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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Community Thoughts On Official Events With Player-Determined Outcomes

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Community Thoughts On Official Events With Player-Determined Outcomes
Offline Traxit
02-10-2018, 02:19 PM,
#11
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(02-10-2018, 02:03 PM)Thunderer Wrote: inb4 the XTF claims Sirius.

This also encourages the worst kinds of dishonest behaviour. Imagine a Core vs Order event done like this. Everyone would log for the Order, ubergank the Core, and take over Yaren.

Then force balanced fights with equal numbers?

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Offline Jessitrescott
02-10-2018, 03:07 PM,
#12
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(02-10-2018, 02:19 PM)Traxit Wrote: [quote="Thunderer" pid='1970293' dateline='1518267825']
inb4 the XTF claims Sirius.

Then force balanced fights with equal numbers?

Seal clubbing !!

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Offline Thunderer
02-10-2018, 03:40 PM,
#13
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The characteristics that factions have in-lore are different from those which they have in-game. For example, the Liberty Navy is more skillful than the Gallic Royal Navy inRP, but less numerous, while in-game it is the vice-versa- The Order and the Core are quite on-par inRP, but in-game, the Core has much better pilots, which the Order makes up with numbers (which they actually can't use, because ganking is a more accepted term in Disco than sealclubbing). InRP some factions have less advanced equipment than others, while in-game, their equipment is actually better.

In-game conditions don't match the inRP conditions. If they did, then your idea would be very favourable.

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Offline Ash
02-10-2018, 04:06 PM, (This post was last modified: 02-10-2018, 04:08 PM by Ash.)
#14
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Karlotta outlines the risks quite clearly with some current examples.

(02-09-2018, 12:21 AM)Karlotta Wrote: Based on past experience, I think it's likely to result in even more drama about fairness and unfairness in fights, even more dev work that doesn't really benefit the community/gameplay as a whole, even more faction leaders who think the devs owe them something just because they put a lot of work into it themselves, and even more bad developments instead of good ones.

Developments should be made because they are beneficial to the mod, not because some factions or some players want to expand or "make a mark" on the mod. I don't think there's really been a development that was really decided by the outcome of player actions, although some attempts were made to paint some developments that were wanted by factions as the outcome of pretty much pre-determined outcome of an event. There are three events I can remember, which had some positive temporary fun elements, but bad results overall:

I like the idea but can see the sort of problems that could arise from giving power to the community to shape the future of the mod. The answer is control. Devs would need to create two outcomes from such an event that have been thoroughly assessed with reference to the discovery timeline, faction's standings, territorial matters etc. Developments based on events should have a minimal impact the discovery universe as a whole, a minor impact on factions and should really be isolated to individual bases and systems. Once we've got that to work, then we can look at having rare events that have some sway over the direction of factions, wars and the like.

The fall of Toledo had a massive impact on the founding elements of The Order This made the event really thrilling due to the high stakes but the after effect has had a widespread effect that we all now have to live with. This isn't the real world, it's a game mod. People play to have fun, not to have to put up with the negative consequences of deeds of players who are now long gone.

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Online Lythrilux
02-10-2018, 04:17 PM,
#15
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Here's an idea:

What if events were player determined, and even if one side(s) loses, all sides involved would always be guaranteed to gain something from it?

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Offline Croft
02-10-2018, 05:07 PM,
#16
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Quite frankly, you can't let players dictate anything by actions. Input certainly, but not actions.

Faction leads and by extention those within factions often only consider themselves with occasional thought to their rivals or neighbours, they typically don't look at the big picture or the long term implications. Then, of course, is the difficult part of getting factions to agree to a change because everyone likes to win but no one wants to loose. On the flip side, giving everyone something just leads to needless bloat and generally removes any investment in said event which just becomes a "farm for loot" MMO type deal. Not the direction you want to take for a community managed RP sandbox.

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Offline Gagadug.
02-10-2018, 05:20 PM, (This post was last modified: 02-10-2018, 05:25 PM by Gagadug..)
#17
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(02-10-2018, 03:07 PM)Jessitrescott Wrote:
(02-10-2018, 02:19 PM)Traxit Wrote: [quote="Thunderer" pid='1970293' dateline='1518267825']
inb4 the XTF claims Sirius.

Then force balanced fights with equal numbers?

Seal clubbing !!

Part of the problem, but mostly other abuses of killcounts, say dual nova bombers, selfnuking, restocking, shooting teammates and all the other things we dont like to see in this game.

To the OP: Player determined events will trigger unfair play while the gains are but feeling more important about your ingame presence.
I genuinely think fights without the burden of having to win are way more fun. If PvP had actual consequences a lot of people would just not log to not get killed while more skilled people could stomp whatever side they want to loose.
This would hardly mean more influence for the average player.
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