A small cluster of empty systems to be colonized would be nice.
Still think for the future to be encouraging we need a macro rp/pvp battle system to manage wars, house incursions, territory maintenance.
Mostly I think we need to add more valuables in game (commodities with functions that make them more valuable) and more value to activity by adding cyclyical activity. Which means... Let factions have the option to claim territory or stations, fight over it, and add things within that have purpose. These types of actions open up opportunity for all roles to get involved. But a system is what should be set up so players can just do the RP or PVP and not have to request so much (except to move navy ship bases). Let houses (navies) move around their ship bases, move them into a new system to invade if desired. Those actions are where the devs would be most needed, and thats where most of their time should now go!
I envison a server where things are moving around more often but in smaller steps. The taus and omegas are perfect examples. We could always be having events over the keeping of territory/assets. Once an organized system is set up it can apply to any situation in the future.
Let players engage in the game of maintaing the balance themselves. Just having those situations here is what needs to be advertized.
We need to be able to do more IN GAME with regards to all of this. Heck if it were up to me, on top of all npc (stationary) ships being mortal with HP, JUMPGATES would also be able to be disabled by making them have really high HP, and set them to be undockable if they hit 0, and then require something to reactivate it like a supply event or figure out using repair ships.
On that note, all of those situations would be amazingly epic if the objects under attack could be repaired by defenders (mostly during lulls). But then we'd even have the jumpgates to fight over and protect to keep commerce flowing. Some would be forgotten about, only take chips by random passers, but some would always be at the center of action and need to be repaired. Police would actually be tasked with going on missions to check on their strength, etc, and order repairs.
So TLDR, we need more mortal objects of value, and to be able to use repair ships on them. Keep bases alive, keep gates alive, give us some purpose like protecting our territory or commerce lanes. And the at worst, navies can ask for stationary ships to be moved to better defend an important gate.
Cuz in both cases, player factions could issue their own missions...meaning a navy could say to its members, go find an enemy battleship and inflict X million damage on it. or unlawfuls could do the same against navy ships, or in the other example, attack jump gates, knock some damage of with each attack, let lawfuls try to repair, or maybe they organize a big attack on their own and succeed in cutting off a connection for a while. Rogues could take a fleet of Scylla's around trying to siege jump gates, and LN would need to respond! Let the players have fun with figuring out the rest!
Think of it like...Caesar 3. If we want people to come to our city, we need to create more jobs for people to fill! More real jobs and more real opportunities = more players seeking such things.
people to stop trying to build stupid idiotic sandcastles and trampling all over those who are so much as a slight interference with their BigPlans™️
i could deal with all the ass cancer and the terrible story and questionable balancing in some areas if only this game had the above mindset and, of course, if the game had a population
problem is that across the entire timeline of developers/admins (at the very least from 86 onward) there was at least one person that had godawful ideas which were accepted, hated by the community across the board, but never reverted/reverted way too late after the damage has been done, pushing players away, and that seems to still be happening to this day which for people like me who relied on a stable (and high) population of players to have fun is pretty much a death sentence
i cant have big tau23 fight between img and outcasts anymore because there arent any outcast or img players anymore, unless theres some stupid event to organize it
dynamic/organic roleplay interactions were the reason most people played this game and you just cant have that anymore nowadays which is the big sad
Barring the immediate, and obvious petty answer of mandatory spellcheck, most of what Pillow says is right. It's difficult to carry out any genuinely organic RP anymore, given the smaller population and the fact that you need to organize basically anything now. Most RP that happens between factions now is essentially carried on existing momentum. That, or excessive stupidity.
Otherwise, yeah, the sandcastles thing is dumb, because you're not supposed to "win" RP in a traditional sense of "screw over the competition." You're supposed to make a good story, that's the real win.
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(12-17-2019, 11:03 PM)Typrop Wrote: Barring the immediate, and obvious petty answer of mandatory spellcheck, most of what Pillow says is right. It's difficult to carry out any genuinely organic RP anymore, given the smaller population and the fact that you need to organize basically anything now. Most RP that happens between factions now is essentially carried on existing momentum. That, or excessive stupidity.
Otherwise, yeah, the sandcastles thing is dumb, because you're not supposed to "win" RP in a traditional sense of "screw over the competition." You're supposed to make a good story, that's the real win.
hey i can type goodly but there is no point
also:
(12-17-2019, 11:03 PM)Typrop Wrote: You're supposed to make a good story, that's the real win.
i miss when this was the priorty
god forbid you type good and cool words in the actual game instead of on the forum where nobody actually gives a damn
game was so much fun when i was small character in a sea of other small characters just talking with random people
i went on many adventures with random people whomst i proceeded to shoot my gun with and type my words at without ever knowing who the player behind that character was and that was the best part about it
(12-17-2019, 11:13 PM)Pillow Wrote: hey i can type goodly but there is no point
Not necessarily you, I'm just a massive stickler for this and I see a fair few small spelling mistakes, they make me slappy.
(12-17-2019, 11:13 PM)Pillow Wrote: i miss when this was the priorty
god forbid you type good and cool words in the actual game instead of on the forum where nobody actually gives a damn
game was so much fun when i was small character in a sea of other small characters just talking with random people
i went on many adventures with random people whomst i proceeded to shoot my gun with and type my words at without ever knowing who the player behind that character was and that was the best part about it
Of community behaviors, one of the most egregious I would argue is the treatment of this like an MMO. Powetrading, faction OORP politicking, activity farming, and social clique garbage. And this isn't even necessarily the devs' fault here, so much as it is the culture that's grown over time. Organized factions lost sight of the bigger picture, which is to be compelling, large-scale players in a collaborative story.
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(12-17-2019, 11:03 PM)Typrop Wrote: You're supposed to make a good story, that's the real win.
If only there was less whining about lost pixelcastles... It's one of the reasons why I sometimes prefer playing as an indie.
I played as an indie for the majority of my time on Disco, specifically to avoid that, as one of my friends who was in and out of factions all the time said it's more fun when you don't have to worry about the drama, unfortunately my boy was right. Too much pixel power lording.
(12-17-2019, 11:21 PM)Typrop Wrote: Of community behaviors, one of the most egregious I would argue is the treatment of this like an MMO. Powetrading, faction OORP politicking, activity farming, and social clique garbage. And this isn't even necessarily the devs' fault here, so much as it is the culture that's grown over time. Organized factions lost sight of the bigger picture, which is to be compelling, large-scale players in a collaborative story.
Ah, a sensible remark from this one ! I must be dreaming. Then why am I not having consensual intercourse with Marianne and Jeanne d'Arc ?
Mandatory rudeness aside, I have to agree wholeheartedly. I like to observe the EvE people tear each other over weeks upon weeks of "hard work" they sunk into a vidya game.
I don't like it as much when I see it happen in my beloved Disco, which I always perceived as a succulent cake to be enjoyed with good friends. It's perfectly natural to want to have some element of choice as to your cake, like the filling or sprinkling various bull**** on top of that... But in the end, a cake it should remain, baked with love by someone you trust.
Bickering on which part of the cake should be yours is detrimental to the cake's integrity, contrary to étiquette and isn't likely to accomplish much beyond the spoiling of the cake.
I'm sorry, it's been a rough day and I just want to have a cake with friends.
(06-14-2019, 12:25 PM)Sombra Hookier Wrote: If everyone was a bit more like Lanakov, the entire world would be more positive. Including pregnancy tests.
My vision would be: Bring more things to do ingame rather than on Forums. Currently people spend more time on forum than ingame.
so...what I will do? I will bring more exploration into Mod and make Disco market somewhat player influenced. For example:-
Current exploration is trash.
Why?
Because a person maps whole system to find a Jump hole to uncharted system and it takes 1 hour to do it but in the end he finds out there is none. (Imagine the amount of disappointment and frustration caused by this.)
So...Solution?
Ans: Follow demand and Supply rule.
Create Demand:
Create Jump hole spawns like sci Data anomalies. These jump holes will have variable life time and place. it will lead to Uncharted Systems. System which contain derelict wrecks which player can loot. Now overcome that disappointment and frustration caused by introducing some scanner (like current anomaly scanner) which will scan whole system and tell whether there is some unknown Jump hole in the system or not. IF yes the start mapping the system boy and...if not then you are saved from time wasting.
Create supply;
Now for the scanner. Scanner will only be built by POBs and POB need supply. Not the current supply chain. I would include more spice by creating micro devices with current supply commodities and then assumable those to make that Jump hole scanner.
Now Question is...how we keep the wheel rolling?
Answer: Make the Scanner distractable.
Example: A person mounts scanner and goes to Omicrons and start scanning. He finds there are 3 unknown Jump holes. He starts mapping the system and find one, Dock with it and loot wreck on there other side. Now he returns and with that same jump hole. But to his surprise there are Core/Order player right next to him. Who accuse him for being infected and destroy the explorer's ship. Bad news is...scanner also get destroyed with explorer's ship and now he need another scanner to satisfy his thirst for exploration.
Adding spice:-
>Increase price of devices and commodities needed for Scanner production.
>Add mining ores to recipe.
>Introduce some illegal commodities for production.
POB produced special weapons. Yess... that would be my next major step to turn disco market more player influenced.
Now about the rules;-
I would not mind replacing some rules with ingame loses.
And most of all, this community is what keeping this mod alive. In respect to that truth, I would give 70 to 80 percent story decision power to Governments and OFL factions rather than imposing my thoughts.
Thats my Vision of Disco. Yeah...Give the sense of belonging to Community.