Discovery Gaming Community
Things you think are wrong with mod - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7)
+--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37)
+--- Thread: Things you think are wrong with mod (/showthread.php?tid=111757)

Pages: 1 2 3 4


Things you think are wrong with mod - chase.way - 02-10-2014

So what do you think its wrong with the mod and you would like to see it changed ?

These are the things that bug me,

Money is way too easy to earn - makes people care less, put less effort and don't care if their ship/cargo is destroyed. Making money much harder to earn and easier to lose would probably make people eager to survive and thus RP better.

Discovery mod is the name but there is nothing to discover - mod kinda god dumbed down and these restarts made things way too easy. I remember when I had to join a faction I would first fly around, RP my way to their territory then do missions with someone, was nice way to meet people you'll fly around with later too

There is nothing to lose if you get destroyed - I would love to see half of ships price taken away once the ship is destroyed, if you lack the credits you can't undock until you get them, maybe it sounds too bad for people who like to die regularly, but I think it would make things much more interesting

Too many systems - for player server slots we have, there are way too many systems. I would rather see much less space and much more people to bump into while flying

Cruise is too slow - I don't know if can this be changed, but if 80% of my gameplay is just waiting till I get from one point to another I get bored a lot

Civilian/Opened ships are better then faction ones - we made generic ships better than faction ones, so people from faction naturally fly civilian ones, which takes a lot in terms of RP if you ask me, seing sairs/mollys and such which have slower bigger ships in eagle makes me sad (not really sad, but you know....sad), I understand the players, just not devs.

Armors - kind of pointless, I would rather remove them and add AU8 to snub armor and CAU8 to caps armor in terms of numbers. Would make less people powertrade probably once they know they don't need to grind all the time to buy their precious armor.

Jump gates access for unlawfuls - if you remember from SP until Junk gave Trent access codes he couldn't left the system. I would love if unlawfuls could only use jump holes or at least if lawfuls would have ability to lock down the system. Some command that blocks all JG in system if there is a threat.

Conn - RP mod where 30% of player slots are taken by people in conn, just give them another server for practicing if there isn't one.

Now before anyone jumps on me and starts biting my neck till I die, this is just my opinion. So post things you think are wrong or change someones opinion on things he stated Wink


RE: Things you think are wrong with mod - Haste - 02-10-2014

(02-10-2014, 02:38 PM)chase.way Wrote: Civilian/Opened ships are better then faction ones - we made generic ships better than faction ones, so people from faction naturally fly civilian ones, which takes a lot in terms of RP if you ask me, seing sairs/mollys and such which have slower bigger ships in eagle makes me sad (not really sad, but you know....sad), I understand the players, just not devs.

No they're not. Slower =/= "worse".

(02-10-2014, 02:38 PM)chase.way Wrote: Jump gates access for unlawfuls - if you remember from SP until Junk gave Trent access codes he couldn't left the system. I would love if unlawfuls could only use jump holes or at least if lawfuls would have ability to lock down the system. Some command that blocks all JG in system if there is a threat.

Jumpholes would have to be a lot more conveniently placed. Otherwise, playing an unlawful will be anything but fun.

(02-10-2014, 02:38 PM)chase.way Wrote: Conn - RP mod where 30% of player slots are taken by people in conn, just give them another server for practicing if there isn't one.

There's been exactly one time the server was actually full in the last year or so.



All done. I can't be bothered to type up my own suggestions, they're spread out all over the forums anyway.


RE: Things you think are wrong with mod - Stefz - 02-10-2014

(02-10-2014, 02:38 PM)chase.way Wrote: Too many systems - for player server slots we have, there are way too many systems. I would rather see much less space and much more people to bump into while flying

Cruise is too slow - I don't know if can this be changed, but if 80% of my gameplay is just waiting till I get from one point to another I get bored a lot

Conn - RP mod where 30% of player slots are taken by people in conn, just give them another server for practicing if there isn't one.
My 2 cents.


RE: Things you think are wrong with mod - Jinx - 02-10-2014

Money is way too easy to earn - makes people care less, put less effort and don't care if their ship/cargo is destroyed. Making money much harder to earn and easier to lose would probably make people eager to survive and thus RP better.

yes, it is easy to gain, but since the focus is on RP - the actual money grind is toned down. for a pure RP enviroment, everyone should get what they need to RP appropriately fairly easily. - so disco is doing a split / compromise between a mild grind and too easy.

Discovery mod is the name but there is nothing to discover - mod kinda god dumbed down and these restarts made things way too easy. I remember when I had to join a faction I would first fly around, RP my way to their territory then do missions with someone, was nice way to meet people you'll fly around with later too

hard to do the discovery effect. the world is too small or the ships are too fast to get a feeling of "going where no one has gone before" - and it is too large already to get to meet other ppl. so again - a compromise... sort of... i don t know.

There is nothing to lose if you get destroyed - I would love to see half of ships price taken away once the ship is destroyed, if you lack the credits you can't undock until you get them, maybe it sounds too bad for people who like to die regularly, but I think it would make things much more interesting

so would i - but then, we might get into the subject of griefers who destroy just for the sake of destroying ( hurting others ). while i still agree that there ought to be a severe death penalty - we had quite some polls in the past years and ppl were .. not quite in unison about it. so we keep the "easier" concept of no penalty.

Too many systems - for player server slots we have, there are way too many systems. I would rather see much less space and much more people to bump into while flying

see the discovery point you made. its all pretend play - you pretend to discover as a char - but you yourself do not discover - thats just how it is...

Cruise is too slow - I don't know if can this be changed, but if 80% of my gameplay is just waiting till I get from one point to another I get bored a lot

faster cruise might lower the discover effect even more or make it easier to make money. - there i have to say - the cruise is fine ... in my opinion, it is a good chunk faster than impulse speed - yet not a warp. but thats just a matter of taste

Civilian/Opened ships are better then faction ones - we made generic ships better than faction ones, so people from faction naturally fly civilian ones, which takes a lot in terms of RP if you ask me, seing sairs/mollys and such which have slower bigger ships in eagle makes me sad (not really sad, but you know....sad), I understand the players, just not devs.


nahh - they are not better - BUT they might be comparable. freelancer is mainly constructed around the idea of a character who is not bound too much by faction lore. - and only few ppl make and actively play chars who are just run-of-the-mill lore / generic faction chars... most chars are somewhat special - and sometimes require other equipment, since pvp is a significant effect - we can but roleplay better gear - while the balance needs ships to be "mostly" on equal terms.


Armors - kind of pointless, I would rather remove them and add AU8 to snub armor and CAU8 to caps armor in terms of numbers. Would make less people powertrade probably once they know they don't need to grind all the time to buy their precious armor.

powertrade is such a negative term. - trade however is a positive one. the difference is somewhere in between. the point is - we need traders. - and since you mentioned death penalties - you d end up with traders for that, too - or powertraders, depending on how you look at them.

Jump gates access for unlawfuls - if you remember from SP until Junk gave Trent access codes he couldn't left the system. I would love if unlawfuls could only use jump holes or at least if lawfuls would have ability to lock down the system. Some command that blocks all JG in system if there is a threat.

the game is not balanced around unlawfuls not being able to use jumpgates. even now we had complaints about the jumpgates and planets firing on hostiles - as well as the patrols "destroying the RP enviroment". NPCs were nerft
but if unlawfuls were not able to use gates at all - i am sure they would ask for lawfuls not being able to use jumpholes anymore ( cause, you know - they are hidden ) - meaning possibly less interaction - IF it could be pulled off anyway. also many traderoutes require the use of both, gates and holes to be time efficient. in other words too much rebalance to be done .. if it could be done.


Conn - RP mod where 30% of player slots are taken by people in conn, just give them another server for practicing if there isn't one.

to be honest - it usually doesn t matter if a third of the players hangs out in conn - hasn t happened a lot that the server was full - but if that became a persistant issue ( that you cannot log on, cause the server is too full ) - it would probably become worth a thought.




all in all, you can sum up discoveryGC in one word : compromise

it offers just enough freedom and limitations to satisfy either all - or none. it has pvp, and a little bit of lore balancing. you have to grind for your cau 8 - but yes, you don t spend much on maintenance.

is it perfect? no way - improving it however is tough - you cannot really budge it - you have to adjust things in small degrees. and in the end - it ll always still remain a compromise.


RE: Things you think are wrong with mod - sindroms - 02-10-2014

Quote:Money is way too easy to earn - makes people care less, put less effort and don't care if their ship/cargo is destroyed. Making money much harder to earn and easier to lose would probably make people eager to survive and thus RP better.

Money needs to be earned quickly. Not everyone has access to the game all day every day. For those of us comfortable in small ships, that is no problem, but those who want liners, caps or other ships to comfortably RP their character in, they need more. I would suggest providing a moneysink, where all of the excess cash could be flooded into. Right now, there is not a large choice, sadly. Bases still make a profit, if done right, so they are not doing their original purpose.

Quote:Discovery mod is the name but there is nothing to discover - mod kinda god dumbed down and these restarts made things way too easy. I remember when I had to join a faction I would first fly around, RP my way to their territory then do missions with someone, was nice way to meet people you'll fly around with later too
It also happens to be a RP centred server. If someone wants to play an X character, they could not care less to FIND all the needed things to set it up. They will use FL Companion. That is how it is and no real way to force it on others. And that is not to say it SHOULD be forced in the first place. Those wishing to discover, will do so.

Quote:There is nothing to lose if you get destroyed - I would love to see half of ships price taken away once the ship is destroyed, if you lack the credits you can't undock until you get them, maybe it sounds too bad for people who like to die regularly, but I think it would make things much more interesting
Griefers would be a common thing. Even more so than they are now. Do you really want an EvE like community here?

Quote:Too many systems - for player server slots we have, there are way too many systems. I would rather see much less space and much more people to bump into while flying
Agreed there, but rotating some hotspots over the course of a month or so can make sure we utilize all of them.


Quote:Cruise is too slow - I don't know if can this be changed, but if 80% of my gameplay is just waiting till I get from one point to another I get bored a lot
Fly with someone to pass the time.

Quote:Civilian/Opened ships are better then faction ones - we made generic ships better than faction ones, so people from faction naturally fly civilian ones, which takes a lot in terms of RP if you ask me, seing sairs/mollys and such which have slower bigger ships in eagle makes me sad (not really sad, but you know....sad), I understand the players, just not devs.
There is no real way to balance open ships unless you utterly nerf them. No matter how you do, they will be better against SOME sort of ship and those players will use it instead. Currently they seem to balance all generic ships against the most active houses- Liberty and Bretonia/Gallia.

Quote:Armors - kind of pointless, I would rather remove them and add AU8 to snub armor and CAU8 to caps armor in terms of numbers. Would make less people powertrade probably once they know they don't need to grind all the time to buy their precious armor.
That would be removing a moneysink.

Quote:Jump gates access for unlawfuls - if you remember from SP until Junk gave Trent access codes he couldn't left the system. I would love if unlawfuls could only use jump holes or at least if lawfuls would have ability to lock down the system. Some command that blocks all JG in system if there is a threat.
You cannot, sadly, balance the JG and Lane system with both sides of the lawful spectrum in mind. Reducing unlawful IDs to only holes would seriously make people exploit jump gates. Not to mention it would remove the ''I hope nobody catches me doing this'' aspect for smuggling.

Quote:Conn - RP mod where 30% of player slots are taken by people in conn, just give them another server for practicing if there isn't one.
Nobody likes being locked out from a system for two hours. Conn is where people do stuff, as you said, without any consequences. Be it IRP or OORP.


RE: Things you think are wrong with mod - Mímir - 02-10-2014

(02-10-2014, 02:38 PM)chase.way Wrote: Money is way too easy to earn - makes people care less, put less effort and don't care if their ship/cargo is destroyed. Making money much harder to earn and easier to lose would probably make people eager to survive and thus RP better.

I completely agree. My first characters and ships I cared a whole lot more for than my 10th Battleship. People make battleship characters just to destroy a base in O74 and then quickly sell it again afterwards on the forum, it's quite ridiculous that these ships are so easy to come by and scrap again. Less money would also lead to fewer characters on the server, which logically means that each character will have more of a presence and a chance to actually be remembered and make a difference.

(02-10-2014, 02:38 PM)chase.way Wrote: There is nothing to lose if you get destroyed - I would love to see half of ships price taken away once the ship is destroyed, if you lack the credits you can't undock until you get them, maybe it sounds too bad for people who like to die regularly, but I think it would make things much more interesting

Penalty on death is what I say, but I know this doesn't fit with the modern gamer crowd, plus there are some stability issues with the mod itself which could lead to unfair credit loss for the player. Griefers is not really an issue, neither here nor in Eve - "space is dangerous" =/= "24/7 griefing". In Eve, you know where and what to stay away from (it actually adds a whole lot of excitement passing Goon territory where you know you might get popped if you make a mistake), people would learn the same in Disco (plus we have all of these rules making "proper" griefing impossible without getting sanctioned). There's no reason to worry.

(02-10-2014, 02:38 PM)chase.way Wrote: Too many systems - for player server slots we have, there are way too many systems. I would rather see much less space and much more people to bump into while flying

Yep quite often I see 60 players online but then check the distribution and see that with 1-2 players in each system, there's no reason for me to log for interactions.

(02-10-2014, 02:38 PM)chase.way Wrote: Civilian/Opened ships are better then faction ones - we made generic ships better than faction ones, so people from faction naturally fly civilian ones, which takes a lot in terms of RP if you ask me, seing sairs/mollys and such which have slower bigger ships in eagle makes me sad (not really sad, but you know....sad), I understand the players, just not devs.

I agree to some extent, I think all civ ships should be nerfed down to Sabre levels. My main issue is the civilian guns: Some are simply too good, and for some factions there are too many available choices, making the faction lose character and giving players too many tools to complete any task while others don't have the same means.

(02-10-2014, 02:38 PM)chase.way Wrote: Armors - kind of pointless, I would rather remove them and add AU8 to snub armor and CAU8 to caps armor in terms of numbers. Would make less people powertrade probably once they know they don't need to grind all the time to buy their precious armor.

I concur, I have seen so many newbs with sub-au8 armor because they didn't know better and thus wasted their sparse credits entirely.

(02-10-2014, 02:38 PM)chase.way Wrote: Conn - RP mod where 30% of player slots are taken by people in conn, just give them another server for practicing if there isn't one.

This is maybe a bit selfish, as I used to be terrible in PVP before the /conn command, but I think we should remove it. Remeber the old days in Alpha, there'd be training sessions with XTF, 101st and assorted indies, and these sessions would often lead to people going on raids together and thus generate activity for other players. Training could/should be an in-rp affair IMO.

My personal pet peeve is the forum and skype: I think the forum should be trimmed down to more or less only the in-rp sections and skype/teamspeak discouraged. My perception is that a lot of the communication that is done oorp on the forum or via skype could/should be in roleplay, for the better of everyone. And besides 70% of all our discussion have been had before, the same can be said about 70% of all our used arguments - sometimes following this forum is a bit like Groundhog Day. I participate avidly in that as well, but it really is a giant waste of time to discuss the same thing in the same way over and over and over again.


RE: Things you think are wrong with mod - chase.way - 02-10-2014

Thank you all for your insight ! Good points are made there, I guess we more emphasize on fun then on RP part, maybe it should be that way, it is a video game after all. Compromise it is jinx !

I see we all share too many systems opinion, I guess that's the biggest source of boredom I get when I play. It would be great if this systems are dynamic ( I know it can't be made). But please remove bunch of them, especially now when we can get equipment anywhere.

What about scanners ? Doesn't it take away element of surprise if someone can notice you from big distance, I would remove all scanners stronger than deep scanner. Maybe limit deep one to caps and worse ones opened to snubs. This wouldn't be as bad if there wasn't an IFF. This way someone can see red contact way too early then he should, opposed to someone as equal dangerous to him but with for example FL IFF.

Also, we discussed pirate ID many times, but what if my character pirates only in Liberty and not in other house systems, why would lawful faction from other houses then treat my char as pirate, if he commited no crimes there. Could rephack/IFF be connected to other players IFF ? Such as lowing my rep with faction the other player is in, if I shoot at him.


RE: Things you think are wrong with mod - chase.way - 02-10-2014

One more thing.

Inactive faction leaders : This isn't mod as dev mod problem, but a player one. People are too greedy to let go of a faction even if they don't have time to forumlance their leader characters. Take Corsair Elders for example.... I mean, why is it so hard to stay in faction and give active players important RP positions ? You got it from someone...pass it on ! For a long time I didn't understand people's urge to make their own faction when they can join official one, but slowly I'm starting to understand them. It is a video game and we play it when we can, but hell I don't even join the official faction when my time doesn't allow me, not to mention RP someone who matters to whole community gameplay.


RE: Things you think are wrong with mod - Thunderer - 02-10-2014

I don't have enough time for reading all that, but I can throw in a post based on the heading.

It lacks nostalgia. If someone figured out a way of how to transmit nostalgia into people's minds for less than €50, everything would be fixed.
Except the tractor beam bug. Someone still needs to fix that, please.


RE: Things you think are wrong with mod - Coin - 02-11-2014

The player base