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ModDB - Updates and Votes

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ModDB - Updates and Votes
Ursurper
12-11-2012, 08:53 PM,
#12
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(12-11-2012, 09:09 AM)Cannon Wrote: We were going to delete them in 4.87 completely but for backwards compatibility reasons this is not going to happen.
Then you should disconnect some of them from the map by removing jumpholes, if it saves you development time. 4.87 should be released fast to remove a lot of the problems with boredom-causing system layout.

(12-11-2012, 09:09 AM)Cannon Wrote: Sure, I did a bunch of FLHook things but this underplays the massive effort the infocard team did (15,000 infocards didn't come from no where), the modellers, the system editing and economy. I'm absolutely certain that without people like Aeternus, Blodo, Mjolnir, Jinx, Xoria and lots of others, 4.86 would have never come out.
Didnt want to to downplay their efforts, I've seen lot of great stuff at least some of them did. But the things that need to revamped the most urgently are the not really helpful or understandable ID infos and not really helpful or interesting bar rumors, for the benefit of helpful and interesting stuff that really motivates player to read more. In order to get more people to contribute to it, you could make the infocard development an open forum thing, not a task-assigned skypechannel thing.

(12-11-2012, 09:40 AM)Snak3 Wrote:
(12-11-2012, 09:09 AM)Cannon Wrote: 'noob-friendliness' is probably my biggest concern and I don't have great answers for how to achieve this. Suggestions are welcome.

Well, I think changing the default starting equipment without /restart to a better one ( as in possible to do missions easilly) could be a good start, if that's possible.
I'd prefer buffing all weaker ships, so they both make it easier for noobs in the beginning, and keep those ships interesting even when people have more cash at their disposal. Adds variety and more choices to RP your char just like you want, with a ship that looks like you want but isnt total crap (for example I like the x-shuttle and that freighter you get at Newark, but don't fly them because they can't compete). Ship performances should be more equal, and the real upgrades should lie in the gear that you get for them, like shields, armor, scanners. The higher-end equipment can be made more expensive to reflect that.

Other ways to motivate noobs:
-help command that give you more help than just command listings. For example explanations on how the com system works. Same for the rep system, including ninja-IDs. And for how the technerf works. People can be made aware of the availability of the help at appropriate times, preferably in a way that is as "IRP" as possible.
-more bar rumors that give you really valuable information, like trade routes, good ship and gear purchasing locations, wild and motivating rumors about some of the well designed remote locations, making your mouth water into finding them on your own.
-Easy missions in the places where the faction should be strongest. For example easy Outcast ones in Omicron Alpha, easy Order ones in Mu. Right now they spam capships which is very frustrating for noobs. Very difficult missions in places where those factions are involved in a difficult war (but not near enemy faction's cap sytems, obviously).
-Best gear, or at least second best gear, purchasable at well visited locations, for the according high price. For example best LN stuff at West Point and Norfok, best OC gear at alpha. Its also nice to play a mod that makes sense.
-Discourage the use of the word "lolwhut", or gaga-RP by vets who mock people who don't know how to RP or PvP well (yet).
-Encourage voluntary PvP training and RP advice towards noobs by official faction members, possibly with .addcash. Make the official leaders of military and police factions write a short but well written IRP code of conduct for indies and officials alike, giving hints and information on lore and protocol to help RP those factions properly. Place that in a very easy to find location on the forum. Or in an infocard at West Point, for example.
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Messages In This Thread
ModDB - Updates and Votes - by Cannon - 12-07-2012, 05:33 PM
RE: ModDB - Updates and Votes - by Junes - 12-09-2012, 11:09 AM
RE: ModDB - Updates and Votes - by Cannon - 12-09-2012, 11:20 AM
RE: ModDB - Updates and Votes - by Veygaar - 12-09-2012, 11:22 AM
RE: ModDB - Updates and Votes - by [FC]Flox - 12-10-2012, 07:53 AM
RE: ModDB - Updates and Votes - by ThatPirateGuy - 12-11-2012, 03:50 AM
RE: ModDB - Updates and Votes - by Cannon - 12-11-2012, 06:28 AM
RE: ModDB - Updates and Votes - by ThatPirateGuy - 12-11-2012, 10:20 AM
RE: ModDB - Updates and Votes - by Ursurper - 12-11-2012, 07:43 AM
RE: ModDB - Updates and Votes - by Cannon - 12-11-2012, 09:09 AM
RE: ModDB - Updates and Votes - by SnakThree - 12-11-2012, 09:40 AM
RE: ModDB - Updates and Votes - by AeternusDoleo - 12-12-2012, 08:17 AM
RE: ModDB - Updates and Votes - by AshDent - 12-12-2012, 08:28 AM
RE: ModDB - Updates and Votes - by Ursurper - 12-12-2012, 06:05 PM
RE: ModDB - Updates and Votes - by Madvillain - 12-14-2012, 04:23 PM
RE: ModDB - Updates and Votes - by Ursurper - 12-11-2012, 08:53 PM
RE: ModDB - Updates and Votes - by Savvy ? - 12-12-2012, 07:39 AM
RE: ModDB - Updates and Votes - by Govedo13 - 12-12-2012, 02:41 PM
RE: ModDB - Updates and Votes - by Fluffypinkbunny - 12-12-2012, 03:38 PM
RE: ModDB - Updates and Votes - by James. - 12-12-2012, 04:42 PM
RE: ModDB - Updates and Votes - by Hone - 12-14-2012, 02:23 AM
RE: ModDB - Updates and Votes - by Unseelie - 12-14-2012, 05:12 AM
RE: ModDB - Updates and Votes - by Ursurper - 12-14-2012, 05:33 AM
RE: ModDB - Updates and Votes - by Unseelie - 12-14-2012, 06:25 AM
RE: ModDB - Updates and Votes - by Narcotic - 12-14-2012, 01:50 PM
RE: ModDB - Updates and Votes - by SnakThree - 12-14-2012, 03:55 PM

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