-What would you like to see future system design focus more on, and why? Some examples: visuals, gameplay, story progression, hazards, treasure hunts, environmental storytelling, etc.
Gameplay. The story progression may change and making/changing a system solely for this purpose might be a waste of time. -What do you think current systems, on average, suffer from the most? Use the above examples. An additional example: Overcrowdedness (lack of barren, dangerous space) can be a valid reason as well.
I've heard a statement that you are tyring to make chokepoints by deleting the systems. The goal to concentrate some players at one point of space is ok in my opinion. But I can't see how it works in Kusari, where I spend most of my playtime. I'll give you an example: for some time I was obsessed with catching GCs and their smugglers. I camped in New Tokyo at Shikoku JG, but the problem is they didn't even need to visit NT to continue their smuggling to Omicron Alpha, they just used JH from Shikoku to Kyushu. So how I supposed to catch them if they have two similar (4 jumps) routs to Alpha (from Kyushu to Alpha & from NT to Alpha through Honshu)? For a solo player, especially an FL IDed without Net, it's difficult. If the smuggler anticipates I'll search for her, she can delay her approach to Kyushu JG, pretending to be travelling to Honshu JG, or use some other various tactics. In most games defending (camping) is easier than attacking (smuggling), so I'm confused why I have to bring a friend or two to secure the system from a single smuggler, which might be not even a combat ship? Make the choke points even harder. My first thought was to connect Shikoku with Hokkaido instead of NT, to give lawfuls some time to react before unlawfuls will leave Kusari space. I want my encounters, not just with lawful traders or unaware wannabe smugglers. -Would you rather the Systems team focused more on reworking existing systems, adding new systems, removing obsolete ones, or a balance of everything?
Reworking and balancing the existing systems. That's the best what could be done. New systems are only dragging some short attention, not solving anything in the long term. -Where and how do you think existing systems could be enhanced with environmental storytelling and worldbuilding? Example: How would you make systems like Hamburg, Tau-23, or Hokkaido more interesting?
i don't know how exactly, but all these systems* should be good for corporate wars. Maybe some repeated events by the story team. People are playing the community events, why won't encourage that for corps? Though my attempt in doing so has failed, some minor in-game rewards from the dev team may drag some interest to it.
*if you'll connect Shikoku to Hokkaido as I mentioned Travel times:
The only travel time that bothers me is in Cambridge system. You know which. System connectivity:
-Do you think systems, on average, have too few, or too many connections? Do you think the concept of having defined activity hub systems per region is good or bad?
Pretty much described above. -Do you think all systems should have an equal number of connections, instead of sacrificing some over the other? Example: Sidelining Omicron Kappa in favor of Omicron Theta.
I think the North of Kusari has no real purpose. Yes, it's a base of operations for some criminals, but they might freely operate on some stations withing Ku homeworlds like Rouges in New York. I'd wish to see a direct line from Ku to Omicron Alpha to harras Outcasts. Alternatively, to Gallia space with the same purpose. -How much value do you put on connections of a system? Would you be satisfied with a system being sidelined connections-wise, but having importance in another aspect instead such as interesting gameplay or story asset relevance, and why? Example: Dublin, Omicron Pi.
It have to be valuable points of interest gameplay-wise. As mostly a solo player (which basically will be any newcomer to the Disco) I don't have any RP "weight" nor the interest to story relevance, so it's either a private club for active factions or a farm club for everybody. You decide. -Would you like to see a) fewer systems with more connections, or b) more systems with fewer connections? Example image:
I would like to see both. More connections over the Houses homeworlds, less connections beyond them. 5.0 feedback:
-Give us your brief 5.0 feedback - system addition/removal, reworks, merges, connections, gameplay aspects such as hazards, treasure hunts, flavor wrecks, overall environmental changes.
I feel sorry for the guys than roleplayed the deleted systems. I think it should have been mentioned/rewarded in some way. Depending on the server population, and being not involved into roleplay heavily, I'd say I'm fine with the removal. I would also like to see when conditionally three distant factions can reach each other pretty fast, making a good Free For All, encouraging some dedication to the factions, being in one of those active "blocks" at the moment. -What did you like the most?
Less systems -What didn't you like at all?
No patchnotes. Which jumphole cannot fit my ass anymore, etc.
(01-01-2024, 12:15 PM)Ravenna Nagash Wrote: In a live role playing environment, you are not owed or mandated to be given a duel. Fights develop differently every time and people have varying degree of time to log on their hands or have their own plans.