How can we make Discovery better? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: How can we make Discovery better? (/showthread.php?tid=115021) |
RE: How can we save this mod? - Python 72 - 05-04-2014 I'm a returning player (left a couple of years ago, never got too heavily involved then, thinking about it now). Originally got involved with mates, then they left. I've just recently rejoined again to see what it is like. Everyone here seems to be complaining about the lack of new players, thus the declining player-base. I'm just curious, but I am assuming that to run disco you need a legitimate version of Vanilla Freelancer? If so, I assume that due to its monetary cost first up, and possible inaccessibility, then trying to get completely new players (rather than old Freeelancer players to pick up disco) could be hard. Is there no way to make Disco stand-alone? Might be some copyright issues I guess, but I'm not too sure. Or is it again a case of overworked dev's? Apologies if anything I said is obvious to everyone else, just thought I would throw it out there. RE: How can we save this mod? - Zed26 - 05-04-2014 (05-04-2014, 08:50 AM)Python 72 Wrote: Is there no way to make Disco stand-alone? Might be some copyright issues I guess, but I'm not too sure. Or is it again a case of overworked dev's?No apology necessary. Not to sound overly negative, but the point has been raised many times in the past and the answer is still "no". In the 11 years since it came out, Microsoft has never released the source code or given any rights - and plenty of inquiries have been made. Within those constraints, the modding community has gone pretty far in developing tools and pushing the antiquated system to produce some impressive results. Building a standalone with the same look and feel from the ground up while avoiding legal action and keeping development at a steady pace would be a massive undertaking. I posted some suggestions here if you're interested. Not saying you shouldn't ask questions or make suggestions, but your odds of seeing change may improve if you can give more specific suggestions and back them up with a little knowledge of how things work. Anyway, welcome back! Have fun! RE: How can we save this mod? - wodalin - 05-04-2014 Hi there, here are my 2cents. I don't think it's a problem of the code of this mod. It's all about behaviour of the players. The server is frequented enough, but the new players are not able to get in the game before they got bored. I know it is fun to role play with a gank of well known people somewhere in Omicron-99. But you role play assets should take the time to role play once a week with a new player, who just arrived in Pennsylvania. Then the server will be full again in some months. greetings Woda RE: How can we save this mod? - Python 72 - 05-04-2014 Cheers Zed, cleared it up! So if we don't have access, maybe just have to wait for Star Citizen to come out. Then we have a new game to work on, maybe adapting Disco to the new engine etc. Plus it would create a larger pool of players to build on. But thats a potential way down the line, if the game even works! As for present solutions, what with everyone complaining about the lack of player interactions, well maybe making the game less interaction oriented. If the game is made more fun to just play on your own, with perhaps the added benefit of a player interaction thrown in, this could compensate for the low server count. Then as people join in more often because (presumably) they enjoy playing the game on their own, the server count increases, player interactions rise, and the focus can shift again to a player interaction driven model. As for how to make playing solo more enjoyable/attractive, its easy I guess to say to make the missions more varied and enjoyable, but as far as I can tell this idea has been raised multiple times and I am not sure how progress could be made. Ideas I seem to remember are commodity missions (ie take a cargo of X to base Y), and Nomad hunting missions. Also perhaps NPC events or something like that. I'm not sure if this is possible, but say a forced spawn in a system of a large NPC fleet, with a corresponding message server-side. This could draw players to a particular system if they desire, whereupon they gain rewards for kills etc. This could be expanded to NPC smuggling fleets, trade convoys etc. While this could be described as similar to a player run event, it has the advantage of being carried out regardless of the number of players who take part, thus there is no risk of the event not going ahead due to low participation. However as has been shown, the technicalities of coding are not my specialty, and the practicalities of this implementation are unknown to me. RE: How can we save this mod? - Jack_Henderson - 05-04-2014 (05-04-2014, 01:24 AM)Vendetta Wrote:(05-04-2014, 01:16 AM)Jack_Henderson Wrote: How about those that are gone and do not play either... Please vanish. K? Do us the favour. RE: How can we save this mod? - Lythrilux - 05-04-2014 Can we not turn this thread into a flamewar please? This applies to some earlier posts too. This thread is meant to be constructive. RE: How can we save this mod? - Alhimik - 05-04-2014 What are you think about "little" propaganda of mod in YouTube,Facebook, Twitter etc.? Maybe admin-team think about greath upgrade,not to add a little point of ships? Maybe admin-team upgrade graphic and add new sector? New wild,unexplored sector, so what are you think about it? RE: How can we save this mod? - Strichev - 05-04-2014 Toxic, bitter members need to leave first. RE: How can we save this mod? - Gaz83 - 05-04-2014 Reverting the Omicrons back to how they were would be a start. RE: How can we save this mod? - .Gypsy. - 05-04-2014 (05-04-2014, 01:34 PM)Strichev Wrote: Toxic, bitter members need to leave first. Agree 100% Strichev |