I would just like to observe - I would actually lose all interest in having a player base and getting the special equipment if the equipment was made destroyable. In fact the player bases and equipment that is only made there is the main thing that I still play for - it gives me a target and a reason to not go wanting a fight on the server all the time.
(02-17-2013, 03:58 AM)Himura Suzume Wrote: Losing stuff upon death is a tried and true concept imho. It makes everything PvP-Related a lot more interesting and intense.
EVE did this with, in my opinion, great success. Recently we also have DayZ that utilized "perma death".
I played EVE from Beta and DayZ from almost day one, and they respectfully hold the most enjoyable PvP experiences of my 23 years of gaming.
However, I believe a game would need a more stable economy (in DayZ that would be NO economy) for it to be interesting. Then again, this sort of money sink is what could make the economy more of a factor in Disco.
I think it is a good idea and worth testing. I even think it could be extended far beyond cloaks and JD's. Making you lose stuff when dying would make every aspect of the game more intense.
Discovery is a casual roleplaying environment. If you want ironman mode, this isn't where to look.
Stop trying to make the game more stupid than it already is people.
I'm sorry, I wasn't aware you were the only one dictating how Disco should be. My apologies.
He does have a point. Disco is casual RP, and not a hardcorerp ggame.
Personally, I hate losing my items on death. I it was something I absolutely hated about games like runescape. I don't see anything wrong withthe current way uit works.
People have gotten used to the current system, if we changed it people will just get mad.
(02-17-2013, 03:58 AM)Himura Suzume Wrote: Losing stuff upon death is a tried and true concept imho. It makes everything PvP-Related a lot more interesting and intense.
EVE did this with, in my opinion, great success. Recently we also have DayZ that utilized "perma death".
I played EVE from Beta and DayZ from almost day one, and they respectfully hold the most enjoyable PvP experiences of my 23 years of gaming.
However, I believe a game would need a more stable economy (in DayZ that would be NO economy) for it to be interesting. Then again, this sort of money sink is what could make the economy more of a factor in Disco.
I think it is a good idea and worth testing. I even think it could be extended far beyond cloaks and JD's. Making you lose stuff when dying would make every aspect of the game more intense.
Discovery is a casual roleplaying environment. If you want ironman mode, this isn't where to look.
Stop trying to make the game more stupid than it already is people.
I'm sorry, I wasn't aware you were the only one dictating how Disco should be. My apologies.
He is not only player, so as another player i will pipe in also with a hell no. If i wanted to play EVE i would. This is Disco, and i like Disco, not EVE. Stop trying to make this game EVE. Most players come from EVE to Disco to get away from permantly losing crap.
Also as another player mentioned, NO! to buying fuel only on player bases. not all players have access to player bases, and player bases do not need another pawer gaming option over the casual player.
The correct way to turn an asset into a money sink is to increase the cost of using it. These player-built items already cost fuel, and as I know first hand, it's not exactly easy to produce a cloak. The player-built items market behaves exactly the same as the markets for codename weapons or for items like Derelict Nomad Artifact and Intel.
(02-17-2013, 03:58 AM)Himura Suzume Wrote: Losing stuff upon death is a tried and true concept imho. It makes everything PvP-Related a lot more interesting and intense.
EVE did this with, in my opinion, great success. Recently we also have DayZ that utilized "perma death".
I played EVE from Beta and DayZ from almost day one, and they respectfully hold the most enjoyable PvP experiences of my 23 years of gaming.
However, I believe a game would need a more stable economy (in DayZ that would be NO economy) for it to be interesting. Then again, this sort of money sink is what could make the economy more of a factor in Disco.
I think it is a good idea and worth testing. I even think it could be extended far beyond cloaks and JD's. Making you lose stuff when dying would make every aspect of the game more intense.
Discovery is a casual roleplaying environment. If you want ironman mode, this isn't where to look.
Stop trying to make the game more stupid than it already is people.
I'm sorry, I wasn't aware you were the only one dictating how Disco should be. My apologies.
He is not only player, so as another player i will pipe in also with a hell no. If i wanted to play EVE i would. This is Disco, and i like Disco, not EVE. Stop trying to make this game EVE. Most players come from EVE to Disco to get away from permantly losing crap.
Also as another player mentioned, NO! to buying fuel only on player bases. not all players have access to player bases, and player bases do not need another pawer gaming option over the casual player.
I think my post failed to make the point I was trying to make.
That point being, you fail utterly to make any sort of valid point.
Trying to tell me what sort of ideas I'm allowed to air or not is not a very valid argument. Giving me a good reason why it's a bad idea, is.
And for the record, roleplay and casual actually doesn't go hand in hand. You have to meta play a lot of things to get around the fact that every time your character gets blown to pieces he/she magically wakes up somewhere in prime condition with a fully functional ship of the exact make and load out that just got destroyed.
Would I like this change? Yes, I definitely would. Unless you are actually afraid that a majority of the player base backs the idea, there is no reason for you to try to stop me from having this opinion.
Do I want complete hardcore play where you lose everything when you die? Well, as much as I think I would enjoy it I also know it would kill the server, so no, I don't want that. Same goes for my view that capital ships should be SRP only at best.
What I'm saying is;
Try less hostillty.
Make a counter argument.
Don't try to silence a voice just because it's not of your opinion.
A very simple list that will help you not come off as a complete douche in an argument.
I can think of another couple of options rather than having the cloaks destroyed by either hostile fire or a chance on death, though I'm not sure they are doable.
You could give them a set lifespan dictated by time spent flying that ship.
Alternatively and probably the better of the two is giving cloaks an operation lifespan which only degrades when the cloak is used.
Balancing the cost of making the cloaks in relation to how long they last would be the biggest issue.
I am new to this game but i think the solution to the problem OP posted is simple. Make a counter item to the new items, effectively nerfing them this way.
I also think there should be a death penalty, like respawning with 99% damage to your ship and items but as we can see, the only suggestions aproved by board members sound like:
"Moaar money, mooooar caps, mooooar imba items for me and mine. Pew pew lolwut lolwut "
Losing cloaks and such is a bad idea as right now they cost like 500mil. All you will do is get a bunch of trolls deliberately going around destroying these items just to piss off people, and hence making them rage quit, or break rules in anger to get back at the trolls.
It is same as what has happened now a few times with bases. Someone builds base, and 20 guys on skype all OORP team up with hostile IDs just to kill it for the sole reason as to cost another player time and effort.
The idea is a fine idea, but this player base is to childish not to abuse it to piss off other players.
People will get pissed, and stop buying cloaks, hense POBs who build them will lose out. OR you will get every player in a BS with a cloak hugging a station, and fast docking if it looks like he will lose it.
So to sum it up. You just cannot have 500mil cred items falling off ships every 5 minutes or you hurt the server.
(02-18-2013, 01:58 PM)ryoken Wrote: Losing cloaks and such is a bad idea as right now they cost like 500mil. All you will do is get a bunch of trolls deliberately going around destroying these items just to piss off people, and hence making them rage quit, or break rules in anger to get back at the trolls.
It is same as what has happened now a few times with bases. Someone builds base, and 20 guys on skype all OORP team up with hostile IDs just to kill it for the sole reason as to cost another player time and effort.
The idea is a fine idea, but this player base is to childish not to abuse it to piss off other players.
People will get pissed, and stop buying cloaks, hense POBs who build them will lose out. OR you will get every player in a BS with a cloak hugging a station, and fast docking if it looks like he will lose it.
So to sum it up. You just cannot have 500mil cred items falling off ships every 5 minutes or you hurt the server.
Here's a non-retina burning version of Ryoken's post everyone, for your convenience.
EDIT: And no, bold-red text doesn't make your argument any stronger, or make you seem more authoritative and powerful. It just makes you more annoying. Just saying.