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Discovery 4.86 Development: Looking for modellers, system updating status

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Discovery 4.86 Development: Looking for modellers, system updating status
Offline Jeremy Hunter
04-08-2011, 02:39 AM,
#51
Member
Posts: 6,094
Threads: 200
Joined: Jul 2009

' Wrote:4.86 is titled Exiles.

Gravedig much?

[Image: jeremy10.png]
May you ever walk in the Light, Shizune.
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Decerebrated.Individual
04-08-2011, 02:45 AM,
#52
Unregistered
 

Uh...

May be a gravedig, but it is kinda the appropriate place for sometihng which I also jsut pmed to Igiss (who knows if he reads pms):

Hello,

I dont know if you are awayre of it, but the current NPC populations have been causing people a lot of grief.

The main problem is that when server populations goes down, the NPCs become very annoying, by blocking gates, bumping you out of lanes, having 12 pirates shooting you even in places where lawfuls should have the upper hand (roght next to lawful bases).

Its been brought up countless times, but nothing ever happened, mainly because people said it would be too much work to change NPCs everywhere.

So, I offer to do the following:

-Remove all NPCs near a station that is hostile to them.
-Remove all NPCs near a gate that is hostile to them.
-Remove NPCs in large open areas where they dont have a very good reason to be. For example, in Tau 23, remove all Outcasts and IMG and BMM, except the Outcasts near Cali base, IMG near Java, BMM near the gate construction site.
-During the removals, I would make sure that no NPC faction is removed entirely from a system they are in. I would just restrain them to places where one would most likely expect to find them, like near their bases, or for pirates in nebulas an so on.
-I would also remove them in places where they seem "not right". For example I would remove Outcasts distrupting lanes and pirating (asing to drop cargo) in liberty, but not Lanehackers or Rogues.

That should considerably reduce annoyance and server lag to randomly shooting annoying useless NPCs.

I know its a lot of work. Maybe I wont finish all systems, but doing that in the most important systems will already be a significant improvement.

The reduction of the "annoying abd useless" NPCs will automatically raise the spawning of "usefull" NPCs, for example in guard systems or places where you would actually expect them to be, like near their own bases.


So... do I get a green light to do that?
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Offline Zelot
04-08-2011, 03:19 AM,
#53
Member
Posts: 7,539
Threads: 379
Joined: Jun 2007

' Wrote:Uh...

So... do I get a green light to do that?

No.

[Image: 13121_s.gif]  
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Offline Dusty Lens
04-08-2011, 03:26 AM,
#54
Member
Posts: 6,664
Threads: 438
Joined: Dec 2007

' Wrote:So... do I get a green light to do that?

Yes.
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Offline Shryke
04-08-2011, 03:27 AM,
#55
Member
Posts: 925
Threads: 40
Joined: Jul 2009

' Wrote:So... do I get a green light to do that?

Maybe.


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Offline Taneru
04-08-2011, 06:55 AM,
#56
Member
Posts: 518
Threads: 21
Joined: Apr 2009

Tell us when you're done all that, and maybe someone might think about putting it in.

'Cause that's a **** ton of work you're asking for there.


Characters
Alan Markson: The Hellfire Legion's Lord Commander
The Perihelion: Freeport Four's guardian, and yet much more. Missing and assumed Lost with all hands.
Eric Dresmund: Junker, smuggler, thief. Last seen drunk on Beaumont
Vayrn Wyard: IMG Recon pilot turned Neo-Terran Captain. Last location unknown
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Offline J.Miller
04-13-2011, 08:08 PM,
#57
Member
Posts: 129
Threads: 8
Joined: Dec 2010

As long as you do get it done they will probably use it... Or maybe not... Well how about a poll linked to this thread so we can find out what the community wants..?
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Offline necrodoc
11-16-2011, 05:19 PM,
#58
Member
Posts: 19
Threads: 0
Joined: Oct 2011

Is it a bad thread for this request ?;)well ill try anyway.
Is there anyway to put all the wrecks be placed randomly each time server restarts?;)
too much crazy?
but imagine satisfaction from finding one each time in different place:)

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Offline moebus
11-16-2011, 06:35 PM, (This post was last modified: 11-16-2011, 06:36 PM by moebus.)
#59
Member
Posts: 1,086
Threads: 76
Joined: Feb 2010

I support this idea and I would add "randomize the location of jumpholes" :crazy:(maybe not everyday, but every week or 2 weeks could be interesting). This would increase the value of jumpgates.

' Wrote:Is it a bad thread for this request ?;)well ill try anyway.
Is there anyway to put all the wrecks be placed randomly each time server restarts?;)
too much crazy?
but imagine satisfaction from finding one each time in different place:)


»»» The Seraphim Info Page »»» Recruitment »»» Missions and Reports »»»

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Offline necrodoc
11-16-2011, 07:34 PM,
#60
Member
Posts: 19
Threads: 0
Joined: Oct 2011

' Wrote:I support this idea and I would add "randomize the location of jumpholes" :crazy:(maybe not everyday, but every week or 2 weeks could be interesting). This would increase the value of jumpgates.

Awesome!
Increase the value of jumpgates ? this will change A lot.
No more system messages ie: "all units to cali jump hole":)
maybe some unlawfulls will be complaining but hey:)if the people who are after you dont know where are you heading to? so where would they go? if u lose them they will have to split to seriously look for the jh after you;)
Great idea although maybe once per month will be enough as some people dont play so often here, and should be announced as well with some message like ION STORMS;)do

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