(06-11-2020, 08:34 PM)Lambda 4 Wrote: But this is RP server and it's for RP and PvP...it isn't Discovery Freelancer 24/7 PvE server, come on guys be serious
Here, lets take some logic...imagine a real New York city that is guarded by tanks and armoured vehicles 24/7, no logic right, just like the New York planet. Area 51 is guarded and like that, Alaska and Zone 21 would be guarded in game.
Just excuses to hide behind bud. Don't hide behind the 'wah its an RP server so I'm justified to complain about anything that makes me pvp or pve".
The real NY is guarded all of the time, by RADAR, so if any infected bombers wanted to hang out, they'd get intercepted within minutes.
Removing npc's so you can go anywhere hostile and not take any problems except from players would kill the server to suit a few (lazy or weak?) players.
People please stop complaining about trivial things. Hide behind or under a station, move off plane, etc. No one ever said you should be able to sit in space anywhere for talking without any effort.
Even on freeworlds, they removed NPC's except for when you fly within certain range of a base you are hostile to. That is cool but when you fly a dead server with no npc spawns at all, it makes it dead and empty.
(06-11-2020, 04:50 PM)Save My Soul Wrote: I, personally, would rather have NPC removed from the game at all. Keep them for missions and maybe for the new nomad remains obtaining system (I don't know what it could be, sorry) only.
Why don't we remove the NPC Bases as well, open space?? (Sarcasm)
More NPC More "Logical" RP & In Environment.
I suggest increase the NPCs, Give some NPCs capital ships in Border systems, Heavy Patrol in Zone's like Area-21 of NY.
(06-11-2020, 04:06 PM)Skorak Wrote: Turn on mass calc like in single player or like on other mods... Caps cannot be flipped anymore.
Not entirely sure just how stable that is online as it's difficult to test alone.
I think Haste or someone said in Discord the other day that this isn't possible due to how Discovery does balance.
(05-31-2020, 11:14 AM)Laz Wrote: FLHook solves this problem for most vanilla servers. Disco went whole ham on the mass values which breaks the formula for the fix. The only way this will be fixed is if Disco re-balances caps entirely without using the mass value as the speed/handling anchor.
I'm also assuming you meant to but this in bug reports?
(06-11-2020, 08:21 PM)Archaetherial Wrote:
It simply makes interactions that shouldn't happen in these areas in the first place impossible. As it should.
And why shouldn't they happen there? What is so intrinsically bad about having a big fight in a planet's orbit? The owners of the planet and their friendlies already have the benefit of being able to dock to escape a blue message. They already know that reinforcements will be able to undock straight away. The pulse weapons flying from stations and docking rings are already a significant advantage. Why do we need super strength NPCs there too? All that does is take the difficult and foolhardy and make them intractable, and at times, even impossible.
The strength of NPCs reinforces our ideas about the power projection of factions, and the disparity between small, usually unlawful factions, and large, usually lawful factions has been on an upward climb since I first played Discovery. This disparity is not just a lore thing, it's a gameplay thing too. And we as a community love to call it "realistic" when being a law-abiding citizen or a kickass Navy ace is the easy mode and being a dirty, scummy criminal on the run is hard mode. But this "realism" only comes from the assumption that lawful factions are omnipresent and omnipotent, or nearly so.
As things are, there's no reason for lawful players to patrol, that is, seek targets for interaction, if all of their stations and planets are strongholds. The role of establishing system security that they could be playing is obviated by NPC gunboat patrols with CDs and full-power weapons. High-level VHFs that are able to swarm and overwhelm even well-equipped player vessels. Why bother to go even sweeping the trade lanes when any threats can get sweeped up or scared off by an NPC patrol? Why bother going out to engage anything when you can wait for a distress call and go out to drag the fight to the nearest base for the support of its defenses? These may be "realistic" actions, but they don't produce interesting gameplay.
(Never mind the hard counter to smuggling that is "sit at the sellpoint with /nodock and a cruise disruptor ready, but that's another thread. Nevertheless, it is an expression of the belief that lawful powers have, or should have, infallible security technology.)
Furthermore, the role of pirates and terrorists actually being able to antagonize lawful installations is taken away. In the vanilla campaign, we see a flight of Bloodhounds harassing Pueblo, and damaging it severely. Nowadays it's almost considered suicidal (and often OoRP, by some players) for a pirate (in a much better ship than a Bloodhound, mind you) to be anywhere near a lawful-aligned object that isn't just a trade lane ring.
There are fewer ways for unlawfuls to force an interaction because of the NPC concentration near lawful installations, and the only reason this is the case is because so many people believe that's the way it should be. But why should pirates and smugglers in lawful zones (or in your reverse case, lawful traders or navy scouts in lawless zones) need to assume not only all of the player and topological risks and consequences, but be subject to harassment by NPCs as well?
When players are present, their power projection is felt. When they are absent, they have left a hole. NPCs do not have to fill that hole.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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(06-11-2020, 05:05 PM)Connor Wrote: So afaik the NPC spawn rate is determined by the server load. The higher the load the less NPCs spawn and vice versa. As a result of the new server the server load has been reduced significantly thus having a direct impact on the amount of NPCs spawned.
I think it's a case of the NPC spawning yes/no flag being flipped based on server load being above a threshold, not rates.
(06-11-2020, 05:05 PM)Connor Wrote: So afaik the NPC spawn rate is determined by the server load. The higher the load the less NPCs spawn and vice versa. As a result of the new server the server load has been reduced significantly thus having a direct impact on the amount of NPCs spawned.
I think it's a case of the NPC spawning yes/no flag being flipped based on server load being above a threshold, not rates.
Is there a hysteresis factor, and is it adjustable?
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
(06-11-2020, 09:51 PM)Grumblesaur Wrote: When players are present, their power projection is felt. When they are absent, they have left a hole. NPCs do not have to fill that hole.[/b]
Something we can agree. Don't substitute players with NPCs.
NPCs are lolwuts incapable to speak, or anyhow interact beyond "red-is-dead"
which have super a lot of problems with navigation, constantly dying in planet's atmosphere.
Thanks, but I don't want to deal with them beyond when I choose it.
(06-11-2020, 09:59 PM)Ramke Wrote: Here is a visual representation on how NPC spawns are currently, you can see the on/off switch that Alex has described:
It is possible to adjust what the threshold is. Currently, it's 30ms.
More data is required. To see stats during player online around 30