| Username | Tortoise |
| Real Name | |
| Rank | Novice Member |
| Joined | November 18, 2003 |
| Gender | Male |
| Age | 32 |
| Location | Aachen, Germany |
| Last Visit | June 26, 2008 |
| Post Count | 7 |
| Biography | |
| Quote |
Yes, these things sounds like a good way to do it, SWG got it right there. Though the JGC mechanic of loosing all equipment after the ship is destroyed, and (most of ) it's worth refunded by insurance money, was a sufficient substitute to decay to keep demand up.
My vote is on PvP with consequences for an interesting and a thrilling game. And a as much player driven game as possible of course. Means: You can shoot everyone (except the lowest of newbies) everywhere, but not everywhere it's considered productive behavior. I would like it a bit different to Eve, some skilled escape after the (fast executed, no time to play around or it turns into an attempted one) kill should just be possible and the whole kill-the-criminal thing could use some more player involvement (military anyone?), but returning into faction high security areas before things are fixed again is out of question (OK, with only reasonable answers taken into consideration). And by fixed I don't think some keeping-the-PC-online-over-night-in-station-action, going, or better flying, out there and facing things is more like it.
Well, still I think a PvE server should be there to please the more... WoW inspired players. It would attract more players and that's money and that's a good thing for all of Jumpgate. If at least a decent amount of players out there wants to play games like Jumpgate more than one shard is needed anyway, so not much effort. Player numbers will tell what is liked and it's better than some foul compromise trying to please all and is disliked by a lot.
PS: I play more a non PvP style. After some hours in the open PvP world of Jumpgate Classic I had only something more than a dozen fights in JG:C and most of them either being HG flagged ('full' PvP) or unreg (lawless area). Result: 0 kills, 2 time got killed, 1 time payed for save transit, 1 time called it even because of lag, 2-3 times forced the other to leave and else made an escape (not much honour in that, though the only thing a financier can damage on a 'nix is, with some luck, the ego of its pilot ;) ).
Just remember in a PvP world, if your friend is
by a
then don't sit there
,
or
(no, not
,
or
either), go
and make the
look
. And if it turns out
and
for you, you're still
and no
, if the
tries to
you afterwards, it's just ->
and
making him look like a
.
After that I better
and accept that I'm
, sorry if I
ated you and please don't
, just go
, else you may end being completly
like me.
PS: Sorry for that, but the Smileys asked for it.
Something like Privateer Online Jumpgate style. Interwoven factions, endless possibilities, roles, choices and resulting consequences.
Good to hear that, Lobotomist. The problem was you touched a bit of a sore point and sometimes it was easy to (mis)read negativity into your posts. Though I have to agree a bit that somewhat more accessibility could do the player numbers some good, but unfortunately I doubt that JG can leave its niche completely. And as said, there is always a bit of fear that the game could completly join the dozends of mainstream games, with loosing one of a hand full of games that may provide more than that. And quite some tried to jump the WoW train and failed, while quite some niche games survived 5 years and more now earning some income. None of them, maybe with the exception of Eve, made their devs, or some investors, rich though.
I consider full save zones a bad thing because it takes quite a lot of immersion, fun and feel out of a game. Not to speak of things like save zone hopping like seen in Neocron (fighting at the border to a save zone, once near death zoning into it to heal up, back to the nonsavezone and repeat. More so if the game has some potential for interesting conflicts, which looks like JGE will have with the splintergroups inside the factions, the factions against each other and all that while threatened of hostile alien and maybe other yet unknown forces.
Of course there needs to be some security, and quite a lot of it near the faction hubs. This should be provided by NPC forces, even better if some factional player force could be included, and punishments like faction hits, some sort of bounty.
Of course there has to be some newbie protection beyond the normal security. And I completly understand that everything but complete savety is considered bad by some playstyles. While I don't understand these in MMOGs I shouldn't decide what has to fun to others. And it's quite some number of players, especially now after WoW pulled new players into the MMOG market. But on the other hand I see it dangerous to alienate the PvP and the 'immersion world MMO players', especially with a niche product both with the spaceship setting and player skill driven gameplay. And unfortunately I haven't seen a solution yet making both of these playing styles happy inside one ruleset. It's sometimes hard enough to get a good compromise between the all open PvP players and the ones liking a meaningfull universe with some laws.
The real world examples don't lead anywhere. While governments maybe even find ways to enforce peace in stadiums or airports between people that hate each other and fight outside the border all the time and should carry weapons all the time, even inside these buildings, because of some outside threats it's not the point. I don't play games because I enjoy some boredom, I play them for immersion and entertainment. And the possibility of danger like Neocron or Jumpgate provided is/was a integredient to archieve that. And no, NPCs are just no substitute for a human player, even while some of the latter are about as talkative or open for negotiation as the former.
Which console would you like to see MMOs released for?