(08-22-2014, 12:17 AM)Toji-Haku Wrote: However your idea is interesting, there is one big and major problem: There is already too much space place in Disco and little players, so why to disperse them on yet bigger territory?
People wonder why disco is small and has shrunk over the years, and believe it or not, its this attitude. 'Disco is shrinking population wise, so shrink the game too to make it feel full' <--- that will be the death of the 24/7 RP server. The reason why the growth has slowed is because although it is indeed a very large game, it could still be larger, and have a lot more places. If a business is shrinking because its losing clients or customers, you don't shrink your business, you have a big drive, you get BIGGER and do something extravagent to try and draw new people in. I think its the same here. The systems get monotonous after a while, and reputations basically confine most factional characters to their same areas. People come to this game and the first thing that wows them is the additional systems, so you can finally go beyond the vanilla landscape. If players see this game is getting smaller, its gonna be obvious its on the way out, and discourage new growth. We need some new places more than we need tweaks to codename weapons or scanners. More systems, new stuff, that makes a person think 'this game is still growing, and getting better, maybe i'll give it a shot!' no one wants to join a game they suspect is on its way out.
Wanna replace old unused systems with new ones? great idea, and add some new features too, but shrinking the game up will just make it seem even smaller, less open ended, and kill the main aspect of the game in the first place, that being an almost unlimited universe to explore and have adventures in. I just don't see the point of playing a game like this, and wanting the trade routes to be a short as possible as some want, but still want to do it in space. Space is big, space travel is supposed to be tedious. I support more systems, buffer systems, and unexplored/unsettled systems for players to go out and start fresh in.
(08-22-2014, 12:17 AM)Toji-Haku Wrote: However your idea is interesting, there is one big and major problem: There is already too much space place in Disco and little players, so why to disperse them on yet bigger territory?
People wonder why disco is small and has shrunk over the years, and believe it or not, its this attitude. 'Disco is shrinking population wise, so shrink the game too to make it feel full' <--- that will be the death of the 24/7 RP server. The reason why the growth has slowed is because although it is indeed a very large game, it could still be larger, and have a lot more places. If a business is shrinking because its losing clients or customers, you don't shrink your business, you have a big drive, you get BIGGER and do something extravagent to try and draw new people in. I think its the same here. The systems get monotonous after a while, and reputations basically confine most factional characters to their same areas. People come to this game and the first thing that wows them is the additional systems, so you can finally go beyond the vanilla landscape. If players see this game is getting smaller, its gonna be obvious its on the way out, and discourage new growth. We need some new places more than we need tweaks to codename weapons or scanners. More systems, new stuff, that makes a person think 'this game is still growing, and getting better, maybe i'll give it a shot!' no one wants to join a game they suspect is on its way out.
Wanna replace old unused systems with new ones? great idea, and add some new features too, but shrinking the game up will just make it seem even smaller, less open ended, and kill the main aspect of the game in the first place, that being an almost unlimited universe to explore and have adventures in. I just don't see the point of playing a game like this, and wanting the trade routes to be a short as possible as some want, but still want to do it in space. Space is big, space travel is supposed to be tedious. I support more systems, buffer systems, and unexplored/unsettled systems for players to go out and start fresh in.
²
I'm bored. I've seen everything. There's nothing new to discover. Hell, even the edge worlds don't feel like far-away places anymore.
I'm bored. I've seen everything. There's nothing new to discover. Hell, even the edge worlds don't feel like far-away places anymore.
YES. The deep omicrons don't feel so deep after playing a couple years. WE NEED MORE *coughs* and making it easier to build bases out in those places would be good too, so players could actually go and try to settle them, establish outlying outposts, etc.
(08-22-2014, 12:17 AM)Toji-Haku Wrote: However your idea is interesting, there is one big and major problem: There is already too much space place in Disco and little players, so why to disperse them on yet bigger territory?
That's not actually true. This, together with that idiotic theory of having to create 'choke points' to 'steer players' is complete garbage. People don't go somewhere because they can't go anywhere else. People go somewhere because it's interesting to be there, because it's more interesting than anywhere else they could be. Connecticut is an extreme example of this. There's fun gameplay to be had there. So people go there. Same with New York, because starting area's are always more likely to be filled with people.
I would love to hang around more around New Berlin, or New Tokyo, or New London ... or any of the other in-lore hubs. I don't, because there's nothing interesting there. Nothing special to see. Even as a trader I don't have any reason to go there because I can often make a lot more profit by going to faraway places that make no sense whatsoever. Disco lacks gameplay-hubs, not choke points. To get people to be somewhere, you have to lure them, not force them.
Being able to buy ships anywhere isn't helping. The lack of profitable in-House trading isn't helping. Seriously, most production and trade should just happen around a few central, highly connected nodes. We should only ever go outside those nodes to import unprocessed material (ores). Or from House centre to House centre. Generally, goods should flow towards a centre, not outwards, like they do in real economies. It isn't right that I can make gargantuan profits by exporting loads of crap to border and edge words who shouldn't have the money to afford such things in the first place.
Oh, and the lack of dedicated combat zones between enemies isn't helping either. Give warring factions zones where they can fight over something useful that can't be found anywhere else but it necessairy to give them an advantage elsewhere. You'll soon see them flock there.
(08-22-2014, 03:01 AM)Mímir Wrote: I also think story should reflect the in-game situation better, ie. Texasburg should have been a reality a long time ago.
Everytime +1 to these and similiar ideas.
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I'm bored. I've seen everything. There's nothing new to discover. Hell, even the edge worlds don't feel like far-away places anymore.
YES. The deep omicrons don't feel so deep after playing a couple years. WE NEED MORE *coughs* and making it easier to build bases out in those places would be good too, so players could actually go and try to settle them, establish outlying outposts, etc.
The trouble is that you have a handful of people, 2 factions in particular, who cannot resist the urge to demonize unknown bases and to swindle them out.
Whatever is your stance on the omicrons, the factions that are currently present there render the place useless and time-wasting. When you replace them with people that are open-minded and friendly in nature, well then you'll see people rush there. People build bases in civilized places because even if theres one faction that may dislike you, theres alteast twice more that may be friendly with you. In the omicrons as you may have noticed, it doesn't work like that, mainly because the factions there are driven by irrational hate towards anyone who doesn't submit to their will. I just wish the nomads could finish the job and then no one will be able to police anyone, and then omicrons would be intrested to invest and fly to. I have voted for a change in the omicrons, not surender - and especaily surender to dead factions whos reputation couldn't possibly be any lower.
Thanks for the tip Tel. I did tried to build base in Omicrons once. Next time I will simply put a POB in NY without notifying authorities. Much simpler that way.
Back to topic of alternate universes, I'd have pit Bretonia as emerging superpower in aftermatch of Nomad War and indeed, put more effort into Nomads.
(08-23-2014, 06:53 PM)Omicron Wrote: Thanks for the tip Tel. I did tried to build base in Omicrons once. Next time I will simply put a POB in NY without notifying authorities. Much simpler that way.
Back to topic of alternate universes, I'd have pit Bretonia as emerging superpower in aftermatch of Nomad War and indeed, put more effort into Nomads.
my point was not to denegrate but to reflect the situation as it was on the surface. I don't claim to know everything, butto your credit I haven't see anything lately, i mean in the last six months or so - perhaps i'm wrong with my analogy this time. Anyway, Have a good week
I'm bored. I've seen everything. There's nothing new to discover. Hell, even the edge worlds don't feel like far-away places anymore.
YES. The deep omicrons don't feel so deep after playing a couple years. WE NEED MORE *coughs* and making it easier to build bases out in those places would be good too, so players could actually go and try to settle them, establish outlying outposts, etc.
The trouble is that you have a handful of people, 2 factions in particular, who cannot resist the urge to demonize unknown bases and to swindle them out.
Whatever is your stance on the omicrons, the factions that are currently present there render the place useless and time-wasting. When you replace them with people that are open-minded and friendly in nature, well then you'll see people rush there. People build bases in civilized places because even if theres one faction that may dislike you, theres alteast twice more that may be friendly with you. In the omicrons as you may have noticed, it doesn't work like that, mainly because the factions there are driven by irrational hate towards anyone who doesn't submit to their will. I just wish the nomads could finish the job and then no one will be able to police anyone, and then omicrons would be intrested to invest and fly to. I have voted for a change in the omicrons, not surender - and especaily surender to dead factions whos reputation couldn't possibly be any lower.
That's just how territorialism works. It's not because people are bastards. Every species does this. The only way to stop it is to make sure you become stronger than the others so you can set the rules.