Sigma and Chi just feel incredibly bland though. Even though Chi has some story plot to it, both still just feel like pointless fluff that needlessly bolsters the Omicron system count. To top it off, players do not actively visit those systems and they don't really generate activity. Epsilon has had somewhat of an uptick in activity recently, but like the others it just feels like a buffer system.
Look at the connections. Imagine if, without Epsilon, Mu connecter to Beta and Tohuku. OC now have even quicker access to Mu for raids, and even BD/GC/KNF can take part in the activity with the ZoI extension. Xi connecting straight to Delta would be interesting to see, it'd make for easier transit and interactions. Honeslty I'd rather we delete Omicron Sigma and bring Omicron Zeta back. It was cooler. It was also frequently active, unlike O-Sigma that no one really visits.
(10-05-2018, 05:26 PM)Lythrilux Wrote: Sigma and Chi just feel incredibly bland though. Even though Chi has some story plot to it, both still just feel like pointless fluff that needlessly bolsters the Omicron system count. To top it off, players do not actively visit those systems and they don't really generate activity. Epsilon has had somewhat of an uptick in activity recently, but like the others it just feels like a buffer system.
Look at the connections. Imagine if, without Epsilon, Mu connecter to Beta and Tohuku. OC now have even quicker access to Mu for raids, and even BD/GC/KNF can take part in the activity with the ZoI extension. Xi connecting straight to Delta would be interesting to see, it'd make for easier transit and interactions. Honeslty I'd rather we delete Omicron Sigma and bring Omicron Zeta back. It was cooler. It was also frequently active, unlike O-Sigma that no one really visits.
I want say Lyth, there no need delete systems to make normal connections. For normal connections we need normal connections (obviously, right?). Systems itself irrelevant to it. Why da hell just not make less used or bad for traveling systems in dead ends? That will save them as frontier and as places to claim, for RP. That will generate special interactions, non-forced by rails of route.
And yes, combatant interactions just really require normal holes connections, but systems itself not how not affect on it in really.
Upd, about replace boring system by more cool one - yes, more of that please. If exists variants to replace already boring system on something less boring, that should be. But just deleteing stupid way.
(10-05-2018, 04:10 PM)Karlotta Wrote: Because of all the options available to increase player density and thereby increase player interaction frequency, devs chose the most time consuming and wasteful.
Makes sense to me. When you have a 100~ player max limit on the server (not that we ever actually reach that anymore), and you have 300 systems, the chances of people running into each other are pretty poor.
But there are ways that can achieve more encounters without removing content.
- focusing players onto certain systems/routes by re-balancing trade and ore fields
- focusing multiple activities all into the same activity hubs: trading, mining, missions, turf wars between pirates as well as mining factions
- encouraging players to make fewer characters by not specializing every ID onto only a few activities, so players are more on their favorite characters that they enjoy, that are well known, and that are easy to identify by friends and acquaintances without discord. Examples: decent mining bonus for Freelancers, more equal mining bonus and cargo sizes among IDs, larger ZOIs for multiple factions
All this is pretty straight forward, but the problem all over discovery (not just devs) is that people are stuck in old an obsolete beliefs and react to situation years too late. Like... 4 years after most people knew that there are too many systems, they still kept adding them. 6 years after populations drops and drops, people STILL think its a good idea to spread players our among IDs. And instead of simply stopping to do that, they start deleting factions like LWB, WHILE someone was trying to actively revive it. So if one can expect all these necessary steps at all, it's probably going to be 5 years too late, if disco still exists then.
inb4 "disco old gaem stop berate glorious disco team who is working on stuff for my personal benefit instead of really important things"
The problem is pretty much caused by people who think questioning old and obsolete dogmas is an "act of defiance", and the widespread belief here that "if I criticize devs or admins they'll treat me or my faction bad".
So you want to have 300 systems, but limit people to only actually ever travelling through a dozen of them? That makes less sense than getting rid of the extra, pointless systems that take up server space.
Quote:So you want to have 300 systems, but limit people to only actually ever travelling through a dozen of them? That makes less sense than getting rid of the extra, pointless systems that take up server space.
Is server space is so critical in 2018? Things is, combatants always will found each other, they just need routes for fast traveling inside ZOI. Same for traders, they need limited trade routes. But systems itself irrelevant to that.
You can make all connections in needed way for fast interactions, leave less used systems as dead-ends, left for players elements of exploring and claiming. That very important have just place to flight. Just reducing systems numbers not increase activity, it just force frequency of interactions "bypasser-counterlog\pirate". But that irrelevant to normal combats, fleet fights, convoys, and even decrease exploration and just idle activity, reduce content.
Honestly, that interactions on routes in really mostly boring, cos trade system it self boring and non risk. So i dont see any sense move in way for encourage this interactions over everything. Right decision include full rework of connections, many peoples already proposed variants how it could be organised.
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Obsolete or pointless transit systems that just increase travel time for the sake of increasing travel time can be turned into dead end systems rather than removed so they still exist and people can go there, but it doesn't interfere with the natural flow of players. Also if someone goes into one of them, finding them is pretty easy since it only has 1 connection. Removing them wouldn't be bad either, but this is a slight upgrade for those 2 reasons.
More interactions will happen with 300 systems and well organized connections that encourage player interaction and put a lot of unnecessary systems on the edge where they don't interfere with anything, rather than 120 systems with random connections and everything being connected with dozens of routes from point A to point B which is what we have at the moment.
As far as I've always been concerned, we are better with our systems as they have mostly been throughout the game's history. we're actually only a little over a hundred I think, but it comes down to this: we are better off dying down and having the mod die off with the game staying the same, instead of chopping it up just to make it seem more populated. This is a population problem, and the solution is not to funnel activity or change the essence of the system layout dramatically to limit routes to only a few junctions. The beauty of Sirius is the web of connections that lets you choose your path based on many variables. I hate to be hardcore as always but we are better off with the system layout predominatly as is, rather than keep snipping to accomodate for less traffic. Its better to die as it is with some dignity than be changed for what I'm sure would be a superficial change, and let our population evaporate until we only ever have 10 players online. It wont bring back players to shrink or add limits to routes, so it wont help in the long run. People should jut accept that as time goes on we are going up against far more advanced games, advanced game systems, and easier to use platforms like consoles. This is inevitable, the answer will only ever be...keep trying to add new content, new concepts, and i say again MORE SANDBOX SYSTEMS to serve as bait, to envigorate and focus traffic using existing routes.
While web of connections with balanced and good routes is most right and good decision, unfortunately planning and designing of it is equialent to creating new freelancer-alike game. That why there is decisions like make fast routes without deleting obsolete systems.
(10-05-2018, 06:35 PM)Antonio Wrote: Obsolete or pointless transit systems that just increase travel time for the sake of increasing travel time can be turned into dead end systems rather than removed so they still exist and people can go there, but it doesn't interfere with the natural flow of players. Also if someone goes into one of them, finding them is pretty easy since it only has 1 connection. Removing them wouldn't be bad either, but this is a slight upgrade for those 2 reasons.
I tried to suggest this in the regional dev chat but appearently it wasn't a good enough idea... :/
(10-05-2018, 04:10 PM)Karlotta Wrote: Because of all the options available to increase player density and thereby increase player interaction frequency, devs chose the most time consuming and wasteful.
(10-05-2018, 04:10 PM)Karlotta Wrote: Because of all the options available to increase player density and thereby increase player interaction frequency, devs chose the most time consuming and wasteful.