(11-20-2013, 12:45 PM)Trogdor Wrote: Perhaps we could do something else? For example, a /roleplay command, that would would fail unless you had been sitting still for X amount of time. When you enter it in successfully, it removes npcs' ability to target you, by setting your reps to friendly or w/e. When you /roleplay again or move, the command turns off and npcs will once again see you as hostile.
That would work except you have people on the server who rather than RP wait until you have stopped moving and call out a "ENGAGEABLAGEASDSADWA" or silent kill you...
(11-20-2013, 02:51 PM)tyro Wrote: the more changes to NPC is done, the more problems it causes.
yea..
Its not that they are bothering me cause of damage.. just the fact i see them so much... at those three locations. And i usually pass them and continue on on my way, but, the problem with that is, if say i am docking with the trade line, or a gate, what happens is they hit my ship and make my ship go in a mayham spin. (about a 90 to a 180 degree turn) to the way i don't want to go. And the Mastodon is a rock in space, quite a slow one to be on that. But i did buy and i have lived with the problems with it. for the past 3 days, 4.
and i do play at night where usuall amount of players is under 50. so.. i guess i can see why they are more populated..
(11-20-2013, 02:55 PM)Delithor Wrote: if say i am docking with the trade line, or a gate, what happens is they hit my ship and make my ship go in a mayham spin. (about a 90 to a 180 degree turn) to the way i don't want to go. And the Mastodon is a rock in space, quite a slow one to be on that. But i did buy and i have lived with the problems with it. for the past 3 days, 4.
It's true that sometimes they are just annoying, but i just cruise away from them, and later, sometimes i just wondering and smile. and well, and it's funny that sometimes a 5k ton transport (even cruiser or bigger than that?) can spin with a light fighter npcs ships, but in the end..it's just fine, and i just think that their other job is to annoy players.
I would like them to get turned up in some areas where they don't interfere with fighting like they do around Java.
I would like them severely turned up in mining areas.
I would like them to have disruptors again in certain areas, to kill AFK trading.
I just started over, and making credits via scrap mining is so easy and safe it almost isn't fun. When I first sat down to make my account I thought of all the new ships, the shiny carriers and toys and sort of envisioned that as the "endgame", but then I started mining and realized I could have those things in a week if I wanted to, and that spoils the fun in the challenge.
If you look at Discovery as merely a traditional computer game, there almost isn't any challenge. You can safely grind your way to max level in no time, and it gets really boring. NPC's are there as a minor nuisance, not really of any importance at all. It is WAY too easy and it is no wonder that new players fly around in battleships after having been on the server for 3 days - it is that way because the game eases the player in that direction and let them get there with no effort save from the time they put into it. There is no real challenge in it whatsoever.
When I played EVE Online, there'd be really nasty NPC's appearing in mining fields that forced the miner to react - either by running, calling for someone to come kill the rats or to log a ship to kill the NPC's yourself. It made mining a little bit more interesting, and promoted a team effort. It also added a level of uncertainty, whereas in Discovery you can be sure to maintain your credits pr. hour ratio when scrap mining no matter what, it's like a clockwork and that makes it incredibly predictable and eventually incredibly boring.
If it is possible to have really powerful NPC's (even pirate cruisers and gunboats) to appear in mining areas rarely, like 5-6 times a day or something like that, I would absolutely love it.
There have been so many of these NPC threads, there should be a section on the forum for them...
--> Discovery Mod General Discussion
-------->Discovery Mod Balance
-------->Discovery Mod Bug Reports
-------->Discovery Developers Forum
-------->NPC Moaning
-------->Ship Submissions
-------->System Submissions
(11-20-2013, 01:50 PM)Thargoid Wrote: As for the RP command, it's not much use to a pirate if you can't use it when you've been sitting still for a while, however the trader could use it as he's always on the move, and I like the fact there are sometimes 8 Rogues attacking the trader, makes em react more quickly, and make my job easier if they don't comply.
That's... the exact opposite of what I proposed. >_>