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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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NPCs are damn too strong.

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NPCs are damn too strong.
Offline Dratai
11-05-2013, 04:16 PM,
#81
Member
Posts: 489
Threads: 35
Joined: Apr 2011

This works both ways, you bring a lawful into an unlawful system, you better hit cruise right away or you're space dust.
At the same time, not having the NPCs around means there's often no danger to a pirate being in any system.
True, there probably should be less capship NPCs and optimal loadout ones, but...
As much as, ideally, this game is about human-human interaction, a lot of the less flexible pilots that rely on the usual powertrader to fuel their other ships, and by logging those, create targets for people flying ships they would rather be flying right now, instead.. There's something to be said for the fact that there aren't always people around, several systems away, to be exact.
The fact that I used to find myself in situations where I could lead a pirate on a 5-system chase and almost kill him but not see another person or even any shelter for all of that distance, while consulting the starchart and returning fire? (this being over a year ago though) little bit frustrating.
A transport doesn't exactly get the best of equipment.
and if there's noone around to interrupt the pirate. or, heck, even the space stations don't actually give much protection (hence the infamous tactic of just camping a docking area), I can see a lot of the less turret-view-savvy pilots actually needing this just to even the odds.

TL;DR: I'm not saying we shouldn't tone it down a little, but.. ideally you want people to interact with people. Unfortunately, there aren't enough players around and certainly not enough that are going to take up patrolling EVERY SYSTEM to replace the NPCs to simulate the background activity of a living universe.

If this was to scale, the patrols would mostly congregate around the tradelanes, the tradelanes would be several hours or days of travel, and pirates would have to chance at not meeting a patrol or heavily guarded transport.... Or be lane hackers who automagically have the skills to find out when/where to strike.

Which isn't feasible.
Because this is a game.
I'm for toning it down a little, but a full out nerf?
I'm not so sure about that...

One of these days, there will be a clever, stylish and/or funny signature here.
This is still not that day, however.
Offline AeternusDoleo
11-05-2013, 04:52 PM,
#82
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

(11-05-2013, 03:17 PM)Cuttsy Wrote: ha i just did another mission this time 12 GRN cruisers and i managed to survive, with nearly no hull left and no bots or shield batt and as im about to enter cruise a valor patrol pops out of no where and whipes me out in a second's i couldn't even cruise away it wouldn't let me, so i lost all my cargo nearly 7 million worth of goods from the mission ! yet again another lvl 38 mission worth 3.5 million ! im spending more on repairs and bots and shield batt!

You are soloing a mission that you aren't meant to solo. The result is predictable. Choose a lower value mission or get a friend to join in?

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Offline AeternusDoleo
11-05-2013, 05:00 PM,
#83
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

(11-05-2013, 02:47 PM)Syrus Wrote: Pretty happy that they will be reworked. Hopefully not too strong, but also not too weak this time.
Seeing as everyone has their own opinion about what "too strong" and "too weak" is, that's not happening...

Quote:Now I just wish the cap NPCs of missions didn't have massive dmg guns with their unlimited cores. And that there should be missions with "low lvl" snubs.
There are easy snub missions for most factions. Go into any house capitol or guard/home system. If they're set up for missions, those should be easy enough. As for the caps - They have excessive firepower because that's the only way to make them do their job - which is to tell hostiles to GTFO. Caps should only be around major lawful bases and in warzones. If you're in either of those, you're looking/asking for trouble. Anti cap missions are meant to be done with multiple players working together. If you're going to solo things, stick to the <2M missions if you want to have it easy (<500K if you want just snubs). Remember, old mission system only went up to 1M - these newer higher reward missions are meant to be tough.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Offline Dratai
11-05-2013, 05:21 PM,
#84
Member
Posts: 489
Threads: 35
Joined: Apr 2011

I think the problem for missions is that people often go for whatever pays the most, regardless of difficulty.
Out of habit.

One of these days, there will be a clever, stylish and/or funny signature here.
This is still not that day, however.
Offline Zuretz
02-06-2014, 02:15 AM,
#85
Member
Posts: 15
Threads: 0
Joined: Dec 2013

Well, i agree with Pavel,
I gave up playing as a zoner to play as unlawfull some time ago, and i dont know if someone said in the last 9 pages, but if you stay by a tradelane with a light fighter and some NPC patrol shows up, well, your gonna get distracted very fast, and if you are talking to a merchant trying to make a demand with decent roleplay, you wont be able to have a good interaction while trying to dodge all the fire comming from the navy/police/corporations/etc, not to mention that while you are dancing around your target to avoid the hits it becomes each time more likely he/she will try to flee after seeing the little bugger all messed up with the flies, not to mention how vulnerable you become when distracted.
Offline tothebonezone
02-06-2014, 02:21 AM,
#86
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Posts: 1,016
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You're a bit late dude, the NPCs were nerfed into the ground a while ago.

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Offline Pavel
02-06-2014, 02:28 AM,
#87
On leave
Posts: 2,018
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Joined: Jan 2012

(02-06-2014, 02:21 AM)Saronsen Wrote: You're a bit late dude, the NPCs were nerfed into the ground a while ago.

Yep, snub NPCs nearly don't damage player ships at all, it's cool.


Locking this.
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