Admin Feedback Thread (Archived) - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6) +--- Forum: Rules (https://discoverygc.com/forums/forumdisplay.php?fid=25) +---- Forum: Faction Rules (https://discoverygc.com/forums/forumdisplay.php?fid=46) +----- Forum: Faction Review and Feedback (https://discoverygc.com/forums/forumdisplay.php?fid=135) +------ Forum: Archived Feedback Threads (https://discoverygc.com/forums/forumdisplay.php?fid=484) +------ Thread: Admin Feedback Thread (Archived) (/showthread.php?tid=128086) Pages:
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RE: Admin Feedback Thread - Gulryz - 04-15-2015 Admins are a little hard and a little soft, you have to be hard in order to implement rules I wanna say thanks to all admins for their work and for giving me a second chance Thanks a lot Special thanks to Jens for helping me out in a lot of matters. Thanks a lot man. RE: Admin Feedback Thread - Corile - 04-15-2015 (04-15-2015, 04:24 AM)John Wildkins Wrote:(04-14-2015, 04:31 PM)Rebirth Wrote:(04-13-2015, 10:17 AM)Protégé Wrote: There is a way however to store the edit history for example with this: My point was more so that the OP of the SRP request could also be part of the discussion process and perhaps clarify issues or discrepancies if there are any. But yes, in general, that's what I had in mind. RE: Admin Feedback Thread - Lythrilux - 04-15-2015 In regards to this. On the subject of transparency, I'm curious to hear what reasoning the (presumably) majority of the admin had when they decided not to completely remove jump drives and just limit their jump range instead? As I feared even with a 4 system jump radius I'm still seeing abuse all over the place. I'd like to know why the admin team opted for 4 systems instead of removal. RE: Admin Feedback Thread - Hawk - 04-15-2015 Well, based on the post you made immediately after.......even you thought this would have a different effect than it did. We're still evaluating it. RE: Admin Feedback Thread - Lythrilux - 04-15-2015 (04-15-2015, 03:58 PM)Hawk Wrote: Well, based on the post you made immediately after.......even you thought this would have a different effect than it did. We're still evaluating it. Sadly. I had the small glimmer of hope that all the problems would be gone. However this wouldn't be the case. Personally I would suggest fully disabling them until the new disruptors are added. Not only does this solve the current problems until the 'fix' comes along, but it could actually give us a glimpse at disco without these things, and from that point the staff could decide whether JDs should have a place in the mod/server at all. RE: Admin Feedback Thread - Garrett Jax - 04-15-2015 I believe we wanted to make jump-trading more difficult, but not eliminate the possibility of its use in jumping military ships into combat. We voted on a two, three or four systems and achieved consensus on four. RE: Admin Feedback Thread - Lythrilux - 04-15-2015 If there was a way would the admins make it so that it could only jump into fights, but not out of them then? (theoretically speaking) RE: Admin Feedback Thread - Connor - 04-15-2015 (04-15-2015, 05:35 PM)Lythrilux Wrote: If there was a way would the admins make it so that it could only jump into fights, but not out of them then? (theoretically speaking) You could always do something like the Hyperspace scanners where you have to stop to use it. You could also lower said ships shields too. RE: Admin Feedback Thread - nOmnomnOm - 04-15-2015 Npcs will bump you, snoopy. RE: Admin Feedback Thread - Hidamari - 04-15-2015 Just make hyperspacing require you to have a full core of energy. so being pulsed can disrupt it. |