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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Bottle necks and activity hubs

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Bottle necks and activity hubs
Offline Coin
02-05-2014, 07:10 AM,
#1
Difficult Customer
Posts: 3,329
Threads: 82
Joined: Apr 2008

Creating interaction requires these two things: money makers and places to be a money taker. All else is dressing on the salad of life.

Vanilla FL had the noob run, and the bottleneck of s13. other incarnations of disco have had different activity hubs (sadly killed off in favour of dispersed activity), and the tech-toys we've received recently have promulgated this (cloaks and JDrives).

Activity hub suggestions:
  • Bring back regular mining (discussed elsewhere)

  • remove tractor beams from npcs (solo miners group together n create activity organically. pre-grouped mining takes organisation)

  • random commodity hikes (changing once a week through DSace)

  • treasure hunts (spawn a wreck somewhere with a 100m credit card/equipt on it)

  • bring back barges
  • reduce the number of restarts. (time was, you had to spend a while prepping a character - this created activity. now we can have our cake and eat it too).

Bottle neck suggestions:
  • Superjumpgates (parked way off the plane, with no npc spawns, that lead from bret - kusari, and rhein kusari)
  • delete empty systems like chester
  • delete guard systems and insert the assets into the home system, but with increased npc patrols in that area
  • delete deadend systems
  • remove a few jumpholes to limit travel choices



please feel free to add your own suggestions

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline Curios
02-05-2014, 07:20 AM,
#2
Member
Posts: 2,719
Threads: 88
Joined: Sep 2009

More then half of that not happening because we're not getting a server wipe.

[Image: bhglogo.png]
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Offline GrnRaptor
02-05-2014, 07:35 AM,
#3
Member
Posts: 941
Threads: 115
Joined: Mar 2012

(02-05-2014, 07:10 AM)Coin Wrote:
  • reduce the number of restarts. (time was, you had to spend a while prepping a character - this created activity. now we can have our cake and eat it too).

Re-introducing an OORP process to create "activity" seems like a bad idea. "Activity" should be roleplay, not necessarily time spent in game. If anything this lets us get to the "activity" of roleplay even faster.

[Image: 9igxhx.png]
[Image: Zr1b4H3.jpg]
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Offline Xenosaga
02-05-2014, 08:30 AM,
#4
Member
Posts: 497
Threads: 35
Joined: Oct 2010

Oh good old Dublin and Omega 7 mining days

Good days
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Offline Pancakes
02-05-2014, 08:55 AM,
#5
Member
Posts: 3,395
Threads: 151
Joined: Jul 2010

(02-05-2014, 08:30 AM)Xenosaga Wrote: Oh good old Dublin and Omega 7 mining days

Good days

Man I miss those.

[Image: p2SKLap.jpg?1]
BLOOD FOR THE BLOOD GOD
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Offline Treewyrm
02-05-2014, 09:51 AM,
#6
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

(02-05-2014, 07:10 AM)Coin Wrote: Creating interaction requires these two things: money makers and places to be a money taker. All else is dressing on the salad of life.
An oversimplified outlook to the point it becomes woefully inaccurate.

(02-05-2014, 07:10 AM)Coin Wrote:
  • treasure hunts (spawn a wreck somewhere with a 100m credit card/equipt on it)
    Randomly spawned wrecks is an interesting one.


  • reduce the number of restarts. (time was, you had to spend a while prepping a character - this created activity. now we can have our cake and eat it too).
    I'm afraid lengthy setup process never added for actual activity really. Server rules actually had them as non-combatants, most often they were just left alone and that's it. It may have added to average number players online, but not to meaningful interaction between said players.

Bottle neck suggestions:
  • Superjumpgates (parked way off the plane, with no npc spawns, that lead from bret - kusari, and rhein kusari)
    Abysmal idea as it will create more harm than good. While it's true that choke points can provide a focus for activity the idea of such jump gates is extreme. Good solutions don't sit at the ends of the spectrum.


  • delete empty systems like chester
    May be, but it's not a buffer system in any paths between points of activity. Removing it would not affect anything.


  • delete guard systems and insert the assets into the home system, but with increased npc patrols in that area
    Most guard systems are rarely visited anyway, so they neither make activity nor take it away from elsewhere.


  • delete deadend systems
    Deadend systems are fine. Some systems have roles other than everyday activity generators. For example far places to discover, serving as a material to provide for their roleplay activity, which in the end benefits overall activity too. Forms of interactions aren't limited to traders, pirates and spacecops.


  • remove a few jumpholes to limit travel choices
    Depends on which ones you'd consider to be removed.

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Offline Birdtalon
02-05-2014, 11:08 AM,
#7
Member
Posts: 2,053
Threads: 93
Joined: Apr 2009

Super jump gates would be a power traders dream.

[Image: MiPYb7j.png]
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Offline Highland Laddie
02-05-2014, 12:38 PM,
#8
Member
Posts: 2,082
Threads: 21
Joined: Mar 2013

What's that thing DSE is building in Alberta, anyways?
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Offline Thargoid
02-05-2014, 01:09 PM,
#9
Member
Posts: 713
Threads: 65
Joined: Aug 2013

(02-05-2014, 12:38 PM)Highland Laddie Wrote: What's that thing DSE is building in Alberta, anyways?

WHAT?

#slaybase

LH~ | [75th] | LR-
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Offline Thargoid
02-05-2014, 01:13 PM,
#10
Member
Posts: 713
Threads: 65
Joined: Aug 2013

(02-05-2014, 11:08 AM)Birdtalon Wrote: Super jump gates would be a power traders dream.

Indeed, especially because traders can use BS scanners. And sometimes there are 30 people online, no pirates, who can be bothered pirating when there aren't enough players on?

LH~ | [75th] | LR-
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