Pilot Archive
Thread: Decayless PvP in Deep Space? Sorry.. I don't Buy It...
Fernas wrote:
ahh, but you only see the short term. killing the game's economy will kill it more surely in the long run than scared players in the short run. and removing all money sinks is a sure way to kill the economy. then they have to do halfhearted lame "fixes" like the solo group change.
Ramona_Garcia wrote:
Fernas wrote:ahh, but you only see the short term. killing the game's economy will kill it more surely in the long run than scared players in the short run. and removing all money sinks is a sure way to kill the economy. then they have to do halfhearted lame "fixes" like the solo group change.Sorry to say, but even "killing" the SW biz will not ruin the economy. Architects have to deal with no decay as well, as have Droid engineers and tailors.
Actually they do, I for one have lost at least one harvester through forgetting to maintain it
BTW to the person who said I didn't read the entire thread you are mistaken. I just did not feel it was necessary to type out each time that I was specifically talking about PVP since it would have been obvious given where I was posting.
If you're foolish enough to drive your car off of the same hillside
Yeah, people were not foolish enough to continue to PVP with the decay the way it was, which is why they removed it. This is a game and yes I realize that shiprwrights are trying to have all the fun in the game removed so that they can make billions. However, once you remove all the fun of flying who is gonna buy your stuff? There wont be any pilots left.
Also many people PVP in places like kessel and in other areas that still have Decay. Allot of people are not masters.
Not to mention the fact that arguing realism in a sci-fi game (or worse yet, a sci-fi simulation, as you'd have it) is a bit of a dodgy prospect.
As for your notion that decay was a well-designed system brought in from the start and was nerfed by whiners: decay was never a part of the original design of this game. We used to have corpses that would drop items, but if you paid insurance, you would never lose anything at all from dying. Decay was a compromise brought in when corpses kept getting stuck under houses, leading the devs to remove corpses entirely, resulting in no death penalty at all. The decay compromise was far from perfect, and has been changed to a system that's still not ideal, but is better than the original implementation. Now JTL's decay system needs a little work, and I wouldn't mind if it were exactly the same as with the ground game, which is satisfactory. It would sure go a long way towards getting more people out there killing each other, and I think we can all agree that's always a good thing.
So to sum everything up in that chunk of text: The less fun you make the game, the more you limit your customer pool.
Arryth wrote:
Well Naja let me carefully explain something to you... This is a GAME... and games are supposed to be fun. PVP is supposed to be fun... haveing your ship trashed completely in a matter of days and then haveing to replace it is NOT fun, especially being that space does not generate cash enough to support its self. Decayless pvp is just fine. Go cry some where else.
/sigh
If I had a dollar for everytime someone threw the old line of "This is a GAME",I would probablybe quite wealthy.
Fact of the matter is... this is NOT a game.. Even though SOE market's it as a "game",it is, in fact,a Simulation.
Games have a defined goal with a limited lifespan... easily seen, although perhaps tough to reach... but an end-goal just the same. Football is a game... Golf is a game... Soccer is a game... Ping Pong is a game... Monopoly is a game... The original XW-CD was a game... The Olympics are games... any type of competition that can be looked at and seen as having a definite goal"can be defined" asa game. Until the advent of MMORPG across networks, ALL PC games were exactly that... games with specified goals.
Simulations have certain characteristics thatare common across the genre...
- They all tend to have no defined goal
- The tend to be self-sustaining
- They tend to be complex, with intertwined facets and an economy which arewholely interdependent on each other
- They can have an infinite number of permutations of outcome based on events and input from participants.
- Theynormally "mimic" aspects of reality... True, it is almost impossible to mimic all aspects of reality when building and maintaining a simulation based on Science Fiction/Fantasy.
- They all tend to teach things... economics... resource management... tactics... cooperation... etc., etc., etc.
The developers of SWG have done a marvelous job in buildinga superior simulation which could be fun and live forever, if people would shut up and learn towork the simulation of SWGwithin the boundaries of the defined simulation parameters. They might even learn a thing or two about the mechanics of "real life"... before they have to go out into the "real world" and get slapped down into the "real gutters."
As far as your statement to "... go cry somewhere else", I guess that I'll have to lower myself to your level, even though it really pains me to do so,and respond with something that you'll have no trouble understanding and in words of two syllables or less (see original posting)... "go pack sand until it gags you, twerp."
/bow
sssssssssssssssSSS(:-<
Message Edited by NajaPallida on 01-11-2005 02:36 PM
Message Edited by NajaPallida on 01-11-2005 02:38 PM
Message Edited by NajaPallida on 01-11-2005 03:37 PM
Message Edited by NajaPallida on 01-11-2005 04:46 PM