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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Dear devs and admins:

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Dear devs and admins:
Offline Ipuvaepe
07-23-2012, 02:54 AM,
#31
Member
Posts: 984
Threads: 23
Joined: Aug 2010

' Wrote:First of all, i WAS a base owner, it got blown up. then i helped blow up ONE base, so im in no way biased. I Lost one, i destroyed one... I consider myself outta the "bias" question since iv'e been on both sides.

bases ARE too hard to siege... you need a minimum of 4 people to keep a lvl 1 base w/shield running while under siege.

You need a MINIMUM of 10 9m Core Dreadnoughts with 3 cerb turrets shooting continuously without interuptions at all for about 2 hours + to destroy the same base. If even ONE cap is lost, you fail killing it.

The average cost for a LVL 1 Base w/shield and Storage is around 3-400m, maybe more if you hire folks to bring you the goods,

Yes that is expensive. Contrary, it costs 4 850 000 000 to set up the attack force....

and you talk about "expenses"???

IF we go by the assumption that said attack force is created from scratch to destroy that base, said base can be rebuilt about 10 times before the base builder has spent as much money as the attackers...

Now if we add cap armors into that to survive the inevitable bomber and BS spam that will come to stop their siege we are WELL above 13 billions. TO SIEGE A BASE....

cost is an argument? i think not.

EDIT; its also harder to assemble a fleet large enough to siege a base, then it is to build one.

EDit 2;
4 850 000 000 = Legate/Ranseur dreadnought pluss roughly 50m worth of guns
10x 850 000 000 = 8 500 000 000 + "base cost" = 8 500 000 000 + 4 850 000 000 = 13 350 000 000 total cost for 10 legates w/guns and armor.
Your logic is the definition of flawed.

Do not compare the price of ships to the price of base besiegement. Those ships are purchased, they are for all intents and purposes permanent. Do you know how many ranseurs it takes to break the reps on a level 1 shielded base with 3 reps? 5.1, so the sixth one is doing almost full damage to the base. Six ranseurs can kill a shielded level 1 base with 3 reps in just over one hour. At that point there is absolutely nothing defenders can do except to counterattack, the damage is simply more than the max a core1 base with 3 reps can take. It takes hours upon hours to build a base. It takes one to two hours per day to keep that base alive with three reps. 10800 reps per day, usually 2-3 systems away for 400-600 per unit. Your pseudoscientific biased libel of player bases is intolerable, and you are a bad person - gtfo.

EDIT: I've built many bases, some for me some for others. I've lost a few bases. I've killed many more - including smallwood. This changes nothing, effort to kill a base should never be less than effort to maintain it.

<span style="color:#ffbf00">*** Click to join Sigma Space General Chat on Skype! ***
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' Wrote:Also ignore Snak3. Forever.
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Offline ryoken
07-23-2012, 02:58 AM,
#32
Member
Posts: 3,956
Threads: 173
Joined: May 2007

' Wrote:well...just 1 solution i got in mind.

each player Official faction will get a NPC base, means it can be Destroyed Only by

Admins....+Forum RP+ In game events, other than Non-Rp Base Sieges.

bases will have cloaks/jump drives..etc.

who can access the base?..for example : Base of LN = just [LN] Tagged chars can dock.

any LN lads who wants cloak/jump drive/ anything else that needs Base, must ask in

LN RP Forum Channel. once he/she got approved, he/she will be able to buy the

mentioned Device. ---------------as i said..its just an Example. anything needs to

change, will change.

Thinking i am anti faction or what ever i say NO! Giving factions something indies cannot have is and always be against Discovery's main reason for lasting so long. EVERYONE can get EVERYTHING in game. No advantages for anyone over another.

' Wrote:While your at it , get rid of Conn.

Oh hell yeah. This i been saying for years. An OORP system in a RP server makes no fracking sense at all. Want to practice your PvP go into a PvP server and stay the hell out of Discovery.
Lately i see more in Conn then anywhere else in the game. So why even call it a RP server when entire player base is in the OORP system?




As for the lagg issue? It has been solved on 2 other servers i play at. All the dev team has to do is goto other servers, and be all nice like, and ask how it is done. And well they are at it get the graffix mods, and missiles that work mods too.

[Image: overdrivetruckgoblin_zps191b1277.jpg]
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Offline Altejago
07-23-2012, 03:08 AM,
#33
Resident Trucker
Posts: 1,798
Threads: 125
Joined: Aug 2010

Complainers are gunna complain.....

Why don't we make this p2p and then people actually have the right to bitch?

So until you start contributing more than your bitchiness to the work the admins and developers have done so you all can enjoy this game, shut the hell up.

God... sick of you morons complaining about free stuff....

Good work to the people who deserve it, the rest of you can just piss right off.
  Reply  
Offline Blackvertigo1
07-23-2012, 03:14 AM,
#34
Member
Posts: 679
Threads: 40
Joined: Jun 2008

' Wrote:The average cost for a LVL 1 Base w/shield and Storage is around 3-400m, maybe more if you hire folks to bring you the goods,

Shields are only present when there is a shield bar.

"The path to hell is paved with good intentions."


Quote:* Nodoka Hanamura is all about that SSH life
If you can't RP then 1.0

"There are more things in Heaven and Earth than are dreamt of in your philosophy - from our odyssey into Hell, we have returned with a gift."
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Offline mwerte
07-23-2012, 03:50 AM,
#35
Old Man
Posts: 4,049
Threads: 0
Joined: Nov 2007

' Wrote:I know what it is - Freelancer doesn't like having lots of players! Seriously though - there has to be some certain number that once it's reached for universe population, and then you concentrate 10 people in one system pewing - that's where the problem lies. Finding that number - meh - that's not what I do. <Summon code monkeys!>
It has to do with the number of objects it has to keep track of (each individual shot, mines, CMs, ships, ect) x number of players it has to keep track of it for. So adding one extra person seeing all those shots can cause the server to go from chugging away, to grinding to a halt.


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Offline Blackvertigo1
07-23-2012, 04:31 AM,
#36
Member
Posts: 679
Threads: 40
Joined: Jun 2008

' Wrote:It has to do with the number of objects it has to keep track of (each individual shot, mines, CMs, ships, ect) x number of players it has to keep track of it for. So adding one extra person seeing all those shots can cause the server to go from chugging away, to grinding to a halt.


*Cough*,


0 is not a calculation.

"The path to hell is paved with good intentions."


Quote:* Nodoka Hanamura is all about that SSH life
If you can't RP then 1.0

"There are more things in Heaven and Earth than are dreamt of in your philosophy - from our odyssey into Hell, we have returned with a gift."
Reply  
Offline Altejago
07-23-2012, 05:03 AM, (This post was last modified: 07-23-2012, 05:05 AM by Altejago.)
#37
Resident Trucker
Posts: 1,798
Threads: 125
Joined: Aug 2010

' Wrote:*Cough*,
0 is not a calculation.

It is when something is relevant. Not like your post.

Mwerte has hit the nail on the head.
  Reply  
Offline Harley.Quinn
07-23-2012, 05:58 AM,
#38
Member
Posts: 189
Threads: 17
Joined: Sep 2010

' Wrote:While your at it , get rid of Conn.

' Wrote:Oh hell yeah. This i been saying for years. An OORP system in a RP server makes no fracking sense at all. Want to practice your PvP go into a PvP server and stay the hell out of Discovery.
Lately i see more in Conn then anywhere else in the game. So why even call it a RP server when entire player base is in the OORP system?

Yeah,look these guys. They're right.

People're complaining about lag and such stuff,while more than 20 people are in the same system called Connecticut,which is,unfortunately,OORP system in an RP server.

I can remember old times,when there were massive battles between factions.But i cannot remember as much lag as it's now.

So,please,dev teams,admins and everyone who works on such issues,somehow work out this problem.It's spreading more and more everyday.
Reply  
Offline Ursus
07-23-2012, 06:02 AM, (This post was last modified: 07-23-2012, 06:04 AM by Ursus.)
#39
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

That could be done by redirecting /conn players to another core probably. Since its oorp system dont need chatlist or anything.

dunno if that's actually the issue though. I bet cannon has log data. I'd like to know what the big consumer is.


Discovery 24/7 Negotiating Tactics:

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Offline Joker's-Thug-Clawey
07-23-2012, 06:44 AM,
#40
Member
Posts: 73
Threads: 10
Joined: Jun 2010

Well, let me get this right......
FL runs on a single core thread- so it has limitations ( already covered point)
If we ever plan onto moving it into a new "engine" like Unity, we need a lot of coders.
Try learning and volunteering for stuff. Stop complaining. Q_Q is not going to help(infact it makes to ROFL).

We have got only coder who is cannon, we need a lot more if we want to fix this server. Bases are not the only ones crashing the server.

GRN vs BAF fleet fights has done it more than 3 times already, so removing the bases is not really an option for reducing lag.

The bases were meant to have a lot more purposes and atleast some are using it right. Problems with the players can't be helped.

Adapt yourselves to the situations.

REMOVING BASES IS NOT AN OPTION to me. This, I consider one of the most sucessful work by our dev team. The only problem is the engine. So try learning stuff and maybe volunteer for things.

Are you new to Discovery or do you know someone that needs help? Just Contact me in Skype: narendranpandian. I will gladly help you.
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