More story development ? But like real cool stuff not crap. Explore the Nomad/K'Vosh idea more. Or even other ancient remnants of races from their time. Given they were not the only one in the galaxy that to be sure. With that make even challenging PVE content... make players unite to fight an invasion of some nasty aliens or something. Expand the RP not between players only, make it possible to use even NPC's into it. Why ? Simple.. we are fewer in number.
Rudimentary creatures of blood and flesh, you touch my mind, fumbling in ignorance, incapable of understanding. - Sovereign
(02-18-2017, 12:25 PM)Croft Wrote: Omi has complained that things have gotten so bad that people are creating their own fun but to me that was the real pull of Disco, to meet interesting people and characters, to create your own slice of fun in a much bigger world. To set your own character within the backdrop of the story and to flow or fight with the changes.
It wasn't a complaint so much as it was a bit of a worry about the future. I can tolerate the story flowing at a glacial pace and in all the wrong directions (the Kusari Civil 'War' being the prime example), but watching the rigidity of the story devs when it comes to developing these conflicts or storylines that nobody really seems to care about or want makes me concerned for how they might treat 'organic' roleplay that doesn't fit into their overarching idea of how things should be.
I hope I'll be proven wrong. It is a lot more fun to pursue player-driven and character-driven storylines rather than be railroaded along a predestined path of 'this is how the story will go'. In other roleplaying communities (NWN based ones etc) that's more or less how it winds up being done - the DMs (analogous to story devs) are there to both push forward the players' created storylines with admin tools etc that can take things beyond just textual roleplay and/or the base mechanics of the game, and also to encourage natural 'events' that stimulate interaction of all types. Here on Disco, we pretty much have @sindroms doing both these things and that's it. One man doing his best with the tools he has to push something along that really should be taking an entire team. Unless there's a ton of work going on in the background that I'm not seeing, it's kind of disheartening.
There is a lot going on for storyline development, more thoroughly and actively than ever before. Our updates haven't been occurring as fast as we would like, but they're still happening every four or five months.
And it's that delay that is the source of the problem. We have a shortage of system modders compared to the work that needs to be done, so instead of updates taking two or three months, we're running like this. If you want newer story/systems content, learn how to modify systems, then approach myself or @Xalrok to help out.
It should be noted that further events organized by me will be geared towards roleplay and story progression, with the involvement of the story devs.
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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What about we simply boosted time in Disco at some point by, like, 5 years already? Just asking. Space is big. This however needs to bring out one particular question (and it is pushed towards story devs):
How are gates built before being connected, in the first place? Jumpdrives are a thing, but how now are systems connected? It took roughly a century to connect Sigmas to Kusari, if memory serves me right.
Is the gate placed on one side and designed for one-way jump when stuff and people are pushed, until the gate on the other side is finished? Or it is safe to assume militaries lend ships capable to jump to move gate parts in and out?
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(02-17-2017, 11:20 PM)Sombra Hookier Wrote: Finite, farmable ressources for PoB stuff to get rare and individualized equipment. Sadly, we would completely rely on Alley on this again, because PoB plugin. The ressources would be dev stuff. Like BS remains, but in other spots, with other context. People need to group up to get it, or rather are bad-ass enough to survive it on their own.
(02-18-2017, 03:52 AM)Haste Wrote: Storyline advances aren't even the big thing we need. We need content/gameplay that can be played solo or cooperatively and actually be moderately entertaining and rewarding. People log in to do these things, then people log in to interact with them.
The issue is that it's hard to come up with something "fun and rewarding". And then there's implementing it, of course.
These two posts are basically asking the same thing, imo; content that requires effort to access, but that all players could access. Personally, I'd like to see PoBs overhauled and vastly expanded in capabilities to be able to produce all sorts of content that's inaccessible without players working for it. Unfortunately, nobody capable of working with FLHook wants to actually self-teach FLHook, and I don't think anyone could blame them.