Caporegime
Seeing the trams at A18 packed out is interesting, people everywhere...
That would be bloody awful. Just nope, no thanks. It would break the whole economy if you allowed that.
Seal clubbing is just the same?i do agree with that... ghost ships and invulnerable ships would be terrible and totally 4th wall breaking.
Why would it happy anyways? You are suggesting allowing people to be invulnerable whom can have dramatic control over resources in the universe such as trade, mining and salvage and there no way for interaction to happen to take control of those valuable node points or similar.Wouldn't that happen anyway?
Seal clubbing is just the same?
Aye and yeah looked overall solid. They said they found the bug for the 1000 player version so hoping to try again.Its still up and working...
whilst i am not a fan of invincible people in a game personally (I would prefer instancing rules so person A does not even see person B if they are not interested in the same thing)....... i dont think anyone would suggest them being invulnerable against npcs.Why would it happy anyways? You are suggesting allowing people to be invulnerable whom can have dramatic control over resources in the universe such as trade, mining and salvage and there no way for interaction to happen to take control of those valuable node points or similar.
Aye and yeah looked overall solid. They said they found the bug for the 1000 player version so hoping to try again.
Yeah I think if they can get the few fixes in next few days then the 6:1000 would be solid. Noting also that means they now going for 166 player per server from the current 100 player server then. There was rumour chat before they found issue to go 2000 player count, not sure on server number for that in question but maybe a 10:2000 to take it to 200 players.Yes, it actually was, to me a surprise that in the 4 server 500 player test there was no actioning lag, no real desync and nothing major went wrong, it was no worse than live is.
4 server mesh, 500 player... check. credit where credit is due, good job CIG.
6:1000 next...
Yeah I think if they can get the few fixes in next few days then the 6:1000 would be solid. Noting also that means they now going for 166 player per server from the current 100 player server then. There was rumour chat before they found issue to go 2000 player count, not sure on server number for that in question but maybe a 10:2000 to take it to 200 players.
The big issues is just everyone getting on at once. It generally wouldn't matter if we had 5000 people split between two star systems cause that like a dozen start locations, plus whoever log off people are and such forth. Still probably need to double locations both for hangars and like central plaza areas where you call ships up. More habs and floors for cities and like 4 lifts per tower rsther than the normal 1.
Aye and I mean as numbers go to but more star systems do then the dilution will happen over time.Right you hit on something there, if they are going multi-thousand MMO, and it looks like this is certainly their intention, if they get 1000 working, will they stop there? No!
They need more location habs and hangers, and yes more elevators to get to ground level, the amount of times i watched people get pushed through elevator walls with no one wanting to wait during these tests..... even the tams were jam packed.
All this is great, but it need rethinking, none of these halo cities had multiple hundred's in mind when being designed.
There was a CIG dev on one of the trams with us, he put in chat "hmmm.... this tram is a bit busy"
Why would it happy anyways? You are suggesting allowing people to be invulnerable whom can have dramatic control over resources in the universe such as trade, mining and salvage and there no way for interaction to happen to take control of those valuable node points or similar.
But it isn't constant killing. In fact in terms of being pirated or killed whilst I've been cargo hauling or mining since you could do those things I can count on one hand literally. It isn't that bad in this big scary universe.Well, having people constantly killing others won't make the economy bloom either... or exploration... or salvage... It can always be one instance with PvP always ON and another instance of the world that allows you to opt in only if you want. Basically PvE, with players working together "against" the verse.
IMHO, stuff like seal clubbing and the like could very easily make some careers or gameplay loops redundant. Or... they just develop their system good enough to procedural generate an universe the size of NMS.
PS: Unless every single player is within the same world/instance, the economy talk is pointless.
I'm not talking about now, but further into the future when the player count will grow.But it isn't constant killing. In fact in terms of being pirated or killed whilst I've been cargo hauling or mining since you could do those things I can count on one hand literally. It isn't that bad in this big scary universe.
And you have seemingly dismissed the point of low, medium and high sec which yeah won't ve perfect but it will be a reasonably solid balance to things (hopefully).
The economy is one ecosystem all linked together. It is one whole so you need to consider the same rules for all players for it to be balanced be that all PvE or all PvP etc. It isn't pointless just cause there instances as long as the rules are even.
I think we will probably always disagree on this fundamental though. I don't think you can ever split the player base like that. It failed miserably in ED for example.
The game will certainly be fashioned in a way that if you don't want to engage in a player vs. player competition, you don't have to! The problem with PvP is, there is always a winner and a loser and both these people are players that have paid money for the game. If you always have competing people vs. people then there will always be winners and losers and so if you're not that great or don't have to time to practice up it will always be a suck experience any time you play. Star Citizen will give you opportunities to do all kind of stuff on both a PvE or PvP basis and there will be areas where there can be a crossover between these two but it's up to you whatever you're gonna do. --Chris Roberts
It will work smaller instance wise if those instances share the same universal economy, so they an influence each other directly. Essentially making it the same world.PS: Unless every single player is within the same world/instance, the economy talk is pointless.