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Member
Pilot Name: dailatron
Join Date: Feb 2007
Location: London UK
Posts: 401
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Re: Broken Concepts Cause Players to Quit
I wish someone had The EU chronology of Jumpgate, I think you would find the numbers to be much higher, until the great collapse of the MG server. After the merge Im sure we had peak time numbers over 100 although to be honest it could have just been 101.
Would have been good to know what, if any changes made the difference on the EU server. I remember when EP2 came, but I was still excited about Jumpgate so didnt really care about numbers but I do remember people waiting for it and leaving after. Not sure if that was just the POS disaster or not. Then the next fall was during the "breeding like bunnies pirate season", but cant remember if people left in greater numbers before or after the reg space civing policy. But why you lot get excited about above 50 pilots is beyond me. Im still so disapointed, I want over 200 atleast until Im even going to think about maybe getting even slightly happy. |
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Re: Broken Concepts Cause Players to Quit
100-200 guys online in an mmo is a complete disaster by the way. We need to be aiming a lot higher than that for Jumpgate Evolution imho. It'd be nice to see 5 to 10 times that number (at least) when Jumpgate Evolution goes gold. Even though this is a niche game that niche is much larger than was represented by the playerbase in Jumpgate Classic even at it's height.
Xerout |
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Member
Faction: non-aligned
Join Date: Jun 2005
Location: over the hills and far away
Posts: 882
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Re: Broken Concepts Cause Players to Quit
Elementary my dear Watson.
To add you made it sound like it had been this way for sometime. To quote dailatron Quote:
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Re: Broken Concepts Cause Players to Quit
Let's get back on topic.
I agree with Milkman. The fixes to the economy were necessary. They just came too late. By that time ppl did quit and we did not have numbers to support "new" economy. Plus system wasn't perfect to begin with. Matt farming, can be blamed on devs. They did not stop it at first. It took couple years. And by that time, ppl got used to. If they stopped it just like an exploit with some factory (I think it was laser components), things would not have get out of hand like they did. Hence, I think that game should be tested EXTENSIVLY, before hitting the market. And not just graphics, everything. I know, pipe dream. |
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Member
Join Date: Mar 2005
Posts: 503
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Re: Broken Concepts Cause Players to Quit
Quote:
No, I really didn't. I responded to daslog who mentioned that he'd been "monitoring" for the past two weeks and I also haven't been back for the past two weeks to know. So really, anyone paying attention would be able to figure out that I didn't think this had been happening for a long period of time. And sure everyone would love to see 200 people online or more, but that doesn't mean we can't be excited about 50 people being online when the average was from what I understand 20-30 people. That is a fairly significant increase and a very welcome one. If we are lucky it will continue to increase, though I think most of the people who reactivated are for the most part inactive once again and not really planning on playing too much until Jumpgate Evolution is released. |
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Re: Broken Concepts Cause Players to Quit
My timeline doesn't include the recent influx of pilots from the Jumpgate Evolution announcement.
Quote:
![]() So I guess the new question is how much the changes should... change? I am reminded of those little card games that I used to play in my youth like Magic, Pokemon or Star Wars. About four times a year a new "expansion" (patch) would come out with a new game mechanic. If you were lucky, your old cards weren't totally worthless. If you were unlucky, you had to completely buy a set of the new cards just to compete with the other players, turning your 3.50/pack hobby into a really expensive one... Post-release Patch Support One thing my old Star Wars CCG did well was balance. Unlike other card games there were no limits to the number of a card you could have in your deck. Abuse of a particular card stacking strategy was countered by subsequent cards, ie a proxy nerf, instead of changing the rules for the old cards or limiting them. I guess I'm saying that I like proxy-nerfs better then real nerfs... hmm... weird. |
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Member
Faction: non-aligned
Join Date: Jun 2005
Location: over the hills and far away
Posts: 882
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Re: Broken Concepts Cause Players to Quit
Not that concerned with *new* stuff, but I d rather see more time and effort put into making the server seem alive and dynamic, My main grip with Jumpgate as it stands now is there isn’t anything to do, no news unimpressive FM’s etc, I cant see it changing and why should it ( I take it GM_T, is just holding the fort until Evolution, ) but its been this way since I can remember, ok I came in mid Thermis, which by all accounts meant I had missed the real bad GM’s. and boy they must have been bad if the ones people thought were good are anything to go by.
That being said *new* stuff should be forth coming, not sure on a time scale of how long and of what. But lets hope patches to fix things aren’t too long in coming, and with it some new content, be it missions equipment, ships. Conflux, stations, .sectors ………the list goes on for some time. |
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