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Full Version: Too much NPCs
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Since this new server appeared, the whole morning I am not able to do a RP with another player because when I show up near base game constantly spawns the caps, and they interrupt my RP and I have to run.
This happens only in House systems.
Well there I have my answer about server load. Now we need to know how many players can be online for them to still spawn and make more difficult pve systems.

But yeah this is intended behaviour. Or at the very least, expected behaviour.
I think RP is more important on this server than PvE
If cap npcs just rolled you over I wonder if you were maybe hanging out somewhere it wouldn't be very inrp to just hang out at...

If that's your point.
NPCs are very bothersome to caps, as they keep flipping them or attracting their aim.
Turn on mass calc like in single player or like on other mods... Caps cannot be flipped anymore.
Not entirely sure just how stable that is online as it's difficult to test alone.
MORE NPCs? AWESOME!
Occupying planets in peak time will be a thing again yeah if the server can handle more NPCs

And come on - if you are in an area that has hostile factions to you
you shouldn't just be able to put your feet up and have a nice cosy chat
Would it be difficult to test it?
No system should have ambiently spawning NPCs that have the ability to damage interaction (literally and figuratively). Furthermore, I don't see how it's fair that some factions and systems had their high level / potent NPCs and station turrets nerfed and re-armed with sytrofoam bats, yet certain factions and systems were allowed to keep theirs.

(06-11-2020, 04:06 PM)Skorak Wrote: [ -> ]Turn on mass calc like in single player or like on other mods... Caps cannot be flipped anymore.
Not entirely sure just how stable that is online as it's difficult to test alone.

I think Haste or someone said in Discord the other day that this isn't possible due to how Discovery does balance.
With infected bomber or fighter that wants RP with players, isn't good at all
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