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How do we reduce player apathy/Leaving rates? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: How do we reduce player apathy/Leaving rates? (/showthread.php?tid=114235) |
RE: How do we reduce player apathy/Leaving rates? - SnakThree - 04-18-2014 (04-18-2014, 04:27 PM)lIceColon Wrote:Realism and logic can be found in EVE. People choose to have second jobs in game. Why would I want that in Discovery?(04-18-2014, 02:21 AM)Savas Wrote:(04-17-2014, 04:25 PM)lIceColon Wrote: Everything should be balanced according to logic and realism RE: How do we reduce player apathy/Leaving rates? - lIceColon - 04-18-2014 (04-18-2014, 04:29 PM)Snak3 Wrote: Realism and logic can be found in EVE. People choose to have second jobs in game. Why would I want that in Discovery? Check the post the original quote came from. Perhaps the lack of respect for different playstyles then. There are people looking for a challenge, then there are people who just want to play the game leisurely. There are hardcore PVP and RP'ers, there are people who prefer the competition of typical multiplayer games, there are people who want to make things explode, then there are the "relaxed" type who just want to sit in Manhattan orbit in their LNS. The point is, people play the game for different reasons. I get the feeling that the devs and community seem to be trying, but not trying very hard in balancing the game to accommodate every playstyle. And if you can't find the ideal solution to satisfy everyone, then you have to focus on a "niche" to retain and attract a specific playstyle. The current half-assed line between "this is a serious roleplay server, you cannot defy the cannon, you having cool ships and weapons is illogical, those two factions had a cease fire we don't care if the raids were fun" and "this is a game so we have all these rules, and we make ship stats more or less the same since there obviously isn't some other way to balance a fight, we balance economy so you make more or less the same profit whether smugglingor transporting gold or helium, and expensive battleships are real easy to destroy if you have a much cheaper ship because their shields are only 4x that of a transports despite being military" is simply not really working out. Also in some aspects, discovery is a second job. Even though there is much less grinding, you still have to grind for at least around a week (and that is extremely zealously) if you want to reach a battleship from scratch. Some people think RP means acting out your role. But isn't acting a job as well? There is of course the misconception that realism directly translates to difficulty, which is hardly the case. Realism simply helps with the immersion, and there are many ways to make realism easy. For one, battleships would at least have partial AI control to simulate the crews aboard so that capships aren't just ginormous single-pilot ships. You might be able to RP a ship with a seperate helmsman, 20 or so gunners and navigations and tactics officer, but a single targeting reticule and TS is just a serious underutilization of the ship's hardware. Real battleships would probably have flak gunners and mortar crews and turret operators who can operate simultaneously. Some people might enjoy the challenge of taking on the role of an entire battleship's crew at once, but not me. And if you think just because I don't have the skill to effectively RP a battleship means that I shouldn't want a battleship, then you are mistaken because the last time I checked, I - and many other players - are here to have fun (and fly cool ships), not to be assessed on our pixel piloting skills. RE: How do we reduce player apathy/Leaving rates? - SnakeLancerHaven - 04-19-2014 Give Gallia to Nomads or the Wilde *chuckle* I'm sure people would like to cool off their heads from all the RP grounds and move to a sector which is fully conquered by Aliens and adventures and actions 8| Is always fun to move to a different place and hunt aliens. RE: How do we reduce player apathy/Leaving rates? - 7AlphaOne1 - 04-19-2014 well, since the guy himself [achille] left, lets leave this s\thread in his honour. RE: How do we reduce player apathy/Leaving rates? - Troyan12345 - 04-19-2014 1 Scrap this mod 2 Go back to vanila 3 Look back at how the growth of the mod affected player base 4 Do the oposite 5 ???? 6 Profit RE: How do we reduce player apathy/Leaving rates? - Sath - 04-19-2014 (04-19-2014, 02:42 PM)Troyan12345 Wrote: 1 Scrap this mod That is a vary evil idea :o Also, no one would be so much caring about a mod this old. FL is a very old game. So its natural that the players move on to something that they find more interesting to play with. RE: How do we reduce player apathy/Leaving rates? - Gaz83 - 04-22-2014 (04-06-2014, 10:09 PM)Savas Wrote: Delete Gallia? RE: How do we reduce player apathy/Leaving rates? - Ash - 04-22-2014 I'm going to break it down to two options as I'm sure deep down all of us know it's going to go one way or the other.
Personally I'd like to see the mod compacted down. Way down. Like super mario N64 down. Only a few systems for each house, but have them sculpted out of pure win that reflects the capabilities of our dev team. Keep the ideas, but keep them short and sweet. RE: How do we reduce player apathy/Leaving rates? - Scumbag - 04-22-2014 To find the right anwsers you must ask the right questions. The 4.85 mod had around 20 devs. It was the best mod of the series on moddb iirc. Check the readme from every version to convince yourself. Now for 10 points, what is the right question? RE: How do we reduce player apathy/Leaving rates? - Zayne Carrick - 04-22-2014 How many devs .87 had? |