(04-24-2018, 09:28 PM)Nerva Regis Wrote: .....ok then.
Today saw the introduction of 10 hunter-killer robots to the server. Seeing as the Infocard for these are blank aside from the name, they are not only unobtainable and rare, but also have no dictated rp or terms attached.
Just a reminder, @Xalrok added a cultist base back when I was phasing the faction out as a concept. It was intent to be the ''end boss fight'' of bossfights and is destructible. You can use that - it is somewhere in the event solar ini.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Quote:Additionally, Cultist events have shown two clear flaws. The drop system is in the advantage of whoever has the lowest ping and the highest b spam, and that players will either ignore ID completely to get rewards, or focus on killing off whoever is hostile to them before the cultists, resulting in drawn out events and players barred access to the system while it happens.
While we can not entirely correct either of these problems, we have already begun investigating alternative means, as well as altered rules for the duration of these events, to ensure that *everyone* can enjoy them to the fullest.
Ideas that may help :
How about making that ONE player can only obtain ONE ( or only few ) prise/es , by limiting quantity of prises one ship can hold or tractor beam-it ?
Or that prises will not all be drooped on one place , but scattered in 5 k range around place where you expect to be drooped , so that players will have to go and pick them up one by one , instead whoever press tractor beam button first collect all ?
Or that prises occupies cargo space , so that you can only collect as much you have space , most agile ships will only be able to collect few , while big ships can collect lots but they will have lowest chance ?
These may prevent that some random cloaked ship collect all prises and run away .