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Some people actually like trading to be dangerous. Making running harder (again, not even close to impossible) gives meaning to non-combat activities. But I guess everyone that doesn't want to be able to get away from any fight they encounter (or start), has their "head up their asses" :)
Edit: And by the way, the design of the game hasn't changed in the least since the recent events. The only thing that changed is that we realized players were really frustrated with things we had always intended to change, and moved them up on our list of priorities.
How about, instead of "whining" in every thread on the subject, you hop on the server tonight and try playing in whatever way you usually do. Get someone to chase you in a situation you might normally be in, and see whether you succeed. I suspect that you will in almost every case.
Edit: And by the way, the design of the game hasn't changed in the least since the recent events. The only thing that changed is that we realized players were really frustrated with things we had always intended to change, and moved them up on our list of priorities.
How about, instead of "whining" in every thread on the subject, you hop on the server tonight and try playing in whatever way you usually do. Get someone to chase you in a situation you might normally be in, and see whether you succeed. I suspect that you will in almost every case.
Johnhawl, running has been an issue in this game ever since we introduced the new navigation system and multi-sector "systems". My opinions on this are not affected in any way by the recent dramatic events, that simply demonstrated that the problems were worse than I realized.
Like I posted to the original thread about running (and the other problems), back in the alpha/beta game, running was much more difficult. We *did* have jump timers and other things, and a much smaller universe. People would go to great pains to try and head one another off, and I thought it made for more fun gameplay. It wasn't that running was "impossible" back then, it was just more challenging and lead to more interesting in-game interactions and combat.
Since the new nav system debuted, it's been trivially easy to escape anyone. And I've been well aware of that, and it's been on my list of things that "I sort of made worse by trying to make the game better, ugh" that I wanted to fix. So, now we're trying to fix it. Now, in my experience of adding to this game, in *any* situation where you want to "fix" something, someone else is not going to like that "fix". It's up to me to do my best to figure out what's in the best interest of the game.
If people demand something that I think will hurt the game in some way (like say, undermine the tenets of PVP), I will not do it. I think that's been pretty soundly demonstrated in the last few weeks, to any who have followed my posts.
Conversely, if people are yelling for something that I *do* agree with, and want to do, I will prioritize it higher. That is what is taking place here. I am sorry you don't agree with it, but I hope you can respond and criticize in a constructive fashion.
Like I posted to the original thread about running (and the other problems), back in the alpha/beta game, running was much more difficult. We *did* have jump timers and other things, and a much smaller universe. People would go to great pains to try and head one another off, and I thought it made for more fun gameplay. It wasn't that running was "impossible" back then, it was just more challenging and lead to more interesting in-game interactions and combat.
Since the new nav system debuted, it's been trivially easy to escape anyone. And I've been well aware of that, and it's been on my list of things that "I sort of made worse by trying to make the game better, ugh" that I wanted to fix. So, now we're trying to fix it. Now, in my experience of adding to this game, in *any* situation where you want to "fix" something, someone else is not going to like that "fix". It's up to me to do my best to figure out what's in the best interest of the game.
If people demand something that I think will hurt the game in some way (like say, undermine the tenets of PVP), I will not do it. I think that's been pretty soundly demonstrated in the last few weeks, to any who have followed my posts.
Conversely, if people are yelling for something that I *do* agree with, and want to do, I will prioritize it higher. That is what is taking place here. I am sorry you don't agree with it, but I hope you can respond and criticize in a constructive fashion.
5 seconds is way, WAY too long... a lone TyCorp can kill a moth in 5 seconds of immobility, and a smaller ship it half that. Not only that, but I've only succeeded in logging off that way 1 in 3 times I try - why? the controls are far too easy to bump (espcially with a flight stick set) do you really want to be subject to that kind of error when escaping someone?
With the new jump animation and ability to take damage, we've already in-effect done this... made a delay for jumping which could be used to take down a fleeing ship. if it turns out to not be enough, they can always change it to be a longer animation (perhaps such as you proposed - not like the current one) or simply add the ability to interrupt the jump and pull them back into the sector, or lengthen the needed time to complete the jump if they're hit.
With the new jump animation and ability to take damage, we've already in-effect done this... made a delay for jumping which could be used to take down a fleeing ship. if it turns out to not be enough, they can always change it to be a longer animation (perhaps such as you proposed - not like the current one) or simply add the ability to interrupt the jump and pull them back into the sector, or lengthen the needed time to complete the jump if they're hit.
Cunjo: Check the post date.. I made these suggestions just shortly before the new jump update was released, Devs have obviously been planning a change beforehand.
And you may be right 5 seconds could be too long. That's why I said that time would require testing. I think the way the Devs have made a change now is pretty good, I'd have to play around with it to test it out a bit.
And only a fool would start a 5 second jump while a Ty is shooting at you. It would be a very important point to get to a safe distance BEFORE you initiate a jump.
And you may be right 5 seconds could be too long. That's why I said that time would require testing. I think the way the Devs have made a change now is pretty good, I'd have to play around with it to test it out a bit.
And only a fool would start a 5 second jump while a Ty is shooting at you. It would be a very important point to get to a safe distance BEFORE you initiate a jump.
I really, really like the original suggestion in this thread and I've made similar suggestions many times. I have yet to try out the new system so I can't really talk, but it seems to me that it further increases the gap between infiniboost/nonIB ships and rockets/energy weapons.
Ideally, what I would like to see implemented (others may agree or not) is
A) A no-motion no-fire timer with a base of 1 second and 0.25 seconds added for every square of distance covered in the jump.
B) Jumps require fuel rather than energy... each ship can carry enough for a certain number of jumps, and fuel can also be jettisoned and picked up as cargo. (To allow one to rescue a trader stranded without fuel)
This would make interstellar navigation far more interesting both tactically and strategically imho. A short hop is faster, but wastes fuel. Do you spend extra fuel corner hopping around systems or do you go straight for the wh and hope not to hit any storms?
Ideally, what I would like to see implemented (others may agree or not) is
A) A no-motion no-fire timer with a base of 1 second and 0.25 seconds added for every square of distance covered in the jump.
B) Jumps require fuel rather than energy... each ship can carry enough for a certain number of jumps, and fuel can also be jettisoned and picked up as cargo. (To allow one to rescue a trader stranded without fuel)
This would make interstellar navigation far more interesting both tactically and strategically imho. A short hop is faster, but wastes fuel. Do you spend extra fuel corner hopping around systems or do you go straight for the wh and hope not to hit any storms?