Forums » Suggestions

Persist ships in space for an hour after client exit

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Jun 02, 2015 biretak link
Harpo and Draugath, sorry I was rude. I just don't like someone mentioning other games by name. If he as a suggestion then just suggest it without naming a name.

But, why make someone stay logged on while their ship dies??? let them rage quit with /logoff and let the ship persist for those who caught it.
Jun 03, 2015 draugath link
There's very little original under the sun anymore. Sometimes it's just easier to get the point across specifying a particular point of inspiration and then expanding upon it.

One thing I have always tried to do is not mention competing games (ie. other space-based MMOs) by name.
Jun 03, 2015 Pizzasgood link
"I just don't like someone mentioning other games by name. If he as a suggestion then just suggest it without naming a name. "

This is dumb. There is only a problem if people rely on mentioning the other game to get their point across without bothering to explain, because not everybody will be familiar with it. But there is nothing wrong with explaining the idea and then mentioning other games as examples to help get the point across.
Jun 03, 2015 joylessjoker link
That's right.. I have copies of oblivion and skyrim sitting on my hard drive, and I haven't gotten around to playing them. Thank you for reminding me about them! Oops, that means less playing time for VO, but I don't think devs mind at all since I already prepaid for months ahead.
Jun 03, 2015 csgno1 link
When the persistence time for cap-ships is agreed-upon, I'd like an option at log-out to extend it, up to some limit.

Something like...

/logout 30
Jun 03, 2015 joylessjoker link
You'd like to give your enemies more time to destroy your sitting, defenseless trident?
Jun 03, 2015 greenwall link
In reality, a space ship wouldn't simply vanish from existence when its captain and crew decided they'd had enough of their enemy for the day.

What reality are you speaking of? And how do i get there!
Jun 03, 2015 biretak link
joyless, Harpo is most likely referring to when his guild is using it for reps and reloads and he has to go. When you have others online to defend and the dent isn't full, it can be defended successfully.
Jun 08, 2015 incarnate link
I'm open to the idea of longer persistency for all ship types (but maybe not an hour right off the bat, maybe 15 minutes or something to start with, and see if the clutter is an issue)..

But, I'll really need to run this by Ray. When we implemented persistency, it was more of a capship concept, and capships are really a different "thing". They're basically flying stations, and have a different set of logic around them. Not that we couldn't also have persistent fighters too, I'm just not sure what the implementation time would be on this.

We do have some "fighters hang around if you log-off" functionality, obviously, but it's really simple and dumb as it was only intended to support a few seconds, not minutes (or an hour). Anyway.. I'm open to it, but I'm not sure this is a trivial change.
Jun 08, 2015 abortretryfail link
For fighters, the current ~60s is fine. You can kill one in a fraction of that time. Capships on the other hand take a lot longer to die.
Jun 08, 2015 Pizzasgood link
No it isn't fine, because it is impossible to distinguish the difference between a mobile newbie who is struggling with commands, and somebody who is attempting to log off or who has cut their connection. The issue with fighters isn't the time required to kill them, but rather the time required to know that they need to be killed in the first place.

Five minutes would work much better.
Jun 08, 2015 Savet link
I agree with Rin. 5 minutes is a good starting point. I would suggest 10 but we could always increase it once the mechanic is in place.
Jun 08, 2015 greenwall link
Capship persistence is one thing. Non-capship persistence should have limitations. I'd support persisting disconnected characters if they were converted to NPCs (just like capships) and didn't give PKs and didn't drop any cargo. This way pirates get their satisfaction of a kill, but it reduces the penalty on those who legitimately and unintentionally disconnected.
Jun 08, 2015 Savet link
Ummm...no. If you log off in space you have the use penalty as if you fall asleep driving.
Jun 08, 2015 greenwall link
I would agree if VO was the same as real life. But it's not. It's a game.
Jun 08, 2015 biretak link
+1 for 5 minutes even, better then the current setup. Thanks for looking into it.
Jun 08, 2015 Pizzasgood link
I give no shits about the PK counter, but cargo should always drop.
Jun 08, 2015 Savet link
Greenwall, we expect some things to be realistic.

If you absorb more damage than your armor, you die.
If you run into something hard enough, you die.
If you apply your thruster in a direction, you go that direction.
If you let go of the steering on your ship in heavy traffic, heavy traffic may kill you.

Logging off to avoid combat is not good for the game. Stop fighting for bad things.
Jun 08, 2015 abortretryfail link
Pizzasgood, that's basically a corner case that only affects a certain form of piracy. If an enemy of mine stops moving for 60s, they get blown up.
Jun 08, 2015 greenwall link
Savet, it's a purely mathematical concern. I would argue there are way more people that would be harmed by non-capital ship persistance than helped.

Those harmed:
Anyone that gets unintentionally disconnected for reasons outside of their control in an area that has hostile or has high potential for hostiles (NPCs or PCs). In a playerbase that is steadily and suredly becoming more and more mobile-only, this is a HUGE concern.

Those helped:
Maybe 10 players who are annoyed with very few people who are force-quitting their non-capital ships to avoid death.

Should a large group of people be unfairly penalized for the satiation of the bloodlust of the few? People shouldn't be left open to harm if their connection gets severed by no fault of their own. Or, if they are, it should be tempered to account for their inability to avoid danger.