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The end of zonerzonerzoner - Rewrite the Zoner ID - Printable Version

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RE: The end of zonerzonerzoner - Rewrite the Zoner ID - Jinx - 06-07-2014

we tried at the start of the year - with a conclusion that had matured for a long time. it was rejected, - and the consequence was that we would stand down for the time being.

ID changes are an admin business - not a dev business, there is currently nothing planned from the dev side to "solve" zoners... . so if it is about restricting indies - ask the admins.

from a dev side, we came up with what we perceived as a fair and good solution already.


RE: The end of zonerzonerzoner - Rewrite the Zoner ID - Ponge - 06-07-2014

(06-07-2014, 10:30 AM)Snak3 Wrote: How many have you encountered yourself to speak on behalf of community by requesting ID change?

They do bad RP and they set up bad example for others. If not necesseraly an ID change, something must be done. As the last exampe shows, they don't give a damn about RP and the faction behaviour of the ID they use. It seems this problem cannot be solved inRP, as they will just wait the 2 hours after their death and restart all over again. Some higher level intervention is needed. They could be Bastilled and/or automatically transferred to the Zoner Omicrons with a lighter wallet/lost equipment, as first level punishment. They come back and continue? Ship deleted.

Many player see the ID change as a bad idea, as it is a "punishment" for an entire faction based on the actions of individuals. These individulas, whose behaviour is obviously harmful for server gameplay, should be punished individually. After a while people would abandon this harmful behaviour, as the result of the punishments. And this would allow some exceptions. People properly RP-ing the presence of the capital ship inside House space would still be able to carry out their RP and their intended story progress.


RE: The end of zonerzonerzoner - Rewrite the Zoner ID - Lythrilux - 06-07-2014

(06-07-2014, 10:50 AM)Ponge Wrote: Many player see the ID change as a bad idea, as it is a "punishment" for an entire faction based on the actions of individuals. These individulas, whose behaviour is obviously harmful for server gameplay, should be punished individually.

The difference here is that the good Zoners who follow their RP and ID are the ones not flying their caps in house space.

This restriction simply means to punish the abusers and lolwuts, whilst still keeping the same level of RP opportunity for indy Zoners who follow their role properly. T


RE: The end of zonerzonerzoner - Rewrite the Zoner ID - Ponge - 06-07-2014

(06-07-2014, 11:00 AM)Lythrilux Wrote: This restriction simply means to punish the abusers and lolwuts, whilst still keeping the same level of RP opportunity for indy Zoners who follow their role properly. T

But this ID restriction would prevent properly RP-ing Zoner caps (including the already legally approved jumpships) to enter House space, as ID restrictions stand above all other inRP/oorP agreements or such. It does not matter that said Zoner cap captain RP-d lawful escort or something, anyone could report him just because of the ID restriction.


RE: The end of zonerzonerzoner - Rewrite the Zoner ID - Sath - 06-07-2014

Actually, using Zoner ID'ed jumpships by other factions....it is a very big nuisance. Since the Zoner caps are easy to obtain, and free to go anywhere, they are the reason behind the most abuses of jumptrading.

ofc, Jump trading should be done legally, with high amounts of RP, as to where the jump ship came from, and quite a lot of other things. Taking some barges, logging in a Zoner cap and whew....there you are, in your destination. making billions, with no interaction, or logical jump reasoning whatsoever.

And by this, make jumpships (group jumpships) highly RP'ed or maybe even SRP, so it is not being abused, even by official factions, as it is now.


RE: The end of zonerzonerzoner - Rewrite the Zoner ID - Lythrilux - 06-07-2014

(06-07-2014, 11:31 AM)Ponge Wrote:
(06-07-2014, 11:00 AM)Lythrilux Wrote: This restriction simply means to punish the abusers and lolwuts, whilst still keeping the same level of RP opportunity for indy Zoners who follow their role properly. T

But this ID restriction would prevent properly RP-ing Zoner caps (including the already legally approved jumpships) to enter House space, as ID restrictions stand above all other inRP/oorP agreements or such. It does not matter that said Zoner cap captain RP-d lawful escort or something, anyone could report him just because of the ID restriction.

Zoner caps shouldn't really be in house space though because they're deep space exploration vessels.
There's nothing stopping jump ships from simply jumping into borderworlds systems, systems with a Zoner base or Penny.


RE: The end of zonerzonerzoner - Rewrite the Zoner ID - WesternPeregrine - 06-07-2014

(06-07-2014, 11:59 AM)Lythrilux Wrote:
(06-07-2014, 11:31 AM)Ponge Wrote:
(06-07-2014, 11:00 AM)Lythrilux Wrote: This restriction simply means to punish the abusers and lolwuts, whilst still keeping the same level of RP opportunity for indy Zoners who follow their role properly. T

But this ID restriction would prevent properly RP-ing Zoner caps (including the already legally approved jumpships) to enter House space, as ID restrictions stand above all other inRP/oorP agreements or such. It does not matter that said Zoner cap captain RP-d lawful escort or something, anyone could report him just because of the ID restriction.

Zoner caps shouldn't really be in house space though because they're deep space exploration vessels.
There's nothing stopping jump ships from simply jumping into borderworlds systems, systems with a Zoner base or Penny.

There should be some sort of civilian science vessel with jump capability as it main characteristic, so that it could be used by everyone instead of (usually restricted) house and zoner warships. That would at least give an alternative to the cases of zoner colony ships entering house space for jumping purposes.

It doesn't address the situations where zoner caps are in house space for other reasons though.


RE: The end of zonerzonerzoner - Rewrite the Zoner ID - Ponge - 06-07-2014

(06-07-2014, 11:59 AM)Moriarty. Wrote: Actually, using Zoner ID'ed jumpships by other factions....it is a very big nuisance. Since the Zoner caps are easy to obtain, and free to go anywhere, they are the reason behind the most abuses of jumptrading.

ofc, Jump trading should be done legally, with high amounts of RP, as to where the jump ship came from, and quite a lot of other things. Taking some barges, logging in a Zoner cap and whew....there you are, in your destination. making billions, with no interaction, or logical jump reasoning whatsoever.

And by this, make jumpships (group jumpships) highly RP'ed or maybe even SRP, so it is not being abused, even by official factions, as it is now.

Yes, it is a nuisance. It is known and they have been used for a long time, since PoBs and jump drives exist. People won't create a jumper BS/Carrier for every single House, because they are lazy, and/or they do not have enough cash to equip 5-6 JD4 jumpships.

Group jumping is part of the game, and it had mixed opinions about back in 4.86, too. Now that 4.87 came, it seems the devs don't intend to remove this feature. So, the feature stays, and people are using Zoner jumpships currently as those are the "most suitable" for this role by ID. If Zoners are banned from House space, people will use IMG ID-d Colonial Carrier (90% core if I'm right), as that is the second best choice for inter-house jumping. The Zoner ships will stay in the Borderworlds/Corsair/Outcast/Order space. Then IMG caps will be jumping around in House space without permission, and the problem will be just shifted to an other ID. Or they will be using jump caps ooRP. Anyway, they won't stop group jumping.

Making it SRP would need the removal of JD4-s from the PoB production chain, so Admins could provide those through SRP. This could have also been done long ago, but it seems that is not the intention of devs/admins either.

So, as WPeregrine suggested, some kind of "legalization" (civilian, non-cap class jumpship) would work best in this case I think. Because people will group jump, no matter what, as long as the feature stays in the mod.


RE: The end of zonerzonerzoner - Rewrite the Zoner ID - SnakThree - 06-07-2014

How JumpTrading could be fixed:
Jumping only warps ships with same ID as JumpShip, unless it is SpecOps ID, which allows to take everyone.


RE: The end of zonerzonerzoner - Rewrite the Zoner ID - Hannibal - 06-07-2014

(06-07-2014, 01:39 PM)Snak3 Wrote: How JumpTrading could be fixed:
Jumping only warps ships with same ID as JumpShip, unless it is SpecOps ID, which allows to take everyone.

that,but will also deny some of the means of counter it..as an enemy ship i would like the ability to jump with them to either attack or follow and report them(inRP) to other parties