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About This Page About This Page: This is a discussion on Two week turnoff within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. Things in Jumpgate Classic fail. They get blown up by players, gm sentients and NPC's. Sometimes, like the injustice, they are turned off for months, many many months. How
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Old 07-16-2007, 12:55 PM   #1 (permalink)
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Two week turnoff

Things in Jumpgate Classic fail. They get blown up by players, gm sentients and NPC's.

Sometimes, like the injustice, they are turned off for months, many many months.

How many players entered our present Jumpgate as a noob, played and left it, never seeing/using and injustice? Not that said gun would of made them stay at all but its a crying shame none the less and how many times over the years has it happened with duelists, flashfires entire ship models?

I would suggest therefore, that nothing in the Jumpgate Evolution game ever gets turned off for more than two weeks. So if the evi-squirrel-monkey-squad-of-doom sweeps in and destroys your chocolate factory right in front of your eyes - it should only take two weeks before the means to reinstate/rebuild it are made available again.

Things being destroyed are all well and good, but having them destroyed for ages defeats the point.
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Old 07-16-2007, 02:22 PM   #2 (permalink)
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Re: Two week turnoff

or makes the point. Rules like this take away from making Jumpgate a living universe, and turn it into something static where nothing you do makes an in-game difference.
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Old 07-16-2007, 03:09 PM   #3 (permalink)
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Re: Two week turnoff

There is realism and there's playabilty and the two have never gone hand in hand.

"I want my actions to have consequence" blah blah
"I want to make an in game difference" blah blah.

Then log in and keep doing what it is that you want to have consequences for and make a difference too.

Long lasting repercussions that flow into months is poor for the game, even if it is Great for the individual ego's responsible.

Potentially those ego's could do something ingame today that has long term effects and then simply stop playing for months, leaving others to live with their actions.

That is my thoughts anyway. Less ego and more gameplay should be the order of the day for Jumpgate Evolution.
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Old 07-16-2007, 04:14 PM   #4 (permalink)
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Re: Two week turnoff

I'm not implying the GMs didn't seriously drop the ball with the Injustice fiasco, but setting any sort of "rule" like the 2-week thing is bad. The GMs should have worked with the players to otherwise resolve the Injustice story, not "Oh, it's been two weeks, reset the galaxy to status quo."
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Old 07-16-2007, 04:41 PM   #5 (permalink)
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Re: Two week turnoff

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Originally Posted by GrimGriz View Post
I'm not implying the GMs didn't seriously drop the ball with the Injustice fiasco, but setting any sort of "rule" like the 2-week thing is bad. The GMs should have worked with the players to otherwise resolve the Injustice story, not "Oh, it's been two weeks, reset the galaxy to status quo."
How about instead of a mandatory two week length of time, it's instead a guaranteed FM that should take XX long to complete and the FM is given to us within a few days. Gigantic FM's are great and all, but when they take a month or more, the GM's should see that as a sign that people don't really care about that FM. Or the blockade is working wonderfully... either way, the FM should close and a new one begin.

Mandatory two weeks is sad though, since I can blow up the Intensity Naval Yard but they get it back in two weeks. You can bet your ass if the Tens Naval Yard was downed, every Sol would work on an FM and it would be done in days time (instead of two weeks) and likewise, I would be sad if it just magically appeared after two weeks of successful Quantar blockades of said Naval Yard. They still need the Naval Yard though, that's just an example... maybe FM's should pop up almost automatically when stuff like this blows up... you could even choose from multiple FM's to contribute to.
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Old 07-17-2007, 01:16 PM   #6 (permalink)
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Re: Two week turnoff

I like the multiple FM idea.
And the automatic FM start when something major (like the Injustice factory) is destroyed
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Old 07-17-2007, 06:02 PM   #7 (permalink)
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Re: Two week turnoff

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Originally Posted by GrimGriz View Post
or makes the point. Rules like this take away from making Jumpgate a living universe, and turn it into something static where nothing you do makes an in-game difference.
I completely agree with what you're saying, but the reality is that GM-imposed shortages, etc were far from a living universe. It's a much tougher nut to crack that it appears on the surface.
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Old 07-17-2007, 06:54 PM   #8 (permalink)
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Re: Two week turnoff

I'm not some fan boi saying it's perfect, but it wasn't static, which is a far cry better than any other MMO i've played.
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Old 07-17-2007, 08:03 PM   #9 (permalink)
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Re: Two week turnoff

"...it's better than anything I ever played, but here's how to improve it.."

That sums up my attitude on Jumpgate, and obviously many people share it. How many games out there have people leave it for months or even years, but still it draws them back? Then again, how many games have struggled on for years, supported by the subscriptions of absent players, die-hards and a GM not willing to pull the switch on it?

Face it folks, for all it's warts and flaws Jumpgate is the best thing a lot of us have ever found. Let's just hope Jumpgate Evolution will be even better! Hell yes I'm a fan.
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Old 07-18-2007, 07:20 AM   #10 (permalink)
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Re: Two week turnoff

Quote:
Originally Posted by vorlon31 View Post
Things in Jumpgate Classic fail. They get blown up by players, gm sentients and NPC's.

Sometimes, like the injustice, they are turned off for months, many many months.

Things being destroyed are all well and good, but having them destroyed for ages defeats the point.
Add the plutonium SF to that. The worst thing about the plutonium SF is there is no substitute.

Ps: wasnt the Injustice production turned off for over two years all in all ?.
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Old 07-18-2007, 10:13 AM   #11 (permalink)
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Re: Two week turnoff

Heh, in my opinion the worst thing about the plutonium SF is trying stop inside it with a hold half full of uranium
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Old 07-18-2007, 12:33 PM   #12 (permalink)
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Re: Two week turnoff

Two week rules and fixed-length FMs are bad IMO. They both take the player out of the picture.

If the players want to ignore an FM, it should take forever. It should not artificially be made easier or artificially completed.

The problems we had with Jumpgate Classic had to do (IMO) with suport and story arcs. Assuming continuous community/event GM support, that would not have happened.
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Old 07-18-2007, 01:17 PM   #13 (permalink)
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Re: Two week turnoff