need to have a PvE server with people who just want to play against NPC's. Put in a dynamic system to populate the NPC's based on player vs player kills in a system. This way the PvE server will be populated it with an extra large number of NPC's since no one gets killed by other players. The PvP server will still have NPC's to fight, but it will be less where the "action" is...thus NPC's won't be bugging people who want to fight each other. The big question is, will the core subscriber base be large enough to support two servers? If not, which type of play will bring in more money at the start...and which will stick around longer. It's got to be a business decision based on whatever statistics they can glean from other MMO's, they can't base it on things like forum polls or the IRC channel that 10 or 15 people chat in. |
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Re: Multiple Characters
Ratneck, you do not NEED a joystick, there were pilots that could whip anyone's butt and they used mice..... Most of em were quants though, weirdos.....
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__________________
Groups you should join: Greifer Cub, Kitteh Lovas Don't forget to add me as a friend! Quote:
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Re: Multiple Characters
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