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NPCs too strong - Printable Version

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+--- Thread: NPCs too strong (/showthread.php?tid=19661)

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NPCs too strong - tazuras - 04-24-2009

' Wrote:The NPCs as they are are a major annoyance, fine for missions and guarding restricted areas but all over Sirius they disrupt me multiple times in most every system so it takes FORFREAKINEVER to get anywhere. And if I fight them I lose money because they inflict more damage and require too many missiles and mines to kill then they drop very little valuable loot in return.

Is it unrealistic in RP for this to be happening?


NPCs too strong - mjolnir - 04-24-2009

' Wrote:Correct me if I'm wrong but even though this has been brought up before we didn't get any kind of info from the Dev/Admin team on it.
Responding almost constantly, but as it shows 90% of the complains are fundamentally wrong (in my eyes).
For example trader in IOTA will always get killed, a lone trader in O-49 that doesn't know how to evade them (2 techniques) also will.

Quote: !... Just take away the train Cds.
no

Quote: 2...Limit the amount of CDs and lower the spawn rate of NPCs
Each has 3 for some time already.

Quote: 3...Make them easier to kill
Already done.

Quote: 4...Make them drop more valuable loot so they are worth the added trouble.
High level NPC fighters drop some 20-40k worth of loot per ship (depending where you sell the pilots)

Quote: 5...(best option IMHO) Limit them to a couple CDs per formation of ships, lower the spawn slightly , make them a little easier to kill AND make them drop better loot.

Only the spawn has no been implemented, cause it's system dependent and requires some major work.


NPCs too strong - Xing - 04-24-2009

20-40k is barely enough for the repair bill...


NPCs too strong - Fozzie - 04-24-2009

Each NPC shouldn't have 3 TCDs, that means getting disrupted 9 times for every 3 ships. It just means a major pain to get around. I say give each FORMATION of NPCs 3 of them if NPCs have them at all which just doesn't make sense to me outside of guard systems and around cap planets. It kind of seems like this server is moving in a direction that excludes all but the high level players. We're an rp server but then we put NPCs in here that are hard enough to deal with that they take focus away from rp. I thought the more badass NPCs were to guard restricted areas and home planets but they are everywhere interfering with all levels of the game and many of them do NOT behave as the player chars are required to behave on this server. If most of us followed the lead of the NPCs we'd be sanctioned for what they do as a matter of course.

Personally I feel as if this server is leaving me behind along with many others because we can't devote the massive amounts of time required to play here properly. It's just getting too complicated to keep track of it all so it's almost becoming work to play here. I spent months exploring and finally had trade routes worked out that made fair money while keeping in rp and now I have to do all the exploring over while being harrassed at every turn by high level NPCs and player pirates with ridiculous demands. Meanwhile trading is far less profitable now but the NPCs are worse and the pirates still demand millions.

I dunno, I love it here but I'm getting pretty disilusioned by the direction we're going.


NPCs too strong - sivran - 04-24-2009

' Wrote:Is it unrealistic in RP for this to be happening?

It's not OOC for NPCs to disrupt, but it is extremely annoying when it happens often enough.

I got so fed up with the constant trade lane disruptions in vanilla SP that I actually learned how to mod down the disruption chance. Seriously. And I did that early in the campaign too. I was in the Bretonia part of it.


NPCs too strong - pchwang - 04-24-2009

I recant my opinion about the Train CDs, they're not difficult to evade at all. In fact, flying through 49 felt no different than flying through 49 in 4.84.

The primary reason for nerfing NPCs seems to be: "We should tone down the NPCs so that traders can make more money and missions be easier to complete."

Errr..... Don't think so.

There have been legitimate reasons to nerf NPCs, such as greater player/player interactions, but thanks to scripting by the Disco devgru, NPC appearance frequencies decrease when there are more players online. Problem has been addressed and solved.


NPCs too strong - reavengitair - 04-24-2009

Flying through 49 with hostile corsairs trying to get to dublin is like getting through a bloody guard system. It's ridiculous.