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Re: New article on Warcry
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It's extremely unfortunately that Jumpgate Classic destroyed all of that with the insane bounty rules it currently has, and the horrible Military Tag/War Meter system which hampers player driven RP greatly. I think ND should find ways on making the consequences of death easier to cope with for the haulers, rather then removing extremely important key aspects of the games mechanics. |
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Re: New article on Warcry
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I quote again: Griefing may not occur if the perpetrator's intent is not to negatively impact the victims game play or if the victim is capable of exacting retribution at the present or in the future. The perpetrator must have an unfair advantage that was not intended by the developers of the game to exist. The second point is that being pirated does not impact negativly on all players of this game. Quite many find it exciting danger that may or may not happend to them. And any player that does experience this and find it to negative to resort to quitting the game does not understand how this game works at all and is to dumb to find a solution for getting back at the pirates. And yes. If it is intended in the game, and you dont like it. I believe the often used phrase, find your self another game is valid. Carebear. |
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Josip Broz Tito |
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Re: New article on Warcry
I agree Trit, and thats where the whole discussion came up on the cargo being podded. That way of the hauler were to come back, they could pick up (most of) their stuff and continue with their day.
Also, I heard that Jumpgate Classic now has insurance on equipement hauling, which IMHO should have always been like that. Loosing 300-500M because you were hauling instagators really fucking blew, and I never understood why they would have the insurance like that. Ok, so your mining for 2 hours, and a flux (or pirate yarr) comes by and blows you up. What have you lost? 2 hours, maybe some good ore. Well if you can go back, and get most of your ore, then what have you lost? 2.5 hours. Ok, so you wasted some time because of some arsehole (or AI). How about this. The pirate ripped you, he now has a -50 faction standing, he has to run 50 transport missions, guess what, thats more than 2 hours in most cases, not to mention if he gets killed while trying. He doesn't have insurance, he doesn't have armor when he launches, etc etc etc. Just because you think the bad guy doesn't have it hard enough doesn't make that true. ND has done a lot of thinking to try to stop civ-ripping, and there has to be a line drawn somewhere. CivRipping will be around as long as there are civilian ships. Its that simple. |
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Re: New article on Warcry
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![]() If they want to keep players as victims in Evolution, they need to make those free accounts, because no one in their right mind pays to be a victim. ![]() |
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Re: New article on Warcry
God, you act as if civilians are getting civripped all the fricken time. I bet most non-PvP'ers here, who have been playing Jumpgate for years, can count the number of times they were civripped on both hands. Most likely even one hand.
Furthermore, saying "no one pays to be the victim" is ridiculous. No one pays to play a game where they win all the time either... atleast, not for long. Oh, and it's not like haulers are completely defenseless either. Perhaps the Tows after that stupid nerf which crippled them, but the Freighter for example is impossible to get killed in with the simplest of tactics. It has so much shield and armor, it's futile for a lone pirate to take it on. All a freighter needs to do to evade or even kill one or multiple pirates is simply make it to the next Jumpgate and nuke the pirates. |
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Last edited by Tritian; 10-29-2007 at 01:19 AM.. |
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Re: New article on Warcry
Grimgriz, it's been a while since I played so some of my memories are slightly vague, but what did/do you do for fun most of the time in Jumpgate? If the answer is haul/mine then your arguments sound like someone trying to have their cake and eat it too.
Now if you were just asking for mining/hauling to be more rewarding then I (and most people) would be totally on board with that. I myself vastly preferred mining to hauling for making money - it was a "real" activity that resulted in material being added to the economy, as opposed to hauling things from station to station to manipulate the prices then hauling them back. I rejoiced when I found that I could just about keep myself in equipment mining pures with a heavy miner, but I still posted arguments for a worthwhile reward model for mining. However I never once thought "I want to be invulnerable while I'm doing this" nor even "if a dedicated fighter craft wants to go toe to toe with me, I think it is fair that I have an even chance of beating him, even full of ore". To me that's just insane. Now, I apologise if that isn't your exact sentiment but it certainly seems to be. I think the better way to protect people who want to do economic activities without risk is to put them in "safe" zones where the rewards are relatively low. Arming them just invites attack - you have to remember that the kinds of people who quit because they are civripped are the kinds of people who aren't interested in learning how to fight, making their ships capable will just lead to those same ships being abused (or co-opted) by people who CAN fight. Same goes for turrets - plus I don't want to see AI guns in a skill-based PvP game unless they are area-defense and easily circumvented/destroyed. NOT mobile on a player controlled ship. |
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Re: New article on Warcry
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Don't generalize about people quitting after getting civripped. It doesn't necessarily having anything to do with them learning how to fight. I personally think they quit because they realized that Netdevil made them completely defenseless. You really can't mine or haul in Jumpgate without the permission of the people that fly fighters, because you can't defend yourself. If someone decides they don't want you mining, the best you can do is get in a fighter and blow them up...which means they still win, because you're not mining.... Now, about the turrets themselves... I think you're envisioning star destroyer turrets or something......or making a run on a stationary dragon....I'm thinking a lot less dangerous...more along the lines of 2 size 3 or 3 size 2. I agree that they probably shouldn't be AI turrets, unless the AI had worse aim than a player would....or maybe if the turrets were AI controlled they had a reduced rate of fire or something. There's lots of reasons miners and haulers that could defend themselves against a single vessel would be a good thing:
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Re: New article on Warcry
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Re: New article on Warcry
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If I understand what you are saying, you don't expect your miner to be invulnerable or even able to defeat the incoming pirate, you just want some extra survivability so that you feel like you had a chance. You are advocating turrets, so you are a sitting target (unless you have AI turrets, which are just an anathema to me for a skill based game). You can't be talking about survivability through speed and agility, because that would just result in the pirates using the miner to attack you, and given that they won't have a hold full of ore, they will still be faster and more agile. So, what are you really getting? An extra five seconds while the more agile ship circles you to death? Ten? Thirty (a lifetime in Jumpgate Classic PvP)? I feel if you want to mine in dangerous areas and make mucho credits (which I hope is possible in Jumpgate Evolution) then you are going to be vulnerable, and will require escorts. Solo acts can stick to the paddling pool where AI enforcers can hold their hand, but they shouldn't get a lot of reward for it. I don't see how beefing up Miners combat ability make any kind of sense - good combat craft will be used for combat regardless of the name in the ship description. I apologize for hijacking the thread, I've seen this come up a few times in different threads but for some reason the post that triggered my response was in this one ![]() |
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