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About This Page About This Page: This is a discussion on Jumpgate Dead Again? within the Jumpgate Chat forums, part of the Jumpgate TRI Discussions category, at Joystick Required Forums. It sure got quiet around here. Did everyone crash their ships and log off for good again?
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Old 10-05-2006, 10:45 PM   #1 (permalink)
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Jumpgate Dead Again?

It sure got quiet around here. Did everyone crash their ships and log off for good again?
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Old 10-06-2006, 12:00 AM   #2 (permalink)
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I think it's the typical post-patch downslope. We just aren't used to it anymore since it had been so long in-between patches
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Old 10-06-2006, 08:59 AM   #3 (permalink)
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What do you think causes the "post-patch downslope?" Unmet expectations?

I don't know why posting here stopped, bacuase many of the posters here are not frequent flyers anyway . . . but I figured game numbers were off because no one likes "Peace."
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Old 10-06-2006, 11:57 AM   #4 (permalink)
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Quote:
Originally Posted by Ambrosius View Post

I don't know why posting here stopped, bacuase many of the posters here are not frequent flyers anyway . . . but I figured game numbers were off because no one likes "Peace."

I must admit that logging on for 4 hours to run missions and flip beacons in enemy space without knowing how close it is to moving to war does not encourage me to log on.
During time of peace there are restocking and other things that I can do, but this generally takes an evening. By the time this is done my desire to run missions in the hope of bringing peace back to war is less than appealing.

Regards
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Old 10-06-2006, 12:42 PM   #5 (permalink)
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Actually, numbers aren't that far down again. I am seeing people in game I have not in years.

A lot of us are playng instead of posting.

The funny part is that about the same number of pilots trying to get the war started is countered by about the same amount of pilots running missions to prevent the war.
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Old 10-06-2006, 03:41 PM   #6 (permalink)
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I would guess that the number of people running peaceful missions would be more than those running war missions. Reason I would say this is because of the new players I have seen around lately. They will all want to work up thier PR in all the factions.
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Old 10-07-2006, 12:13 AM   #7 (permalink)
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*waves* perhaps once i can play a bit more.. i'll spam mail OMC and tell them as Jump would say "Get to work!"

Miss you kids

~ Regs
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Old 10-07-2006, 03:11 AM   #8 (permalink)
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jossh forum activity is inversly proportional to jsr forum activity.
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Old 10-07-2006, 08:10 AM   #9 (permalink)
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Player numbers jusmped significantly right after the patch (hit 80 one night). Before that the peak was hitting about 40. Now . . .

http://www.jgcentral.net/jpgraph/src/jg_ol.php
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Old 10-07-2006, 09:39 AM   #10 (permalink)
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If only things that werent broken were left alone. Every now and again there is a patch that brings something great to Jumpgate and every once in a while one that does exactly the opposite, but when things go wrong people leave, when they go right the player numbers stay the same.

Off the top of my head there are two patchs that ****ed Jumpgate over big style.

1.0090 nuked a whole heap of players out of the game because of the tow speed change - who cares if the fast transport got a slight speed boost, it was a **** ship before it IS a **** ship now and it always will be a... yup you guessed it, a **** ship.

And worst of all was patch 1.0095 which did the same level of damage but this time using flux spawns. Entire squads left soon after this patch arrived, hell they were queueing at the door to unsubscribe when the flux spawns were crapped over.

But... thats just the opinion of me and all of those who left Im sure the test pilots thought they were shiny and cool patches, but then they prefer the comaradery of the test server anyway and get intimidated by online numbers greater than 15.
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Old 10-07-2006, 10:06 AM   #11 (permalink)
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Quote:
Originally Posted by Fidler View Post

The funny part is that about the same number of pilots trying to get the war started is countered by about the same amount of pilots running missions to prevent the war.
Total bollox.

Average 45 peeps online.
10 MT pilots, 35 civ's.
Out of 10 MT pilots say 3 are doing couriers, 2 are inactive(usually 1 is gent's oct account exploiting the map as usual), 5 are doing MT missions likely to bring about war(espionage etc.)

Out of 35 civ's about 5 are inactive, 10 are fluxing, 5 are doing transports in their own space, the other 15 are doing cross factional missions.

So 45 online, 5 doing MT missions, 15 doing cross factional civ missions.

Fair enough rough estimations there, but clearly more doing civ than MT missions.

The thing is no1 has any idea what impact a mission has, be it civ or MT. So it's basically a case of doing missions and hoping to see a KTRI.

Regards
Al
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Old 10-07-2006, 10:36 AM   #12 (permalink)
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Quote:
Originally Posted by Algore View Post
The thing is no1 has any idea what impact a mission has, be it civ or MT. So it's basically a case of doing missions and hoping to see a KTRI.

Regards
Al
Al, this is simply because of the ****whit mentality that exists where not telling us how the games running because 3 sado masachistic test pilots who spend their time mostly on the tast server declare how much "fun" it is for us to figure it out for ourselves.

What kind of bul**** idea is that anyway. FFS.

OK if you do A 3 times you will effect B and c twice effects b the other way.. is all it would take but no...

For flying ****ity ****ing **** ****s sake!

EEEEJJIIITTSS!!!!!!!

and breath.
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Old 10-07-2006, 11:00 AM   #13 (permalink)
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I hope you've applied to the test team vorl. Further, I wonder if you like to blame them just because you're scared to talk smack about Istvan. He's the one that makes the decisions you know.

In regards to mil and civ missions, it should also be noted that civs can:
1. Take a mission between enemy faction stations, which goes much faster than mil missions.
2. Mine a HM full of different ore types and complete 5 missions for the enemy faction in one dock.