I don't think adding any artificial gate-keeps for people to not be able to fight in certain places is a good way to make the server go above 10 pop honestly. I get people want to roleplay, but PvP is just as big of a part of this game.
Gallia had NPCs lowered to almost zero for some time, and opinion of people was both "it's cool and good, no more flipping or annoying buzzing around" but also "it's bad because everything feels even more dead". So maybe keep at least transports with their escort?
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(09-22-2021, 01:15 PM)Lucas Wrote: I don't think adding any artificial gate-keeps for people to not be able to fight in certain places is a good way to make the server go above 10 pop honestly. I get people want to roleplay, but PvP is just as big of a part of this game.
Are you even reading any of my posts? I'm saying for vital locations of importance, classified, restricted, 'raid' zones.
Why would you even be going to Alaska for pvp? You wouldn't. The focus is in New York.
Nomicrons, deep Border Worlds, heavy-guarded stations, zones like Badlands or Area-21 should contain harder NPC, reduced scan/detection range. They are places civilians shouldn't visit and freely dance their salsa there.
Personally, I liked places like old Omicron Zeta, very Omicron Chi and it's a big shame such places are gone. There were good challenging places.
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I think that long-term goal is to have strong NPCs on patrol routes and then get rid of ambients NPCs which spawn everywhere, so it should be possible to avoid NPC spawns if you want.
And for some numbers of players online - game should have both - opportunities for PvP and non-mission PvE for exploration/RP-PvE/immersion/etc.
(09-22-2021, 01:17 PM)Groshyr Wrote: Gallia had NPCs lowered to almost zero for some time, and opinion of people was both "it's cool and good, no more flipping or annoying buzzing around" but also "it's bad because everything feels even more dead". So maybe keep at least transports with their escort?
nah NPCs were fine - they still spawned all over but didn't shred you with real guns
(09-22-2021, 01:15 PM)Lucas Wrote: I don't think adding any artificial gate-keeps for people to not be able to fight in certain places is a good way to make the server go above 10 pop honestly. I get people want to roleplay, but PvP is just as big of a part of this game.
Are you even reading any of my posts? I'm saying for vital locations of importance, classified, restricted, 'raid' zones.
Why would you even be going to Alaska for pvp? You wouldn't. The focus is in New York.
I'd go to pvp there if people are in Alaska. Isn't that like.. really simple? People hide in spots plagued by NPC's and stations already, it's horrible.
(09-22-2021, 01:19 PM)Erremnart Wrote: I think that long-term goal is to have strong NPCs on patrol routes and then get rid of ambients NPCs which spawn everywhere, so it should be possible to avoid NPC spawns if you want.
And for some numbers of players online - game should have both - opportunities for PvP and non-mission PvE for exploration/RP-PvE/immersion/etc.
This is the issue though
I don't think you can set both in same system?
For ambient to have weak guns and for specific areas to have real guns? So the current failed experiment both removes atmospheric NPCs making space appear kinda dead, while the low number that does spawn still ruins interactions.
It was a nice attempt and made sense, but there was a reason it was the way it was before for so long. Unless you can have both...then specific areas (Major etc. limited areas around non house capital planets) and lane pirates can have real guns
everyone else old weak ones while keeping ambience.
They make you more aware, not comfortable all the time that nobody can kill you. It is normal to have caps in New York, Its New York. With stronger NPC's universe feel more alive, it is really boring sitting somewhere in space and 5 NPC's shoot you and take no damage at all. Sure you can't RP while they shoot you, shot them down and continue.