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About This Page About This Page: This is a discussion on Broken Concepts Cause Players to Quit within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. 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
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Old 07-11-2007, 10:14 AM   #16 (permalink)
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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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Old 07-11-2007, 10:41 AM   #17 (permalink)
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Re: Broken Concepts Cause Players to Quit

Aphelion refering to your self in the 3rd person points to a mental disorder just thought you should know.
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Old 07-11-2007, 11:35 AM   #18 (permalink)
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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.

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Old 07-11-2007, 12:37 PM   #19 (permalink)
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Re: Broken Concepts Cause Players to Quit

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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.
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I see captain obvious has joined us.
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Old 07-11-2007, 03:57 PM   #20 (permalink)
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Re: Broken Concepts Cause Players to Quit

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I'll do some tracking this week and let you know.
35 at 7:00 PM
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Old 07-11-2007, 04:47 PM   #21 (permalink)
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Re: Broken Concepts Cause Players to Quit

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35 at 7:00 PM
I stopped caring.
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Old 07-11-2007, 05:37 PM   #22 (permalink)
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Re: Broken Concepts Cause Players to Quit

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Originally Posted by Sephiroth View Post
No **** sherlock.
Elementary my dear Watson.

To add you made it sound like it had been this way for sometime. To quote dailatron

Quote:
But why you lot get excited about above 50 pilots is beyond me. Im still so disappointed, I want over 200 at least until Im even going to think about maybe getting even slightly happy.
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Old 07-11-2007, 05:52 PM   #23 (permalink)
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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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Old 07-11-2007, 11:27 PM   #24 (permalink)
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Re: Broken Concepts Cause Players to Quit

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Originally Posted by Lordopic View Post
Elementary my dear Watson.

To add you made it sound like it had been this way for sometime.

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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Old 07-16-2007, 01:15 AM   #25 (permalink)
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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.

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Aphelion refering to your self in the 3rd person points to a mental disorder just thought you should know.
lol... I literally almost woke my fiancee up when I saw this post I was laughing so hard.


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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Old 07-16-2007, 02:06 AM   #26 (permalink)
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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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Old 07-18-2007, 08:10 AM   #27 (permalink)
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Re: Broken Concepts Cause Players to Quit

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Originally Posted by Aphelion View Post
I'm proposing that if something is discovered to be "wrong" with the game, but that "wrong" thing has been around for 8 months to a full year of availability, that it should stay wrong and not be "fixed."
How long was the missile hitbox bug around...?

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