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  Discovery Gaming Community Rules & Requests Rules Faction Rules Faction Activity
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Official Faction Activity First Quarter 2019

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Official Faction Activity First Quarter 2019
Offline Sombs
04-05-2019, 03:04 PM,
#51
Naughty Catto
Posts: 6,790
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Joined: Feb 2014

Reducing the amount of systems doesn't help anyone. There are a bit more than a hundred systems and most of them are important to some players. The amount of systems doesn't impact on the player density at all since most players fly around in activity zones anyway. If anything, you will make people leave if they see their favourite systems have been removed. Same for removing factions. Stop trying to fix things by removing content.




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Offline Lythrilux
04-05-2019, 03:12 PM, (This post was last modified: 04-05-2019, 03:13 PM by Lythrilux.)
#52
Edgy Worlds
Posts: 10,356
Threads: 737
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Too many systems aren't the issue. It's bad connections. Why on earth Omicron Tau hasn't been relegated to the other side of the map and the T-37-Alpha link hasn't been rebuilt is beyond me. People say "oh well we made the distance shorter" - it's still an inconvenience and nowhere near as good as the connection used to be.

In regards to faction redundancy... I'll say the following:
  • Harmony has basically developed itself to overlapped HF - maybe even doing HF's role better.
  • Hessians utterly dwarf Bundschuh and whilst Unioners have made a push to make themselves more distinct, arguably all other Rheinland unlawfuls still play second fiddle to Hessians.
  • Mining bonuses being handed out like hotcakes to factions has undermined the speciality of vanilla/original mining factions and given them needless competition instead of keeping mining activity centralised.
  • A lot of Corporate IDs desperately need a bonus or perk of some kind to make them worth playing. People have said for a long time that groups like OSC should get a bonus for delivering people commodities to places.

I think people are starting to get the idea that this isn't just an issue with a faction's leadership or the player faction itself. Lots of factions desperately need assistance from a development perspective to become attractive.

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Offline Langolier 2.0
04-05-2019, 03:13 PM,
#53
Member
Posts: 40
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Joined: Feb 2019

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Offline Reacher
04-05-2019, 03:15 PM,
#54
Member
Posts: 893
Threads: 39
Joined: Oct 2009

(04-05-2019, 03:04 PM)Sombra Hookier Wrote: Reducing the amount of systems doesn't help anyone. There are a bit more than a hundred systems and most of them are important to some players. The amount of systems doesn't impact on the player density at all since most players fly around in activity zones anyway. If anything, you will make people leave if they see their favourite systems have been removed. Same for removing factions. Stop trying to fix things by removing content.

All those random Omegas and Omicrons. Reduce the amount.... Will have a big impact on activity. Why are there so many Taus and Sigmas? They are empty most of the time. Get rid of them. Kusari... has been on life support for years... why are there a bunch of tacked on systems?

Shrink some systems so it doesn’t take ages to get anywhere. Doing nothing isn’t the answer. Adding more space while player counts drop isn’t the answer.

Gallia has and always be the biggest mistake this mod ever made.
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Offline Madvillain
04-05-2019, 03:19 PM,
#55
El Presidente
Posts: 2,690
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More systems means longer travel time means more activity

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Offline Sombs
04-05-2019, 03:20 PM,
#56
Naughty Catto
Posts: 6,790
Threads: 501
Joined: Feb 2014

I don't get why you complain about the lack of ingame activity but are demanding the removal of content, that, if removed, would cause people even less to log.

All it takes is an overhaul of jump hole connections. Literally. That won't remove stuff people are liking, and it will speed up things.




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Offline LaWey
04-05-2019, 03:20 PM,
#57
SCEC studying YOU
Posts: 1,258
Threads: 62
Joined: Jan 2018

(04-05-2019, 03:04 PM)Sombra Hookier Wrote: Reducing the amount of systems doesn't help anyone. There are a bit more than a hundred systems and most of them are important to some players. The amount of systems doesn't impact on the player density at all since most players fly around in activity zones anyway. If anything, you will make people leave if they see their favourite systems have been removed. Same for removing factions. Stop trying to fix things by removing content.

I pretty agreed. You cant force people play in system or for faction which they dont want. Simple. I still cant understand who was disturbed by big amount of systems.

I for example could remember Omega things, when many players whined about how hard make interactions in Omegas, constantly pushed this absolutely stupid formula about TRADER-PEIRAT-LAWFUL. Of course forgetting with this whines, that in Omega random pirates just not live due already existing organised in quasi-states powerful pirates, and killing systems they only enforce this territorial claims force. Absolutely not thinking that trader first need just routes to just fly in some ass of world. Absolutely not thinking that half of systems just have internal design with 20k distances between hole and bases. Absolutely not considering that intercepting of enemy group or just finding fight if you want it wastn problem. But ye, need remove systems where players started RP. Need remove all damn grey zone to force players become a hobos fighting among garbage for muddy piece of rotten food.
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Offline Lythrilux
04-05-2019, 03:23 PM,
#58
Edgy Worlds
Posts: 10,356
Threads: 737
Joined: Jan 2013

(04-05-2019, 03:20 PM)Sombra Hookier Wrote: I don't get why you complain about the lack of ingame activity but are demanding the removal of content, that, if removed, would cause people even less to log.

All it takes is an overhaul of jump hole connections. Literally. That won't remove stuff people are liking, and it will speed up things.

Pretty much this. We don't have to nuke the content, just move it so that it doesn't obstruct travel paths or make travel times longer.

Like, we could pretty much delete systems like Minor because they don't really add anything of value to the mod other than aesthetics and lore. Previously, it was fairly out the way and didn't obstruct Omicron connections. Then someone made it smack dab in the middle of multiple routes, much to the detriment of the region. Omicron Lost is mostly a good example as to why content can be kept in a way that doesn't obstruct routes (I prefer when the system only had one connection). It's out the way but is still a piece of content for players to interact with.

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Offline Loken
04-05-2019, 03:30 PM,
#59
Phantom of Roussillon
Posts: 2,202
Threads: 80
Joined: Jun 2010

(04-05-2019, 03:19 PM)Madvillain Wrote: More systems means longer travel time means more activity

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Offline SnakThree
04-05-2019, 03:36 PM,
#60
Member
Posts: 9,091
Threads: 337
Joined: Mar 2010

(04-05-2019, 03:19 PM)Madvillain Wrote: More systems means longer travel time means more activity

More systems and longer travel time doesn't give me more time inRL.

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