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Thread: Multiplayer ships taking one lot is wrong, proposed alteration now enclosed...
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BrotherDavius
Mon Nov 01, 2004 5:23 am
#53
Cuality wrote:
actually, it had nothing to do with lag, it was more to do with items disappearing on the ships... i.e. DATABASE ISSUE. Stuff was disappearing. Stuff disappearing is a bad thing. This is something that was tested and proven to be true.
Trean wrote:
Massadonious wrote:
Less lag = good.
More lag = bad.
Let me know which one of those options you like and I'll tell you where you stand on this issue.
Personally, I think they should of gave us 2 extra lots to compensate for the MP ships, but other than that, I think the lot system in JTLis fair.
You are basing this inquiry on the sole fact that the devs are saying the original system will give more lag. This is a statement, not test based. You can't base it on beta because there were a billion people on the server and there was going to be lag either way.
Well if it stops irem going poof then i am all for 1 lot for a multi-pass ship.
Wolw
Mon Nov 01, 2004 5:47 am
#54
its pretty dumb to say thats wrong, the multiplayer ships functions as a house, you can drop items in it and store it. its actually worth the one lot it takes. If you dont want the thing, dont use it. its really that simple.
BrotherDavius
Mon Nov 01, 2004 9:44 am
#55
Wolw wrote:
its pretty dumb to say thats wrong, the multiplayer ships functions as a house, you can drop items in it and store it. its actually worth the one lot it takes. If you dont want the thing, dont use it. its really that simple.
agree.
They are like flying homes in space
.
BrotherDavius
Mon Nov 01, 2004 10:20 am
#56
GarVa wrote:
Ya it takes a lot but your also forgetting the positive points:
1. It wont poof if you dont pay the maintenance.
2. You can use it at any starport (no more running to your house for that other item you forgot
3. You can actually fly around while carrying your items with you... No more crafting in the dullness of your house, you can craft while watching space traffic go by or firefights in space.
Those are just 3 reasons why I love it I'm sure people can add more as well as those listed above.
They are great resons to have a lot for multi-pass ships.
Trean
Mon Nov 01, 2004 10:58 pm
#57
I don't know if many of you are reading all my posts or even all the posts on this thread, but I would just like to point out that I am not saying that the lot implementation idea didn't solve the problems they were seeing. Nor am I saying that the lot implementation of current has no positive points. I am saying....
The current lot for multiplayer ship implementation was poorly thought out in regards to its reprecussions on the ground game. To be an effective crafter you use most of your spare lots as harvesting lots for the always moving and constantly better spawns that happen on variable planets. This implementation says to crafters.... "Hey you... we are going to decrease your ability to play the part of the game you have been playing for over a year in order for you to fully enjoy the new expansion pack we are giving you." On top of that it says... "Hey, you know that great reward we are giving you and have been preaching about, well in order to get it you have to give up something that you have been depending on for a 'livelihood' for a little over a year." One of my main gripes with this implementation is that, in order for you to get a reward for being such a great patron of SOE's you must alter and impair your gameplay style if you are a crafter.
Furthermore to all you that claim well this was a beta tester approved idea. Well, if you were in beta and you are a fighter in live, then you could have easily happened upon a thread debating the solving of this issue, but IF you were a crafter you were debating more on crafting issues and the ideas of shipwright because as a crafter that is what you knew how to best test. This would then dillute the group that stated that this lot idea was good, mainly because it was an issue of resounding attention. In my opinion, and highsight is 20/20, these drastic changes that the devs where considering should have been 1) more high profile and 2) possibly put in a beta poll rather than the um... rate your beta experience poll that was always available.
I have read through all the posts up to this point, including the three great things Garva stated so kindly. But, it is still in my opinion that crafters, the minority population when it came to beta and in live in my opinion, are put to a disservice with this implementation. I still support strongly a 'recoding' to add JTL lots to the game in which 75 items would be tied to each lot and ships would take up certain amounts of lots, and then later hopefully a spacestation or other JTL add onsof some sort would also consume these lots. All JTL lots would be consumed by space themed things relating directly to that user having registered JTL in order to receive the new JTL lots.
BrotherDavius
Tue Nov 02, 2004 7:38 am
#58
Trean wrote:
I don't know if many of you are reading all my posts or even all the posts on this thread, but I would just like to point out that I am not saying that the lot implementation idea didn't solve the problems they were seeing. Nor am I saying that the lot implementation of current has no positive points. I am saying....
The current lot for multiplayer ship implementation was poorly thought out in regards to its reprecussions on the ground game. To be an effective crafter you use most of your spare lots as harvesting lots for the always moving and constantly better spawns that happen on variable planets. This implementation says to crafters.... "Hey you... we are going to decrease your ability to play the part of the game you have been playing for over a year in order for you to fully enjoy the new expansion pack we are giving you." On top of that it says... "Hey, you know that great reward we are giving you and have been preaching about, well in order to get it you have to give up something that you have been depending on for a 'livelihood' for a little over a year." One of my main gripes with this implementation is that, in order for you to get a reward for being such a great patron of SOE's you must alter and impair your gameplay style if you are a crafter.
Furthermore to all you that claim well this was a beta tester approved idea. Well, if you were in beta and you are a fighter in live, then you could have easily happened upon a thread debating the solving of this issue, but IF you were a crafter you were debating more on crafting issues and the ideas of shipwright because as a crafter that is what you knew how to best test. This would then dillute the group that stated that this lot idea was good, mainly because it was an issue of resounding attention. In my opinion, and highsight is 20/20, these drastic changes that the devs where considering should have been 1) more high profile and 2) possibly put in a beta poll rather than the um... rate your beta experience poll that was always available.
I have read through all the posts up to this point, including the three great things Garva stated so kindly. But, it is still in my opinion that crafters, the minority population when it came to beta and in live in my opinion, are put to a disservice with this implementation. I still support strongly a 'recoding' to add JTL lots to the game in which 75 items would be tied to each lot and ships would take up certain amounts of lots, and then later hopefully a spacestation or other JTL add onsof some sort would also consume these lots. All JTL lots would be consumed by space themed things relating directly to that user having registered JTL in order to receive the new JTL lots.
More lots would be nice, i am not a crafter but having more lots for them would help them alot.
MusicManZarick
Tue Nov 02, 2004 8:06 am
#59
Amesri-Ethagoulvi wrote:
Vicotnik wrote:
Magic013 wrote:Lots was initially meant to keep players limited on how many items are floating around on the server, IE 1 lot = 75 items, if we get ships that can hold items it will cost a lot. And if you look at it this way, a big flying house needs to be parked somewhere.Either we deal with the 1 lot per 75 items or get a more laggy serverWell, that's not really true. In fact, at first during beta no MP ships took lots, you could have two of them in your datapad but there were other restrictions.The restrictions were that you could only have one MP ship that was decorated, and if you had one decorated MP ship, you would not be able to launch the other one. This wasn't met well by the beta testers, however, so they came up with this lot thing (which to some degree weren't met well by the testers). In effect, this made the SoroSuub worthless, since you would have to empty it before you flew your Nova, Decimator or YT.Personally I don't care much about loosing a lot or two, I don't need them anyway. However there is one thing that bothers me: We could at first have one MP ship without restrictions, we could have one MP ship decorated and it would still not cost any lots. This made me (and some other testers) to become somewhat suspicious of the entire thing. How come each MP ship now takes a lot, when they were ready to give us one "for free"? Kinda felt like they snuck in a nerf when they at the same time gave us the ability to have more than one decorated MP ship. If anything, our first MP ship should be free, and the second one should cost a lot (if it is decorated).
actually in beta the reward ship always took a lot.
Actually in Beta no it didn't. I had 10 lots available to me when the only ship I had was my Sorosuub when they first added them into the Beta. Not sure when it changed, as I was already back on the "Live" servers working on a new character and building credits up for the ridiculous prices the Shipwrights were gonna charge.
CerionSkydreamer
Tue Nov 02, 2004 8:08 am
#60
Trean,
Let me just clarify that this was far from beta tester approved. I was in beta, I read the boards religiously, and never once came across this discussion until it was implemented. Then when those of us who dessented tried to create posts that expressed our disapproval, the posts were all diligently deleted by the mods.
Now I love JtL, but this decision seemed very sneaky, and railroaded through.
I also agree with Garva that there are great perks to having the SoroSuub (or any MP ship). But as it stands now, I've not launched my SoroSuub at all because I need my lots for SW resources.. Yes, it IS my choice. I understand that. My choice has been to not launch a MP ship. But do the devs REALLY want me to make that choice? To not use this great,innovative game feature?
I can see having a SECOND MP ship cost you one lot.
Let me just clarify that this was far from beta tester approved. I was in beta, I read the boards religiously, and never once came across this discussion until it was implemented. Then when those of us who dessented tried to create posts that expressed our disapproval, the posts were all diligently deleted by the mods.
Now I love JtL, but this decision seemed very sneaky, and railroaded through.
I also agree with Garva that there are great perks to having the SoroSuub (or any MP ship). But as it stands now, I've not launched my SoroSuub at all because I need my lots for SW resources.. Yes, it IS my choice. I understand that. My choice has been to not launch a MP ship. But do the devs REALLY want me to make that choice? To not use this great,innovative game feature?
I can see having a SECOND MP ship cost you one lot.
Amontillado
Tue Nov 02, 2004 10:25 am
#61
I don't mind the ship taking up lots at all. Lots are used to limit the amount of item storage (and therefore database space) a single character can have. I'll buy that.
What I don't like, is feeling so limited as to how I can decorate and use my mobile home.
I'd REALLY like to be able to allocate ADDITIONAL lots to the multiplayer ships, and thereby increase the item number that can be stored. there. I'd be very happy with 1 lot = 75 items.
Allow players to assign however many of their available lots as they want to their multiplayer ships. If they assign none, they can't drop anything on the ship. 1 = 75, and so on.
Here's hoping....
Cheers
BrotherDavius
Wed Nov 03, 2004 3:29 am
#62
CerionSkydreamer wrote:
Trean,
Let me just clarify that this was far from beta tester approved. I was in beta, I read the boards religiously, and never once came across this discussion until it was implemented. Then when those of us who dessented tried to create posts that expressed our disapproval, the posts were all diligently deleted by the mods.
Now I love JtL, but this decision seemed very sneaky, and railroaded through.
I also agree with Garva that there are great perks to having the SoroSuub (or any MP ship). But as it stands now, I've not launched my SoroSuub at all because I need my lots for SW resources.. Yes, it IS my choice. I understand that. My choice has been to not launch a MP ship. But do the devs REALLY want me to make that choice? To not use this great,innovative game feature?
I can see having a SECOND MP ship cost you one lot.
There my not have been any on the beta borads but there where a few on these ones.
Trean
Wed Nov 03, 2004 6:06 pm
#63
BrotherDavius wrote:
CerionSkydreamer wrote:
Trean,
Let me just clarify that this was far from beta tester approved. I was in beta, I read the boards religiously, and never once came across this discussion until it was implemented. Then when those of us who dessented tried to create posts that expressed our disapproval, the posts were all diligently deleted by the mods.
Now I love JtL, but this decision seemed very sneaky, and railroaded through.
I also agree with Garva that there are great perks to having the SoroSuub (or any MP ship). But as it stands now, I've not launched my SoroSuub at all because I need my lots for SW resources.. Yes, it IS my choice. I understand that. My choice has been to not launch a MP ship. But do the devs REALLY want me to make that choice? To not use this great,innovative game feature?
I can see having a SECOND MP ship cost you one lot.
There my not have been any on the beta borads but there where a few on these ones.
Which begs the question of why would balancing issues and database issues which were being tested in beta be debated publicly with people who never set foot in beta? In my opinion it is like the above person stated, to railroad the decision through before beta testers caught a whiff of what the hell the devs were attempting to do.
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