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In game kills affect RP mechanically - 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: In game kills affect RP mechanically (/showthread.php?tid=110720) |
RE: In game kills affect RP mechanically - Diana Dumitrescu - 01-31-2014 (01-23-2014, 07:55 PM)... kur nubėgo? Wrote: This is not a competition who wins over who. It's participation in active game environment.So sweet. I couldn't have put it better myself.
RE: In game kills affect RP mechanically - lIceColon - 01-31-2014 Whelp. I guess like all my other ideas, which when used in moderation may or may not be a good thing when it enters the mind of a disco player: IF kill_counter added THEN 1. we're at war (with a kill counter) no rp anymore 2. Ignore server rules 3. Ignore RP 4. keeeeeel (seriously you're all just gonna turn into ZA the second a kill counter is added?) I guess everybody just took a glance at the words "kill counter" and was all like "time to diss ice again". One of the things people keep forgetting in discussion threads, is the definition of "discussion". Last time I checked, I am not king of Disco, so you guys don't have to worry that echo and the rest of the dev team will rush over to do my bidding every time I post a new idea, and you have to keep typing "no" in order to prevent a catastrophe from happening. But this isn't a quick time event, and no just gets you nowhere. This is discussion about adding more statistics to the game, and need I remind you there are already statistics in the game, namely the official faction's activity counter. This is discussion about whether a kill counter of the prescribed conditions in the op can improve certain aspects of the game. If everyone really flocks over to that one faction that is not supposed to be winning but is, then maybe it's time to give the enemy slightly more powerful ships to compensate for the lack of manpower to balance things up. And the talk about more scripts slowing down the server, that is simply irrelevant as it is not directly related to the topic. You could say the same thing about all new proposed scripts, and the simple solution: either more donations for a better server, or optimize (optimize optimize). Also: (01-23-2014, 07:04 PM)Laura C. Wrote: Definitely no. It would just promote "we must win at all cost with minimum losses""Oh no, we might have to use actual tactics??? What sorcery is this!!! Real inRP military don't use tacticz!!!! And if we use tactics then the enemy might have to use tactics which will ... somehow make the game less fun?" (01-23-2014, 07:55 PM)... kur nubėgo? Wrote: This is not a competition who wins over who. It's participation in active game environment.Then you might wanna add auditions and make this a passworded stage, because actors play their roles as they should for money. We as players play the game for enjoyment. And seeing your in game actions have the tiniest effect on official lore, for me at least is enjoyable. RE: In game kills affect RP mechanically - Sabru - 01-31-2014 (01-31-2014, 07:48 AM)lIceColon Wrote: I guess everybody just took a glance at the words "kill counter" and was all like "time to diss ice again". so because your ego wasnt stroked, you get butthurt and claim that people have made it personal and chose to "diss" you. wow... thats.... just wow. someone feels awfully self important. welcome to the internet, where if someone doesnt like your idea they'll tell you (in varying ways). If you really get that butthurt over a bad idea, perhaps the internet isnt for you. As to why the ideas bad, well everybody's already covered that and then some. RE: In game kills affect RP mechanically - Laura C. - 01-31-2014 (01-31-2014, 07:48 AM)lIceColon Wrote: Whelp. All your ideas threads begins to be the same. You propose something, some (or most people like this time) say they don´t thinkyour idea is good and then you go with "you all are just naysayers" and continue defending your idea until the thread is dead because nobody bothers to keep talking with you. And doesn´t matter how much even very reasonable arguments all others gave you. Now you even start with "this is just personal". Nothing more to say then. Look, you proposed idea, you got feedback from comunity and opinions what they think about it. Code: Tag kill counter that has effect on lore?(01-31-2014, 07:48 AM)lIceColon Wrote:If you don´t see difference between using tactics (what is fun, especially when experienced person is in command) but still being fair to other side (there are players too, you know...), and ganking, secret/capships to snubs botfeeding, shieldrunning, basehugging and other things which can´t be punished because they are not against rules but still make PvP annoying instead of fun, then you should probably think about it more.(01-23-2014, 07:04 PM)Laura C. Wrote: Definitely no. It would just promote "we must win at all cost with minimum losses""Oh no, we might have to use actual tactics??? What sorcery is this!!! Real inRP military don't use tacticz!!!! And if we use tactics then the enemy might have to use tactics which will ... somehow make the game less fun?" (01-31-2014, 08:27 AM)Sabre Wrote:I can´t agree more.(01-31-2014, 07:48 AM)lIceColon Wrote: I guess everybody just took a glance at the words "kill counter" and was all like "time to diss ice again". RE: In game kills affect RP mechanically - lIceColon - 01-31-2014 oh, you guys... (01-31-2014, 09:17 AM)Laura C. Wrote: All your ideas threads begins to be the same. You propose something, some (or most people like this time) say they don´t thinkyour idea is good and then you go with "you all are just naysayers" and continue defending your idea until the thread is dead because nobody bothers to keep talking with you.Lemme make this clear. Right now you guys are acting like I am some lowly employee proposing an project to a bunch of CEOs who will either accept or deny the idea, end of discussion. No, that's what the poll is for. You made your vote, good, no need to retype a 5 char version of "no" when you already clicked that button. When you do that extra gesture, you're the one making it personal. The DISCUSSION thread is for me and whoever might agree with me (even if it's just 1 other guy in this case) to explore the idea. it is not for NAYSAYING. Discussion is for pointing out potential problems, and figuring out ways to solve them. NOT pointing out potential problems, therefore STFU (01-31-2014, 09:17 AM)Laura C. Wrote: argumentsContrary to popular belief, the terms "argue" and "discuss" are not interchangeable. It might just be me, but I don't see fallacious arguments as justification. The topic, is "a kill counter that has some effect on lore". It is not "players who will turn this into a pvp server" or "People who will use annoying tactics" or "A script will cause lag so no". Those may be relevant, but not directly. (01-31-2014, 09:17 AM)Laura C. Wrote: Now you even start with "this is just personal". Nothing more to say then.You quoted the entirety of my reply but now I'm wondering have you even read it. I'm wondering how many have read the entirety of the op, understood it before voting or commenting. I'm wondering how many truly understand. (01-31-2014, 09:17 AM)Laura C. Wrote: Look, you proposed idea, you got feedback from comunity and opinions what they think about it.Its just extremely unpopular. It might reflect upon whether the idea is good or not, but it's not conclusive. (01-31-2014, 09:17 AM)Laura C. Wrote:More along the lines of formation and placement of ships, for the commanders to make slightly strategic decisions (not that some don't already). See when I say tactics you automatically assume ganking/botfeeding/basehugging, and that is a problem in itself the negative mentality ppl have, but it's just not directly relevant to this thread.(01-31-2014, 07:48 AM)lIceColon Wrote:If you don´t see difference between using tactics (what is fun, especially when experienced person is in command) but still being fair to other side (there are players too, you know...), and ganking, secret/capships to snubs botfeeding, shieldrunning, basehugging and other things which can´t be punished because they are not against rules but still make PvP annoying instead of fun, then you should probably think about it more.(01-23-2014, 07:04 PM)Laura C. Wrote: Definitely no. It would just promote "we must win at all cost with minimum losses""Oh no, we might have to use actual tactics??? What sorcery is this!!! Real inRP military don't use tacticz!!!! And if we use tactics then the enemy might have to use tactics which will ... somehow make the game less fun?" edit: Also ganking, secret/capships to snubs botfeeding, shieldrunning, basehugging may be annoying, but if you can't even solve that - then it's your problem. There are a number of ways to counter the issues you mentioned but I guess we all play this game to relax, and part of the things we relax is OUR BRAIN. (01-31-2014, 08:27 AM)Sabre Wrote: so because your ego wasnt stroked, you get butthurt and claim that people have made it personal and chose to "diss" you. I made this thread about the idea in the op, you made this thread about my ego. RE: In game kills affect RP mechanically - Pancakes - 01-31-2014 While I am generally against the idea, I see absolutely no reason why this couldn't be added to certain lands of dispute. Like, the faction which had more kills that week gets control of some central base for the following week. Or something. You get my vibes. RE: In game kills affect RP mechanically - Curios - 01-31-2014 Add that to conn and be with it, zz no frag counters outside of it pls. RE: In game kills affect RP mechanically - Lythrilux - 01-31-2014 People are free to voice whatever opinion they like. This is a forum after all. If you can't the heat, I suggest you take a break off this thread. It's good advice. |