Posts by Diablo
-
-
-
all that would be perfect if we had like 50 players :D, we have to adjust the funs options for 15-25 players
conquering and attacking systems would require constant clan members online, which, perhaps, with the exception of SA and PX is very often not the case
Conquering a system is a strong word to use when there is none to defend
And that is exactly why we need to make this event-type, to tell ppl when they can expect this sort of action to occur so they make sure they are there to participate
Some of us have jobs, studies, families
-
Pirate RP description: charge people taxes or kill them, plain and simple (let's keep it that way)
Pirate codex: Do not apply RP on players below lvl 61 (Actually you can't tax targets below 61 above 500k, but what's the point of attacking poor ppl who are potential juicy tax targets later?)
Players online:15-20
Players online with lvl above 61:0-2 (even those are in alien space, so taxing is not an option)
Result: A very sad pirate
-
A great idea, but those are modders you're addressing to, not miracle workers
-
-
welcome back, you beard
-
-
Clan wars are always the most entertaining part of a space flying battle simulation, but real wars, not like GO? UHM... WAIT, CIGGY... OK GO NOW^^, but the real deal, a lot more strict ships and equipment restrictions for players (meaning restricting shields, ships etc. ONLY to friendly clans, if anyone wants to get any of those by force entry and purchase that player is risking an open war between his clans, or is provoking retaliation from entire clan whose territory the player invaded, simply by plundering the NPC there, or worse, by equipment/ship purchase)
This is why I find clan system placement crucial for real server activity
f.e. pirate clan has access to a better shield, whilst a police clan has got a slightly faster/better ship/weapon on their hands, those can only be officially exchanged via daily/weekly clan meethings organised by event managers
Event managers dont only have to organise pvp events, it can also be diplomatic space meetings, technology trading etc.
The options are numerous
-
I am saying I had perfect missile tracking in 1.7 with 2x lower missile speed, and now in 1.8x I have almost no tracking almost all the time and PvP is very lagy in general
I have the same internet setup I've had 3 years ago
I have 5x better computer than I had before
You do the 2+2
-
is it a good thing for pvp? will missiles finally track?
i've been feeling a lot graphical (i think) lag during pvp even tho my pc is 100x better than my old one and runs other games very smoothly
the lags were kind of like when a group of NPC pops up near you in X-3043, but was experiencing it in pvp every time even in Arena
-
-
-
being realistic and active during the past 3 years I can say we have 10-20 players caps and that only changes if a new mod is released and lasts about 2-3 weeks then it's all back to the standard low population
1 correction, OP: how a mod looks like has almost nothing to do with the number of ppl who play the server, it's how Roleplay is planned and executed from the very beginning, and ofc, one of the reasons for the decrease that more than 60% of the old players were 25+ in age and have left video games for good or for an extended period of time for real life reasons... NO, this is not an excuse not to play the game, and I'm pretty sure you would have the mod even if it was only for you, cuz let's face it, not like you benefit financially from it, whether there are 10 or 100 players playing
If it is action you're looking for, then don't add 15 new system to disperse players throughout space with every mod version, better redo what you had before, and enrich vanilla/1.7 bases/planets/ships database - with 15 ppl playing and the space as vast as it is now in 1.8 every player can trade in different system and never meet each other in space
-
now that is great, really great
the new mooring system is active for meanwhile 3 weeks... AND NOW YOU COME UP WITH SUCH A SHIT!!!!!!!
ARE YOU TOTALLY STUPID?!?!??!?I GAVE YOU TRAINS SO YOU CAN TRADE (it was not my job to do that)
I ADDED THE MOORING FEATURE SO THE TRAINS ACT JUST LIKE THEY WERE MEANT TO ACT (like the NPC ones)
I ADDED THOUSANDS OF NEW TRADEROUTES FOR YOU (which also was not my job)
AND NOW YOU HAVE THE NERVES TO COMPLAIN THAT THE DOCK SEQUENCES TAKE A BIT LONGER?
HAVE YOU ACTUALLY NOTICED THAT THE TRADEROUTES IN RETURN ARE MUCH SHORTER? HAVE YOU NOTICED ALL THE PPL WITH LVL 90 AFTER JUST A FEW WEEKS OF PLAYING DURING THE PAST HALF YEAR?
YOU TALK ABOUT REALISM BUT YOU ARE NOT WILLING TO ACCEPT THAT LARGE SHIPS MOOR INSTEAD OF DOCKING.
DO YOU CALL IT REALISTIC WHEN YOU DOCK AT STATIONS, FILL YOUR TRAINS WITH 5000 UNITS, FLY TO THE NEXT STATION WHICH IS JUST 30 SECONDS AWAY AND MAKE 5MIO PROFIT WITH EVERY TURN? IS THAT WHAT YOU WANT?????
THE LIMITATION OF THE MARKET STOCKS WAS NECCESSARY TO BALANCE THE TRADING AGAIN TO A NORMAL LEVEL.
OH AND IF I SEE JUST ONE MORE GUY WHICH USES AN EXPLOIT TO GET MORE THAN 500 UNITS OF A COMMODITY THEN ILL START BANNING SUCH PPL FROM THE SERVER ONCE AND FOREVER. USING AN EXPLOIT IS A BANNABLE REASON AND I HAVE EXPLAINED HOW THE NEW TRAIN MARKET IS GOING TO WORK INCLUDING ITS LIMITATIONS. IF THAT SHIT DOES NOT STOP RIGHT AWAY I WILL REDUCE THE STOCK TO 50 UNITS, THEN YOU CAN SEE HOW TO USE EXPLOITS OR HOW TO MAKE MONEY AT ALL.As far as I am aware nobody asked you to make trains dockable on most stations nor to make a new docking sequence for big ships. It was your own choice, and because of that you should be able to accept some critisicm.
I was just pleased with how things were back since 1.7, all we needed was a stable dynamic economy and things not disappearing as you jettison then into open space and switch in 3 secs, you decided to make it drastic
-
Just my Opinion: Train, Capship = slow docking sequence - see the sequences of docking NPCs. It´s much more realistic in that way now, and tbh. it fits FL much more than having a 100 Trillon tons Battlesship or 50 Trillion tons Train docking/undocking in a 1/10 second at a station which is sometimes smaller than the BS itself. The used word for it is to moor (just look at the wording please). Also having this undock where the train is turning away from the fixture is perfect for the Game feeling. In RP you will be also able to stop those CapShips easier when it can´t flee that fast.
For realistic purposes i apprichiate the way how it is now, much more than the old one.
Don't start about realism lol. Getting from 1 planet to another in a minute is realistic? Have you ever seen an episode of Star Trek? Takes them days...so ...
Since we're not getting any younger we need as hardcore as possible in as less time to spend as possible... that's realistic from my pov
-
some of you guys are never pleased with what is given to you to play with, right???
Exactly the opposite, fellow Abras
We had a docking sequence from old FL which looked just how it was supposed to, but then OP changed it because in 1.8 BSs were getting stuck trying to undock, but the sequence affects all ships.
Basically, for the sake of a few (battleship)players flying those big ugly things we all have to put up with the new prolonged, illogical undocking sequence, especially unpractical while undocking a train as it gets it's front facing the planet.But hey, OP's mod, OP' call
-
I dunno... this seems a too big omission
-
[chaos][/chaos]
I'm downloading it, and I sent the info to all the inactive SMG too.
I got it too. A mistake OR something else?
@OP: You did test the mod before release?
Just kidding... everyone's so serious and blue atm (I can see why but hey)
-
all that does not change the fact that we have a beautiful mod on our hands, but a lousy PvP server ruins our fun