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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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NPCs kinda suck

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NPCs kinda suck
Offline boxcartenant
05-06-2015, 03:50 AM, (This post was last modified: 05-06-2015, 03:52 AM by boxcartenant. Edit Reason: Sanitized )
#21
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Posts: 31
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So.... if there are no other objections... what happens next?

I imagine not all dissention has been nullified, but it seems to have been silenced...(?)

I'd be completely satiated if a mod would tell me that my ideas are receiving due notice, or will be discussed among the mods, even if nothing comes of it.

Kill a whale; save a giant squid.
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Offline zslayern
05-06-2015, 04:13 AM, (This post was last modified: 05-06-2015, 04:13 AM by zslayern.)
#22
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Posts: 139
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(05-03-2015, 07:52 PM)boxcartenant Wrote: Yeah, mission NPCs can be hella hard. I don't think I could do some of the higher difficulty missions alone in a light fighter, even if I was a very good pilot.
Good luck soloing four cruisers or battleships in a light fighter, just saying.
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Offline Karst
05-06-2015, 12:18 PM,
#23
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Posts: 3,023
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Joined: Sep 2009

(05-06-2015, 03:50 AM)boxcartenant Wrote: So.... if there are no other objections... what happens next?

I imagine not all dissention has been nullified, but it seems to have been silenced...(?)

I'd be completely satiated if a mod would tell me that my ideas are receiving due notice, or will be discussed among the mods, even if nothing comes of it.

Oh please. Just because most people can't be bothered to further argue about this doesn't mean you've "won" anything.

The problem is that you're basing your entire argument on the assumption that NPCs having a greater influence on player interaction is something desirable.

You state things like
(05-04-2015, 09:21 PM)boxcartenant Wrote: NPCs from faction C absolutely should interrupt your encounter if you're in their way
as if it were an obvious fact, when I think it's safe to say very few here agree with that.

What is a fact is that PVE simply is not a big part of this mod. People interested in that can always do missions or visit the areas that do have powerful NPCs, of which there are plenty. But very few of us want to be forced to PVE when we're trying to focus on player-player interaction.

We've already tried having significantly more powerful NPCs (was it when .87 came out? I'm not sure anymore).
It made for terrible gameplay and almost everybody complained about it until they were nerfed again. They simply do not fit well into the environment of disco and I can pretty much guarantee they're not coming back.

[Image: jWv1kDa.png]
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Offline sindroms
05-06-2015, 12:26 PM,
#24
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PVE would be plausable if we did not decrease npc spawns at high server load times. Meaning that NPC difficulty through numbers would not vary over server population time. This would make ''dangerous'' systems a possibility, but would require to drop the server pop cap to under 100, most likely.

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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline nOmnomnOm
05-06-2015, 12:52 PM,
#25
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Once upon a time there were npcs that got buffed...

And then no one could sit still to rp anymore because of annoying stupid npcs.

[Image: zBEqQfl.jpg?1]
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Offline Komitoza
05-06-2015, 01:07 PM,
#26
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Posts: 1,301
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Joined: Apr 2015

I just did a 2.5 mill mission for the GC.
NPC snubs do damage.But they still are easy to beat.

Dough Junker,Molly and Rouge missions are a bit unbalanced because of the SHFs.
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Offline Eugen
05-06-2015, 01:19 PM,
#27
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Posts: 210
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Joined: Jan 2012

to bad u cant make rules per zone(system) instant of rules per server as it is now. ^^

[Image: Imperial_Eagle.png]
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Offline boxcartenant
05-06-2015, 07:57 PM, (This post was last modified: 05-06-2015, 09:49 PM by boxcartenant. Edit Reason: Too long. Trying to increase probability of response. )
#28
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(05-06-2015, 12:18 PM)Karst Wrote: What is a fact is that PVE simply is not a big part of this mod. People interested in that can always do missions or visit the areas that do have powerful NPCs, of which there are plenty. But very few of us want to be forced to PVE when we're trying to focus on player-player interaction.

Since when? The mod originally had dangerous space. Afaik, Disco Space is now less dangerous than it has ever been. The only reason PVE isn't a part of the game is because of the more recent changes, not because "that's the way the mod is and it's going to stay that way."

Anyway, you don't agree that civilians should have a hard time congregating in pirate space?
Why does the game environment even exist? Is it supposed to put players into the lore, or is it just a fancy chat room?
Missions alone aren't good enough. If I want instanced space battles then I'll play Star Conflict on Steam. The mods have the power to make a universe that feels like it is split into systems controlled and populated by factions.

(05-06-2015, 12:18 PM)Karst Wrote: We've already tried having significantly more powerful NPCs (was it when .87 came out? I'm not sure anymore).
It made for terrible gameplay and almost everybody complained about it until they were nerfed again. They simply do not fit well into the environment of disco and I can pretty much guarantee they're not coming back.

I didn't say we should have NPCs so powerful that they make player interaction impossible, unless the players are trying to interact in space that's owned by a hostile faction, and their ships are too low-tier to handle it. NPCs don't have to be either "so powerful that player interaction is impossible" or "completely impotent". Why can't we have difficulties in-between? See my previous posts:

(05-04-2015, 10:34 PM)boxcartenant Wrote: I'm not saying we should make it super-difficult to survive everywhere. I'm just saying there should be a reasonable gradient of difficulties across the universe, and slightly fewer NPC encounters.
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