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VOTE : YES!

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Apr 27, 2006 Snax_28 link
Wow, you really are a self centred p**k! And I thought it was just role playing.

/me waits for his warning....
Apr 27, 2006 LeberMac link
Back on topic...

Ayn says that making things more expensive in grayspace will cut down on the Space-Quake feeling.

Ayn, how expensive would you say "Expensive" is? Twice as much? 10x as much? 100x as much?
Apr 28, 2006 Priapus link
x2 sounds fine to me.

I seem to recall that eventually the entire VO economy would become CTC-like, so that, for example, blockading trade in enemy space would raise their weapon prices, or cause shortages. Likewise, making sure your own trade routes run smoothly helps to make sure that your favourite home station continues to stock your beloved gauss, or N3s, or hornets, or Hot Toasters Monthly magazines, or whatever.

THAT will bring CTC-like focus, but on a far greater scale.
Apr 29, 2006 MSKanaka link
The current situation is beyond unacceptable. Just because two or three people can get into/out of Odia doesn't mean the situation is okay.

50 Corvus NPCs camping a wormhole and killing you before you even have a chance to control your ship is beyond stupid. As I said a few minutes ago, I rarely, if ever use the word "retarded" in the context of something being stupid. However, it applies here. The 50-NPC-in-B-13 situation is retarded. End of Story.
Apr 29, 2006 RelayeR link
I was told the other day that there were 50 unaligned in B13. I got there and there were 24. 3 minutes later, there were none. If they bother you, learn how to eradicate them.
Apr 29, 2006 incarnate link
Michael's fixing the problem anyway.
Apr 29, 2006 mr_spuck link
I've seen corvus bots jump out on their own. Maybe that happened.
Apr 30, 2006 terribleCabbage link
> If they bother you, learn how to eradicate them.

In case you didn't actually bother to read Miharu's post:

> 50 Corvus NPCs camping a wormhole and killing you before you
> even have a chance to control your ship is beyond stupid.

Unless you go through the entirety of UIT space (Corporate Sector Run-style) and approach the wormhole from the other direction, or get really lucky by managing to get control of your ship back, you can't "learn to eradicate" them - the player doesn't have control of the ship; they can't do anything other than come out of the wormhole and die.

Regardless whether or not the problem has since been fixed, blithely ignoring posts isn't fun or nice for the people affected.
Apr 30, 2006 LeberMac link
Hrm, I kinda liked having to eradicate the bots before jumping, but yeah, getting popped as you watch the stupid wormhole sector entrance animation is idiotic.

How about adding back invulnerability as you EXIT wormholes, but leave you vulnerable as you ENTER wormholes.
Apr 30, 2006 MSKanaka link
LeberMac took his head out of the tequila vats to say: How about adding back invulnerability as you EXIT wormholes, but leave you vulnerable as you ENTER wormholes.

That would work nicely.
Apr 30, 2006 terribleCabbage link
> Hrm, I kinda liked having to eradicate the bots before jumping, <snip>

Yep, it's a good idea, I like the aggressive pirates. ... As long as it's possible to actually be affiliated with them at some point, rather than the pirates just kill anything that isn't an NPC pirate. Maybe. *Shrugs*

I'm not sure how you'd justify the jumping-in invulnerability in game terms.

> tequila vats

How in blazes did he end up with one of those? Where does he store them - in the vent he sleeps in? :\
Apr 30, 2006 Snax_28 link
How about adding back invulnerability as you EXIT wormholes, but leave you vulnerable as you ENTER wormholes.

The only reason this would work is because we are only talking about jumping into B-13. Its a bandaid at best. It only solves one issue.

I would rather see something along the lines of a regulator for wh load times. This issue is also relative to the problem with SF's catching you on the other side of a WH when they were 1500 metres behind you when you jumped.
Apr 30, 2006 terribleCabbage link
> I would rather see something along the lines of a regulator for
> wh load times. This issue is also relative to the problem with
> SF's catching you on the other side of a WH when they were 1500
> metres behind you when you jumped.

Not relevant to this discussion - you'll still have the problem of loading up the sector, watching the jump animation... And dying before you regain control of your ship.
Apr 30, 2006 Snax_28 link
Hmm, I did misread that. Thought he said loading screen.
Apr 30, 2006 LeberMac link
/me puts his head back in the tequila vat and tries to think up other good ideas...
May 01, 2006 jexkerome link
Momerath's solution as of last night was to try and limit the number of pirate bots to ten, but as of 7:30 Server Time yesterday (sunday) it hadn't worked, with people seeing more than ten back at the good ol' Odia B-13 wormhole (this was reported by either Root Baba or Mike-L, I forget who).

Momerath said the problem seems to be that, when escort missions break (Deliverator losing track of a trader so the mission cannot end and must be aborted) the pirates are also left forgotten at the wormhole, and so they pile up. Of 15 pierats in Odia B-13, Deliverator was only aware of four, and if the mission(s) with those four were to break, Deliverator would also forget them and they would remain in place; then the next convoy mission (remember no player interaction is needed for the game to create these) will spawn more pirates, and if that mission breaks... and so on and so forth, ad nauseum ad infinitum. I've seen instances that when you jump to B-13 from M-14 (and therefore are 8000m from the wormhole) you find pirates IMMEDIATELY, and keep finding more and more as you approach the wormhole. Maybe saying "50 pirates" is an exaggeration, but 25-30 are still too much, specially when they all gun for you with flare-happy hogs and neut3 vultures.

We'll just have to grin and bear it and organize pirate sweeps until the root problem (broken escort missions) is fixed and their numbers contained. The best tactic seems to be to attack in groups, either everyone coming through the wh at the same time (and thus hope the pirates split enough no one will die coming through), or have someone arive from somewhere else in the sector (as opposed to warp in through the wh) and pull them away so the people on the other side of the wh can then warp in safely; however, with the sheer number of pirates this is still not a guarantee of success, just a guarantee you'll get to point at them and open fire. For some that will be enough, for others (like sucky ol' me) not so much.
May 01, 2006 Snax_28 link
I got ganked coming through in my pirate ship a few times tonight. Sure, its not a huge task to clear them out, they're not very smart about it and tend to blast their own anyway...

...but we're talking about immersion here. It doesn't make any sense for pirates to just jump on anyone and anybody no matter who they are. Turf wars would be great, with pirates popping pirates over rights to territory, but thats not what is going on. Why would a pirate bother engaging an Itani or Serco militant? And why would a pirate bother engaging another pirate who is in a far superior ship to them? Its just not good business!

Nor does it make any sense to have 20 pirates at a wormhole. That's busier than nation space worm holes. Sure grey is supposed to be dangerous, but its also supposed to be mysterious and suspenseful.
May 01, 2006 jexkerome link
What Ayn usually has problem processing in that brain of his is that not everyone has the desire to play the game exactly like he does; kinda like small children at that stage where they can't comprehend other people have different thoughts and experiences than they do. Sure most players could spend all their time going back and forth across piratespace killing these bots, but most do not want to.

He also has a problem reading what people say, once it starts to look like it might differ from his own outlook; we don't want the pirates to stop being hostile, we just don't want them to pile up to such levels they become a frustrating chore.
May 01, 2006 Lord Q link
Nya13,

there's a difference between saying "we don't want any pirats" and "it doesn't make sence for there to be 50 pirats just sitting there waiting to ambush anything that mooves, and doesn't have exactly the same registry as themselves.

suspencion of disbelief is a serious gameplay issue to concider. you can get away with an awful lot in a game but some things no matter how insugnifigant are going to break game imersion.
May 01, 2006 Dr. Lecter link
He really is dumb, even for a frenchman.

/me sweeps Nya back under whatever rock he'd been gestating under until recently