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Admin Notice: Server testing
Offline Dashiell
03-06-2011, 12:01 PM,
#151
Member
Posts: 2,973
Threads: 148
Joined: Oct 2008

I say, keep system chat as default. it has always worked, so let's keep it that way. and new players might actually pick up system wide rp and go 'ah, so that's how it's done'

[Image: serpentlol.gif]
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Offline Panzer
03-06-2011, 12:23 PM,
#152
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

Orrrrr... They could see silence and be silent as well?

[Image: Vxqj04i.gif]
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Offline Jack_Henderson
03-06-2011, 12:27 PM,
#153
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

' Wrote:Yes. I have met 2 miners that are selling ore.

Rest went to haul themself..(over 7 miners)

Old systems: 70% of miners sold ore. 30% hauled themself.

1. Fixing small miners: I'm pretty sure a solution is being worked of for the small miners (it has to be because small miners filling and suporting larger ships were good for cooperative teamplaying and thus roleplay).

2. Hegemon runners: If the fix of small miner ships does not cut it, the Hege can be nerfed so that it makes no sense to haul in it. Suggestions have been made in another thread. I'm personally all against "mine and haul yourself in the same ship" because it's just no roleplay.

3. Depletion: I like it. It opened different goods and forced people to move around their operations a bit. It improves teamplay and conversation in the fields as well as exploration efforts and new strategies of mining. Could be also that if the depletion is a huge problem, that there are rivalries, quotas, access restriction, etc... which will be interesting incentives for conflict roleplay.

And perhaps: Wait a bit and let the situation cool down a little. The new system is 1 day old now. People need to find back to a routine and let's see how all this works, what is being done and then decide whether it was good or bad.


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Offline NonSequitor
03-06-2011, 12:31 PM,
#154
Member
Posts: 911
Threads: 116
Joined: Dec 2007

As Jinx alluded to, this is testing phase and so I've decided to let it go its course. The current modifications in mining are not permanent yet. In any case, my hat's off to Cannon and any others who have invested their time and talents into this mod.

And now for some constructive criticism. The idea of finite fields, in it's current form anyway, seems to have the purpose of instigating more competition and, as a by-product, RP (and inevitably OORP) aggravation - as if we have a deficit of competition and aggravation in game and on the forums. Some say it will "encourage" and "diversify" RP, as factions and individuals scramble for limited resources, beating one another with pixelated pickaxes in the process. I suspect that, if this model remains as the final product, we'll be seeing just as much, if not more drama in games and in the forums. I sincerely hope I am wrong on this one. And then there's the issue of players living in different time zones finding the field pretty much empty when he logs on. I can say that I'm pretty much completely opposed to a finite field system.

I've advocated the "higher yields - lower prices" model. Right now, it seems we have a "lower yields - lower prices" thingy going on. I'm going to assume that this is just part of the test, but I'm hoping the drops get an industrial-sized buff in the final product.

The /l as default has more advantages than disadvantages, imo.

The ore being transported instantly into the cargo hold of the ship is good, in that it helps with server stability. It makes it more of a pain to mine with fighters and freighters, but perhaps a work-around can be created - beside ejecting the contents of your hold every 30 seconds via the cargo screen.

I am content to wait and see. If the new mining (salvaging in my case) isn't my cup of tea, I'll just use my hauler to trade. Just like old times.
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Online Soban
03-06-2011, 12:40 PM,
#155
Mobility Scooter Enjoyer
Posts: 838
Threads: 102
Joined: Apr 2009

Just a note, I have tried ALL o11 field 3-4h after restart with hege and Transport mining turret + Dauman Id/Iff and with a red hessian too.

Result = NOTHING.

Issue with those field or Mining field camper ?:P

[Image: Cj034If.png]
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Offline Oldum
03-06-2011, 01:15 PM,
#156
Member
Posts: 1,357
Threads: 87
Joined: Apr 2009

' Wrote:Just a note, I have tried ALL o11 field 3-4h after restart with hege and Transport mining turret + Dauman Id/Iff and with a red hessian too.

Result = NOTHING.

Issue with those field or Mining field camper ?:P

O11 fields didn't give any drop way before this whole "mining turned on and off" thing... like a moth before, I tried to mine there, but no drop at all ...

[Image: kIHP9wI.png]
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Offline Wuselkobold
03-06-2011, 01:27 PM,
#157
Member
Posts: 875
Threads: 56
Joined: Jun 2009

' Wrote:I just spent 30 minutes filling up an ALG Mover in New London, changed spots three times and every drop above 10 was a reason to celebrate - are those the 'mined out' drops? I find it kind of sad to nerf the only kind of mining to uselessness that actually didn't cause any drama.

On that note, an idea: Can we split the large mining areas around junker bases into several smaller ones to emulate, for example junkers mining in the center around their bases and ALG at the edges of the scrapyards to systematically remove them? Would also make sense that fields only deplete locally and not in an area of 50k just because there was some miner somewhere inside of it.

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Online Soban
03-06-2011, 01:29 PM,
#158
Mobility Scooter Enjoyer
Posts: 838
Threads: 102
Joined: Apr 2009

' Wrote:O11 fields didn't give any drop way before this whole "mining turned on and off" thing... like a moth before, I tried to mine there, but no drop at all ...


Before this mess I have mined there since a year. THEY WERE UNCUT.

[Image: Cj034If.png]
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Offline Vladimir
03-06-2011, 01:31 PM, (This post was last modified: 03-06-2011, 01:32 PM by Vladimir.)
#159
Member
Posts: 1,597
Threads: 39
Joined: Oct 2009

' Wrote:I'm torn about the /l being the default behaviour.

On one hand, it will prevent the annoying discussions spamming the system about how to use /l by some newish guy. This is +.

On the other hand, it will mean the some interesting RP won't be heard as regularly. This is - in my opinion.

Thoughts?

I say it is indeed so. I love it when some sneaky pirates tell the whole system about them by mistake.

ALSO FEEDBACK

Omega-11 was empty 12 hours ago already. Still empty. For both DHC and Hessians. What do?

[Image: 158aufs.jpg]
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Offline Not Espi
03-06-2011, 01:35 PM,
#160
Member
Posts: 3,830
Threads: 130
Joined: Sep 2009

' Wrote:I say, keep system chat as default. it has always worked, so let's keep it that way. and new players might actually pick up system wide rp and go 'ah, so that's how it's done'

or, they could enter enter new york straight out of penny, and see:


(random pirate #1): 2 million or die! *
(rping trader): says it in local so our newbie doesnt see it
(lolscort): rofl if u hir'd me i would kill him )))
(lolNS1): leave system, pirat! *
(random person in ny #1): : D *
(random person in ny #2): //how do i befriend the liberty guard? *

etcetc


* - seen in NY and surrounding systems TODAY in system chat.
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