Also, big sad that my post was ignored. Really guys, it's a valid point.
Here's your (you):
POBs are hot garbage in their current state, and they only cause grief and frustration. For both parties. Until that's fixed, I wouldn't suggest them for anything.
Now on the topic at hand. Some people.. especially those leading official factions, have been lead to believe that if they avoid losing too many fights - that might have some leverage in their obsessive struggle for power. Here's the thing: losing or winning a pvp fight shouldn't mean jack. It's just a game and it doesn't affect your character development, if that's the concern. Your character is immortal and so is your faction. Lying in message dumps won't win you systems or other game assets. In fact, nothing should, this should be all dev driven (of course, assuming that storyline devs are unbiased and all).
What the staff needs to do is stop tying pvp events to story line progression. I.e "outcome changed based on score". That's a degenerate idea which only causes conflict between players. Rewards are fine as long as they're individual, but even with those they've gone overboard. People have been cheesing events because the rewards were insane, e.g sci-data. Not to mention they wouldn't need to trade for the rest of their lives because they won 1 billion credits in 20 minutes. This alone causes a great divide between players.
This 3000. Events usually makes people behave much much worse than if it were regular non-consequential fight or trade run.
I have not heard that people enjoy shooting POB for hours. And fights that come with it? Can happen more often if people just logged instead of feeling the duty to be AFK Sieging illegal POB.
So you're saying if I set up a whole lot of POB's that people won't be interested? Oh good, then Alte's POB's might get left alone by leftist ret@rds.
Or the hate for said player might instigate people to ACTUALLY LOG. I don't mind being targeted if it means self righteous gits like you log so other people will log to shoot you. Oh look, a healthy chain of events....
Also, big sad that my post was ignored. Really guys, it's a valid point.
Here's your (you):
POBs are hot garbage in their current state, and they only cause grief and frustration. For both parties. Until that's fixed, I wouldn't suggest them for anything.
Now on the topic at hand. Some people.. especially those leading official factions, have been lead to believe that if they avoid losing too many fights - that might have some leverage in their obsessive struggle for power. Here's the thing: losing or winning a pvp fight shouldn't mean jack. It's just a game and it doesn't affect your character development, if that's the concern. Your character is immortal and so is your faction. Lying in message dumps won't win you systems or other game assets. In fact, nothing should, this should be all dev driven (of course, assuming that storyline devs are unbiased and all).
What the staff needs to do is stop tying pvp events to story line progression. I.e "outcome changed based on score". That's a degenerate idea which only causes conflict between players. Rewards are fine as long as they're individual, but even with those they've gone overboard. People have been cheesing events because the rewards were insane, e.g sci-data. Not to mention they wouldn't need to trade for the rest of their lives because they won 1 billion credits in 20 minutes. This alone causes a great divide between players.
So what do they need to be fixed? How do we make them fair and reasonable? For the most part they are about as good as they'll ever get. I scratch my head seeing this because it seems they rarely tie story progression to events or battles anymore.
It seems like we'd hold back on quite a bit if we only ever did things here where everyone was a winner and didn't risk player conflict. Players are responsible for their own maturity. No risk, no reward. We shouldn't design the game around avoiding causing player friction or oorp fights. Rules are well instilled and enforced for a reason. We should be designing activities based on the game's potential.
Activities and/or battles with more meaning is exactly what we need. Outcome should be changeable based on achievements, to some degree at least. That is what entices players to get involved who are bored.
Its funny that we always appease the players to don't want to do more. People frown on the use of POB's for expanding territory, claiming important territory etc. We can't build a POB to block a jumphole anymore? Heaven forbid you have to work to get past a hard spot! That was what gave this game more depth than typical games. First time it happened to me was Malaclypse Base in Baffin. I got my first cloak as a result, or i moved faster the next time, or went around, etc. I dealt with them inrp. I didnt ever think of whining oorp to pressure the owner to not do that to save me time. Same with Kappa Defense Station. I rememebr when a base blocked a route, it caused a real siege. It was a reason to log on. People came out like crazy, blockaded the base supply ships, chased them around as they tried getting by. TBH, if people can get a base up and stengthened to mostly block a jumphole, jumpgate, important trade junction, or mining field, good on them! it's not always so bad. I used to show up in Nagano on the Pelican and uncloak just 3 k from the POB near the ore field, and the miner would already be booming it back to base from seeing me on the chat list, and i'd appear to get a CD off just in time to keep them in space, even though they were safely defended by WP's. i didnt always get paid, or get the trader, but it was fun playing games with them over it.
Actually imo its pretty much the opposite.
All the game is nowadays is conn outside of conn through events, respawn or otherwise, which gets boring fast.
Back when the server had population you could find a fight without stalking people or checking the playerlist every 4 seconds; you just had to fly and eventually youd find a big group of people you could type words at and eventually shoot at them.
Honestly id give anything for those godawful 999999999999999 missile werewolves and quintiple missile labcs and 20 tutaskias etc as long as the server could go back to having 100+ people daily. As long as people look at the playerlist and go "hmm thats a lotta players lemme go log in and play in this very active server", more and more people would follow. But of course, population only sticks if theres stuff to do. I'm not sure how piracy is nowadays but if transports are still op as balls against snubs then this game will never have high pop again.
People hate the gepard crew because all they do is ruin whatever good pvp is left. Nobody would give a damn if they'd do it as long as the server had 100+ players, because all they'd be at that point is just be more things to shoot at. You can say whatever you want about Tutashkia & co, and even I remember saying "hurr durr i wish theyd just leave" without realizing that they were making huge activity happen, because they'd boost the already decently high playerlist. The knockoff tuta crew these days just pushes more people away without making people log in.
(08-09-2019, 12:29 AM)Durandal Wrote: There's a real easy solution to this and that's that the aces stop flocking together so much and branch out and fly with some of these more RP oriented people. That's why I was with the BAF during the '31 event when nearly the entirety of the aces on the server were stacked against us.
People who enjoy FL's PvP are quick to accuse more casual players of avoiding encounters, yet aces very rarely end up on the ends of each other's guns.
i switched so many times in the tau 31 event to try to keep things balanced
whenever i switched the side i switched to started winning
when i switched again that side started losing
at this point what youre just telling me to stop playing with people
me and 3 other people literally won a 4v8 what other handicaps do you want
if people dont want to lose they should train
if someone cant have fun just because they know theyll lose/theyre losing thats entirely on them and is not the fault of whoever killed them
(08-09-2019, 12:29 AM)Durandal Wrote: There's a real easy solution to this and that's that the aces stop flocking together so much and branch out and fly with some of these more RP oriented people. That's why I was with the BAF during the '31 event when nearly the entirety of the aces on the server were stacked against us.
People who enjoy FL's PvP are quick to accuse more casual players of avoiding encounters, yet aces very rarely end up on the ends of each other's guns.
First of all no, "aces" were never stacked on either side. Furthermore it was you that prompted a certain group of people to log BAF.
Personally, I don't fly with people I don't like. People get together with people who share their interests, and most of these people don't give a damn about who joins what side.
The majority of disco players have never wanted to improve or get better at pvp in this space shooter game. There's nothing wrong with being bad and there's nothing wrong with losing, just like there is nothing wrong with having grudges and hunting after certain people you don't like, although it's not that people do that anymore, but don't even try to put the blame on the people that do try and get better at the game because they like to play the game with their friends.
There have never been consequences to being bad, yet people have always complained upon loss. People don't actually dislike fighting other people, they just dislike losing and want other players to take the win home for them.
All hostile IDs give credits on kill. All traderoutes, mining and smuggling become more efficient. Missions aren't absolute garbage.
Start there and maybe people will actually start playing the game on their own, because guess what, players are given absolutely nothing to do, specially after breaking most of the common bottlenecks in the traditionally most active areas of the game.
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.
(08-09-2019, 08:50 AM)Yber Wrote: Start there and maybe people will actually start playing the game on their own, because guess what, players are given absolutely nothing to do, specially after breaking most of the common bottlenecks in the traditionally most active areas of the game.
top priority at the moment should be giving players something to do on their own tbh
The more time passes by, the more careful they get. That was a thing even few versions before, like ignoring an interaction with assumingly miserable ending. However, that is natural.
You know better than me that you shouldn't rely on this place. Grab your closest ones and have fun with them at least. Or don't waste any time here at all.