No. Freelancer is based solely on player interaction, not "exploring". What "discovery" are we talking about when the forum nav map updates the day the patch comes out? "Exploring" by flying in empty systems with 1 unique visit per month is the definition of playing singleplayer in multiplayer. We need less of that, not more. The main purpose of changes should be to keep encouraging player interaction, that's what this mod and game are based on. Read this post fully: https://discoverygc.com/forums/showthrea...pid1964806
(04-08-2018, 06:51 PM)Antonio Wrote: Freelancer is based solely on player interaction, not "exploring". What "discovery" are we talking about when the forum nav map updates the day the patch comes out? "Exploring" by flying in empty systems with 1 unique visit per month is the definition of playing singleplayer in multiplayer. We need less of that, not more. The main purpose of changes should be to keep encouraging player interaction, that's what this mod and game are based on.
What is sometimes neglected is that "single player" activities is what keeps people playing before they find friends. Having 30 more people doing "single player" activities (in places where they will still meet other players anyway) will still give you more interactions with them than if they stopped playing after a few weeks because they found nothing fun to do alone. Single player activities are the only reason to log at all if you don't know how to find players to interact with, which is very common now.
Although exploring remote places isn't one of those activities, it's still a motivator to play the mod, gather ships and gear, and potentially go to hard to reach places together with other players because they're too hard to reach alone. There were a few mods where that was a fun activity, and it used to be like that in 4.84 and 4.85 when NPCs had CDs and were really tough.
In order to bring that back, I'd be in favor of filling some of the systems that are intentionally "drained" of players through the jumphole overhaul with tough NPCs that have CDs, make NPCs spawn regardless of player number (or at least at a much higher player number than now), and remove/hide those systems from the interactive nav map so they really have to be explored. That would give back some of the old mysteries and challenges that are now totally absent. The "uncharted territory" events bring that a little bit, but nowhere as much as in 4.84/85.
EDIT: Whooa... this went really off topic. Maybe talk about it in another place.
(04-08-2018, 06:51 PM)Antonio Wrote: No. Freelancer is based solely on player interaction, not "exploring". What "discovery" are we talking about when the forum nav map updates the day the patch comes out? "Exploring" by flying in empty systems with 1 unique visit per month is the definition of playing singleplayer in multiplayer. We need less of that, not more. The main purpose of changes should be to keep encouraging player interaction, that's what this mod and game are based on. Read this post fully: https://discoverygc.com/forums/showthrea...pid1964806
The thing you are looking at is how YOU enjoy and think the game should be. When i first found this mod and installed it i did not even have internet access to play online, what attracted me to this mod was it was an expansion on a game i had played and loved. I thought oh wow this is one cool mod, with so many added systems and so much more added to it. Not everyone is a strictly pvp whore that only logs in to pew pew. But it seems many of the older players left seem to be ones who feel this should be a mainly pvp game and "force" all players to run into pirates/lawfuls or whatever so they can pew pew. Not everyone is going to feel the same about the game. I know quite a few people who have left this game over nerfs, removal of different things, or just the general toxicity of drama that seems to come from people not agreeing on how this game should be or progress. I read the post long ago, and well as far as i am concerned you and a few others seem to want to turn it back into Vanilla size freelancer with no jumpholes. So you can have your little "choke" points and force everyone to interact with you for pvp purposes. But whatever cause i have seen so many games go down the toilet from removal and nerfs. Guess maybe that is what some of you want is a tiny little space game to force players to running into you so you and your friends can pew pew them and laugh and gloat about how awesome you are at pvp. Quite frankly i like having a large playground to run around in without just sitting in house systems waiting to pew. Many times i play to enjoy flying around, i don't feel the need to log in just to pew. But hey my opinion is "****" i guess and nothing i say matters. Most have driven away 95% of the people i called friends in this game so whatever. Hopefully you get your way and the game is turned into a slightly bigger conn with all the pew pew interaction you want. (And yes enough of this sidetracked stuff, way off topic)
(04-08-2018, 06:51 PM)Antonio Wrote: Freelancer is based solely on player interaction, not "exploring". What "discovery" are we talking about when the forum nav map updates the day the patch comes out? "Exploring" by flying in empty systems with 1 unique visit per month is the definition of playing singleplayer in multiplayer. We need less of that, not more. The main purpose of changes should be to keep encouraging player interaction, that's what this mod and game are based on.
What is sometimes neglected is that "single player" activities is what keeps people playing before they find friends. Having 30 more people doing "single player" activities (in places where they will still meet other players anyway) will still give you more interactions with them than if they stopped playing after a few weeks because they found nothing fun to do alone. Single player activities are the only reason to log at all if you don't know how to find players to interact with, which is very common now.
I think you misunderstood me, what I meant by singleplayer isn't someone playing alone, but someone playing in a way that has little to no chance of interacting with others. A new player trading on his Mammoth is a perfect example of that - he's doing it alone, but he's doing it in a way where he'll very often meet players unless he's doing a very obscure route. The problem is how spread out those routes are.
(04-09-2018, 12:47 AM)R.I.P. Wrote: Snip
If you stopped throwing unfounded accusations for a second you'll notice this has nothing to do with pvp. Pure pvp is not that hard to find, just log a Xeno and tease people in front of Manhattan, something will shop up to shoot you eventually. What I'm referring to is traders and the dispersion of their routes which leads to lack of pirates. You don't have to be a "pvpwhore" to be a pirate, do you? When's the last time you logged one and tried to pirate somewhere? You're lucky to get 1 interaction every 15-20 minutes on average unless it's an event, and I'm being generous here. I can't even say the same about New York being an exemption anymore because it's become -that- spread out.
Now think if you have 1 interaction every 5 minutes because all traders are in a better connected and more fluid area. Suddenly logging a pirate is actually worth it, and not only that but it's also worth it for another player to quickly log a lawful and find the said pirate. You have completed the interaction loop of trader-pirate-lawful, something that's lacking nowadays. People either log pirates to strictly PvP lawfuls, not interact with traders, because it's so hard to interact with them in the first place, or they log a trader themselves. Some of the best spontaneous in-game roleplay encounters I and many others had were on a pirate/trader in the pirate-trader relationship, provided that the other guy doesn't immediately go "kill me it's cheaper" or "2 mill or die". Right now it's not worth it relative to the amount of players you meet, all I'm saying is to increase the likelihood of that happening through better system connections. We don't even have to purge any systems that are there for pure "discovery", but they'd be pushed aside in favor of systems traders transit through.
I would also like to rekindle my support for this idea. Transports with 5k capacity used for PoB supplying that want to save an extra trip per commodity type have no choice but to eschew armor upgrades. In that case, it's less about being greedy with the extra 20 cargo space and more about simply wanting to save time in building PoB created equipment. Since many people own bases solely for the purpose of producing equipment for other players to enjoy, I feel that it would be a big boon for transports to have their nanos merged into their hulls.
Not to mention, repair ships would see a nice buff, since the Nano-Tool repairs a % of the target's total health, rather than a static number.
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And also prevent most armorless transports from being one-shot by a SNAC. Arguably, Scorchers are better for piracy these days, but many still prefer the ol' fashioned SNAC since it's what they're used to, plus some prefer a SNAC over a Scorcher when faced with an enemy fighter.
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