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Non-combat faction's impact to storyline. - Printable Version

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RE: Non-combat faction's impact to storyline. - Astraea - 04-24-2014

(04-23-2014, 10:31 PM)Ayatolah Wrote: Lonely ghost has part of reason, as all of us would love to see how our ingame actions makes a difference. But now the bad part.... the mod itself is shared in many many servers... as such everybody who pkays in a server with the current mod will want to make its own too... just imagine, the devs needs lot of time to create the next step in the mod, now imagine to add every change how much would overload their job

or the other servers could do what one of them did a while ago, and that's branch off from this disco and take "their" disco in the direction they want. they just need someone with a bit of dev experience.

i have to agree with L_G. not saying that everything should be player driven, but some things being player driven would probably liven up the mod a bit. so people feel that their efforts do have some (even if its a miniscule) effect on the grand disco scheme.

of course we wouldnt want a dab-scale style of player driven mod stuff, because we all know how that went.


RE: Non-combat faction's impact to storyline. - Ayatolah - 04-24-2014

You have a point too. But still a problem.... i'm speaking of the mod itself, and now that i think, it would become a problem to the playerbase too. Imagine that evry server had its "version" with thir playerbase driven modifications. First times a small patch will be enough, but attention! That will mean that version will be ONLY for that server that created it as you perhaps will be banned for cheatin in other servers or even not being able to log og due to conflicts between you disco version and serverside version... Another possibility is to manage those playerbase modifications as in game as in the portal, perhaps a event programmed in all servers an then match the results....


RE: Non-combat faction's impact to storyline. - Lonely_Ghost - 04-24-2014

(04-24-2014, 06:33 AM)Ayatolah Wrote: First times a small patch will be enough, but attention! That will mean that version will be ONLY for that server that created it as you perhaps will be banned for cheatin in other servers or even not being able to log og due to conflicts between you disco version and serverside version...

This can be a seriouse problem, because, I tryed few modified Discovery mods, and, forgot to perform a backup, befor downloading patches and minor updates.

In same time, other Discovery server, are using same mod, and have same storyline, like GC. So, whatever happens in storyline here, will be transfered to other server, just because, they using same version and copy of mod.

But if, story leading developers would actualy taking in account, not only activity of combat faction, and resoults of some key battles, but also general activity of houses corporations and trading, and change house and maps accordingly to player's actions, that would be more usefull for players, who aimed to keep playing here.


RE: Non-combat faction's impact to storyline. - moebus - 04-24-2014

Yeah, I guess the corporation player factions should have an impact on the overall evolution of the discovery story and that admins/dev should encourage all player factions to contribute to the disco evolution. However, NPC factions should also be taken into account. I mean it is not because nobody plays Synth Food that this faction does not exist. So this means there must be a balance between actions of players factions and NPC factions. Usually, in a roleplaying game, a game master is responsible of this balance. I think in disco it is more complicated since I guess the balance process involve several people: admins/dev and maybe also faction leaders.

Concretely, the factions leaders could prepare their plans and actions and submit it to the admins/dev. Then admins/dev would validate or not these plans. I think the validation process is very important for at least two reasons:

1. To ensure the action claimed by the player faction fits with the disco evolution. I mean, it is not because you can do something in game that it is really happening in disco. Indeed, LN players could gather at night when server activity is low and invade and conquer Rheinland in less than one hour. Would it make sense in the disco story? obviously not. Why? because it would not take into account RM NPC (random NPC flying in space cannot really represent the real RM potential against a fleet made of players.

2. To ensure the action claimed by the player faction is accepted by involved parties. This second point is clearly based on an unrealistic justification regarding the disco story. However, it is still essential if we want players to have fun. This idea was perfectly illustrated by Jinx in one of the Corsairs threads: we have to roleplay WITH players, not AGAINST players. In the first situation: everybody has fun and server activity is stimulated on the long term. In the second situation: some people have fun and the other are bored (they may even leave the server), the server activity might be enhanced on the short term, but it will mostly decrease on the long term. We should always remember the objective is to have fun, not to conquer systems.

Finally, as it has been pointed out, the decision made on this server will also affect other servers, so in some way their players should be consulted too. However, this makes the decision process even more complex.