(08-03-2015, 10:22 AM)Antonio- Wrote: Why do 90% of the traders I encounter either try to run without a word said or open fire instantly when I ask them to cut their engines on my pirate though?
I have never encountered such traders. Except for Ageira, who indeed were a hard nut to crack - but I have to admit they roleplayed every payment refusal pretty well.
Then you must be really lucky. Even I encounter silent traders and especially smugglers from time to time - and I´m not talking now about pirate char, but my police char...
Pardon, there was one trader that went silent. After two minutes of being silent, he met his demise.
I can confirm the 90% trader thing.
Actually, thanks for reminding a certain gameplay video I wanted to do.
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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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(08-02-2015, 10:31 AM)sindroms Wrote: Are you, if you are more skilled in the pvp aspect of the game, entitled to come out on top?
It depends on what you mean with "more skilled in the pvp aspect of the game".
If you mean that you're better at winning strict 1 on 1 PvP with equal ship configuration, then you're entitled to winning strict 1 on 1 PvP with equal ship configuration in Connecticut or another place where you and your PvP-partner/adversary dont bother the RP game flow.
You're not entitled to flying to the capital planet of your enemy, parading in front of their armada, insulting their mothers, targetting single noobs who have no chance against you, and then expect your enemies to fight you one at a time in same ship class and same number although they know they will die.
If that's what you expect people to do, you're not really "more skilled at the PvP aspect of the game" either, but you're really being a huge idiot/hypocrite, because PvP also involves tactical thinking and not just dodging and aiming. Unfortunately, a lot of people here have been manipulated into behaving like huge idiots, by other idiots, and by hypocrites who are addicted to blue messages and who lack the very consideration of other people's fun that they pretend to promote.
If by "more skilled at the PvP aspect of the game" you mean not only dodging and aiming in snubs, but also tactical thinking like the right choice of ships, ability to raise (and train) numbers of competent pilots, and the ability to command/obey effectively, then yes, absolutely, you are, and you SHOULD be entitled to winning most of the time. You should not be hindered by OORP threats, whining/bickering/insulting, or by unfair ship/gear advantages given to select players, or by unfair rules which give advantages to select players.
This doesnt mean that you should be able to blow up everyone everywhere everywhen (see answer to last question below).
(08-02-2015, 10:31 AM)sindroms Wrote: So when it comes to the more competitive aspect of the game, should we balance the game after skill or rather gameplay instead?
It's possible to do both.
It's also possible to make this a hardcore PVP and a hardcore RP server at the same time, as long as the server population doesnt reach its maximum.
There should be zones which are perfectly safe where people who really want to RP without PvP can stay, and there should be zones which are exremely dangerous, where PvP prevails. That way you can choose if and when you want to be competetive or not, you can choose if and when you want to RP or not, you can choose if and when you want to PvP or not.
It can be achieved in 3 ways:
-by rules (ZOI restrictions that exclude enemy planets/systems, but I believe this is a bad way to do it)
-by mod balancing (simply add killer-guns and/or killer-NPCs to certain stations)
-by community behavior (stop complaining about "ganking" or getting attacked if you're the one who approached your enemy)
The only reason why this hasnt been done is because of the hypocrisy that prevails here, from people who pretend to promote "fun for all", when they really get their own fun from REAL ganking (targetting unskilled players), humiliating them, marginalizing/mobbing players who arent part of their own group, and unconditionally trying to stay on top of absolutely everything.
User was banned for: Karlotta
Time left: (Permanent)
Becoming good at RP takes just as much a time investment as being good at PvP. The difference is that you can become good at RP by pixel dong sucking on Second Life and earn real world money whilst doing so; (RP is a transferrable skill from other games and internet roleplay platforms). Disco PvP of the mouse-z/x-WASD-Tab variety is entirely unique to Disco: there is no other game that I can think of off-bat which has a similar PvP experience.
Unbalanced dogfights between one pro and one noob last for around 2 mins of real world time - there are few games which require similar time investments for one-on-one encounters, even in MOBAS. FPS games especially try to keep the respawn ticker flying as fast as possible - Disco does the opposite: players are discouraged from dying by long, satisfactory fight sequences and the 2-hour rule. Disco also has a clever balance system wherein the most transparently "Pro" ships in terms of grind investment (Battleships) are only transparently better than fighter craft in certain specialised situations (tanking, denying an area of space, or shooting bases and other large ships at long range), and each ship class has its own, entirely valid, function. Nobody could argue that credits entitle you to win.
Currently, heavy amounts of RP entitle you to win if your perception of "winning" is ingame goodies, storyline influence, clan creation and clan perks - so in this department, the RPers usually win out.
However, if your perception of "winning" is being able to win ganks as the gank victim, gain a stack of blue-messages in every engagement you enter in, and being able to survive piracy encounters without paying the pirate, you will have a more enjoyable ingame experience, in terms of game mechanics - you just won't be able to influence the story at large.
This is a good thing - it assigns each to their own. Besides, a lot of great Pvpers are poor Rpers and vice-versa. Each should be rewarded for their own investment.
THE SYNDIC LEAGUES
(A co-operative of Rheinland's outlawed trade unions, determined to take the underworld for themselves.)
I was in a titanic Transport and took down two bombers. One took 30 seconds the other about 7 minutes.
The Bombers could easily have said that turret view is too OP and should be removed. I say if the 1st guy didn't underestimate me, I would have most likely been fighting two skilled bombers and not one. That fight could have easily turned in their favor.
I managed to evade a pirate in Omega 3 and made it to a station but was stuck in its auto dock sequence, unable to maneuver and pull away in time to find the dock spot , I died. I tossed a fit in my chair but it wasn't the pirate's fault and I didn't know where to dock. I never once thought I deserved to win. I didn't know the spot on that station to dock and I choose to run and not fight. Each action lead me to the inevitable end. I could have U-turned to the freeport or previous trade lane back to the freeport....you get the idea.
There was that fight you posted Draggy about that one Wilde ship in Penn, picking off ships left and right. The one you just barely managed to survive because his SNAC hit one of your turrets and not your ship. There was no deserving anything. The wilde pilot knew his ship and took advantage of everything they could.
I remember holding off 3 bombers and two fighters in Omega 7 a long time ago. This was when turret view was slightly new. They loved it and so did I. I died but it made the fight way better than a power battle. I don't think anyone felt they deserved anything but a good pvp combat where every player, even me, had to try something new. Turret view gave me a fighting chance and the bombers and fighters had to do a lot more dodging and maneuvering to get a good shot than normal.
I think what the OP is trying to put forth, is if I have a hyper omega doom ship and you have a star flyer, there is no way in New Jersey you and your starflyer should win. You should have seen the borderworld light fighter take down a Liberty Cruiser. I'm dead serious. I watched as this light fighter, virtually untouched by a rain of gunfire whittled the cruiser into oblivion. Who deserved to win? I think who ever can exploit (in a positive legal way) a normal in game mechanic they have the upper hand.
Winning is winning.
For a trade ship its docking to safety or avoiding the pirates
for a pirate its getting the cash or cargo.
For a bounty hunter its getting paid for a job well done.
Losing is how you personally define it. I think again the point may be that people expect an outcome over and over with the in game numbers, without the ingame time spent using those numbers effectively and adapting them to new situations.
Get a punching bag and when you "fail," in game, hit it and yell at the wall, dont take it out on a video game made like a decade ago.... Or the players who just happened to take you out.
(08-04-2015, 03:53 AM)R.I.P. Wrote: I think... (oh wait a sec, i was a junker my opinion is meaningless) Nevermind.
Your opinion is meaningless because you have such a large victim mentality that you think the entire community is actively oppressing your right to speak your mind.
I think this topic is kind of meaningless. Someone made a good question - the hell is this topic about in fact?
This is a roleplay server. Perhaps its the skills that do matter in here, but getting blues is not the main goal in here. The goal is to provide and to receive good roleplay.