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Re: Intances in Jumpgate Evolution??
Sarah: Jumpgate is about player interaction, and pos made all of us enjoy our private quarters more but at the same time, it drove us all away from each other, thus killing the sense of community that existed back then. We can't compare numbers when we can't know for sure how many left after EP2 was released (only ND would know).
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Recruit
Pilot Name: sarah-mari
Join Date: Jan 2007
Posts: 27
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Re: Intances in Jumpgate Evolution??
this leads me to think that there where 100's rather than 1000+....im under the impression that if you have enough players the pos effect is nigated.....seems we dont think in a large enough scale....someone says cap ship and only two versions appear....i think cap ship i think many-carrier-cruiser-destroyer-frigate-and then come the fighter class ships bomber,hf,mf,lf....bomber in Jumpgate Classic is almost a wate, what do we bomb??? infests?? and how often does that happen??...I think that if there is a large enough player base the "instances" is a good idea and would be just one more interesting thing to do in the game...sometimes it feels like we think of ideas and concepts in smalll player base mind sets...or maybe its just me since Jumpgate Classic is the only game i have "EVER" played.
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Re: Intances in Jumpgate Evolution??
This thread isn't about POS is it?
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__________________
Currently working hard to break the server... >> Help support JSR through our Amazon store |
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Re: Intances in Jumpgate Evolution??
POS didn't "kill" Jumpgate Classic, it killed community and interaction. Before POS ppl gathered at the major stations. This promoted interaction and community.
As for instances, while i can see some benefits, i would personally limit it to "new" sectors and not general space. Ekoos should never have instances unless the instance is item based rather than sector based. IE the Ice Roid is an individual roid for each player but the sector is common. Everyone can see you and you can see everyone but when 15 ppl try to mine the ice roid they're actually mining 15 different versions of the same thing. |
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"A probable impossibility is preferable to a improbable possibility" -Aristotle "Easy to learn, Hard to master" - Unknown |
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Re: Intances in Jumpgate Evolution??
yes, i can see 100 people mining the same roid.. lol
"For those that don't know Instanced missions are used to allow multiple players to have access to a single peice of content. " what is the point of this in Jumpgate? there are enough roids, enough space to put more roids in. There are enough flux, artifacts, and a lot of space to fly in.. Its not like A SPACE game can be to crowded for this to be any useful.. And then the only thing I see that this could be useful for are those that just want to do their own thing without anyone being able to interact with them.. well there are enough Single player space games as well.. |
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Josip Broz Tito |
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Re: Intances in Jumpgate Evolution??
Well, I remember at least once testing mining the same roid by 2 pilots and we both got the same ore (same faction same ship/config) and IIRC we got even more than normal. Id think we could do a test with 3 mining ships on the same roid.
ELP |
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Re: Intances in Jumpgate Evolution??
Ok, remember all the debating that's gone on about cap ships lately? The arguments concerning ship balance and more in-depth content? Who here remembers when your squad was at war with another and you checked JOSSH before logging in at night and saw that you were outnumbered 3 to 1. Remember thinking to yourself "Man, I know I'm a better pilot than most of these jokers, but it's suicide to launch into those odds"? Having instanced battlegrounds in Jumpgate Evolution would solve that problem.
Having instanced battlegrounds would also allow the implementation of cap ships in Jumpgate Evolution without breaking ship balance, solving another problem. Furthermore, the way instances work, a pilot couldn't use them as a way to hide indefinitely from someone who's gunning for them. In fact, going to hide in an instance when the heat is on is a very bad tactical move because you just made it possible for your enemy to know exactly where you are and where you're going to be at a specific point in time, i.e. when you zone out of the instance due to a game imposed time limit. And that's assuming you could survive on your own in an instance designed to challenge multiple pilots, or that you could manage to make it to the instance to begin with since, by their very nature, they'd be few and far between. |
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Re: Intances in Jumpgate Evolution??
Quote:
No, instancing wont solve that problem, and I dont think I'd ever use this... but looks like a /winbutton to me. ELP |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 795
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Re: Intances in Jumpgate Evolution??
Injustice, thank you for the explaination and the link. I noticed in the link that EVE is one of the few MMOG's that doesn't use the "Instance" concept by having such a "vast space".
I'm not opposed to using the Instance, but I'd want to see it as a test case perhaps (try it and if it doesn't work out it could be removed) in Beta. I can see the use of Instances for special missions (like espionage missions, etc) where many folks are after one item but I also fear that it would decrease pilot interaction. Sometimes this would be a good thing; other times less so. I would still be willing to give it a try if the Devs were to include it. |
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