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SirJohn85

Alpha Team Vanguard
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  1. Like
    SirJohn85 reacted to MasteredRed in Getting into Alpha   
    Not really. There are some people I know who were not able to acquire alpha due to their financial status, however they received alpha through the devs. It isn't many, but there are a few.
     
    As I should state though, it doesn't really matter if you post your age, give your current status in life, or whatever details. As long as you are a respectable, mature member in the community that does not antagonize the devs, members, and so forth, then you shouldn't really have a problem.
     
    If you truly want to be apart of the alpha team, then just be mature, active, and act respectable. 
     
    On another note, I believe they might select more people for the alpha at another point. The kickstarter solved most of that, but there are some circumstances where people could not/can not pledge. In that case, the devs might look at those people. I don't really know at this point.
  2. Like
    SirJohn85 got a reaction from gyurka66 in Role play Tag   
    Greetings.
     
    I am a passionate role player. I see a small problem: A server for all players. I have no way to go to an RP shard to find like-minded people. It is difficult with strangers. I can not know who does roleplay and who does not.
     
    My wish:
    Give me a command to color my display name.
     
    Here's an example:

    Type /rp on
    to turn your name white(?) and signal to other role-players that you are ready for roleplay or are role-playing.
     
    Type /rp off
    to turn your name back to yellow(?) to signal to others that you are not role-playing.
     
    Type /rp
    to display your role-playing status.
     

    I am well aware that it is for a minority. Alone by this color change, I know if I can appeal to role play.
     
    And since we are on the subject:

    Add a /me command to the local chat.
    /me is the command used to describe an action that your character is doing. 
     
    Here is an example that you type in the local chat: "/me sits down on the bench, and yawns." 
    Output in Chat: "SirJohn85 sits down on the bench, and yawns."
     
     
    Cheers!


  3. Like
    SirJohn85 got a reaction from gyurka66 in Reseting/Downgrading Skills when dying   
    I liked the idea back in Star Wars Galaxies:
     
    When a character clones, their health and action statistics are reduced by 75% for a period of 10 minutes. There are three ways of healing the cloning sickness:
     
    - Waiting it out
     
    - Watching or listening to an entertainer (in a cantina, hotel, tavern, theater or any player structure).
     
    - Visiting the surgical droid in most major Cloning Facilities that will remove the cloning sickness for a fee. This fee amount increases with the level of your character (for a CL 90 character the fee is 5000 credits).
  4. Like
    SirJohn85 reacted to Warden in Role play Tag   
    SirJohn, I also played certain classic MMORPGs such as SWG and saw RP in those.
     
    I get what you try to encourage the devs to add and it makes sense.
     
    On the other hand I kind of take it easy and almost expect that anyone with a certain MMORPG RP experience knows how to help themselves in order to support or find RP. How's the situation in most classic MMORPGs for RPers anyway?
     
    The fact is (at least to my knowledge and as seen in all MMORPGs I played so far) that not even on the 'official' RP servers, all are roleplayers. On official servers you can never really expect passive roleplay (what people mostly do in MMORPGs) all the time and not from everyone.
     
    Solution or workarounds? RP hubs and creating interest groups. Just because you join some RP org doesn't mean you are restricted to just playing with them, but it's a good first step to get started. Chances are many other groups will offer something you like and that makes it easy to find what you look for once you know it exists. The rest is just arranging things and details.
     
    But that ties in to my previous post:
     
    Give the roleplayer some basic tools, at least some character customization and some emotes and the rest will be managed by them. Heck, throw in some decent tag, a very small icon as indicator or a colored name if that helps people.
     
    But the rest - such as organizing themselves - is up to RP'ers. Those should be thankful in general because these games with emergent gameplay and lots of player freedoms naturally support immersion or some basic level of RP. Some should keep in mind, RP doesn't necessarily have to be passive and strictly text based.
     
    There's enough games or game modes out there that cover active RP or both active and passive RP. I like both combined, if possible. And I think DU may be a good candidate next to SC.
  5. Like
    SirJohn85 reacted to Warden in Role play Tag   
    Despite being no IT or coding expert, I think it's safe to say that many can agree that these simple (in comparison) changes don't take excessively too much effort to get into the game compared to other even more required things.
     
    Now for the "passive roleplayers" crowd, as dev you always have it easy IF you provide them with a few basic tools and certain emotes: they mostly generate their own content.
     
    It would almost be unclever to not give them a little bit of care, you potentially bind players a long time.
  6. Like
    SirJohn85 got a reaction from Lethys in Role play Tag   
    Yes, I've got the wrong quote - You're absolutely right. I'm Sorry.
  7. Like
    SirJohn85 got a reaction from Anaximander in Trauma Mechanics and Emergent Gameplay Consequences.   
    As always a good read, CaptainTowermotor.   It is difficult to interpret from little information. You work with the sources that are available on the Internet.   I must fairly say that I did not play Eve for long. (RL Reasons) I've got better memories with Star Wars Galaxies, Earth & Beyond, Asheron's Call 2 and other older mmorpg games. I understand the thoughts behind it. They affect me conclusively. I also think that would be a topic in itself worth.   At least I'm curious when new information will be announced.     Nonetheless, that does not alter my consent to the cloning sickness and to your possible solution to the problem.  
  8. Like
    SirJohn85 reacted to Anaximander in Trauma Mechanics and Emergent Gameplay Consequences.   
    I won't go into details as of what Battle Fatigue is in real life, although THIS sums it up pretty nicely.


    The TL ; DR version, is that a person loses efficiency, in a statistical way, depending on the amount of battle and / or injuries they have accumulated (along with other things, that are too dark to elaborate).

    This can be emulated with a Trauma mechanism in the game, so death has some consequences that go beyond material loss and punish people who actually went looking for trouble, as well as make assassins something more than just glorified bounty hunters.


     
    This suggestion covers :

    1. The logic behind it.
    2. The suggestion of a powers system on a timer.
    3. Ways to overcome it faster via emergent gameplay and player interaction.

    Without further ado, here we go.



    1. The Logic Behind It.


    Discouraging mindless PvP and turning the game into a bloodbath. While a Bounty System is welcome as a precaution, as a good fella in Discord pointed out "I am not worried about the Bounty System, it will only bring more content for me as a PvPer, it's a reward for PKing people more than anything". 

    So how do you make that person think twice before going after you? What prevents them from going into a killing spree?

    That would be a skillpoints loss system, right?

    Well, wrong. Skillpoints are like your money in-game, they are there as a "save" button, they are there to signify your progress and "power", in an abstract way. They should be secured.

    But what if there was a way to take away efficiency, without taking away skillpoints? And well, money are meant to be spent anyways.

    That would be the Trauma mechanic.


    2. Powers on a Timer.


    If a person dies once, they suffer a Trauma debuff, that is chipping away a percentage of their attributes, which are linked to the skill training system, as skills are operating on increasing the bonuses of a person's attributes, while attributes are there to justify how fast a person learns skills and what skills they can learn.

    For this suggestion, the percentage loss for the first death off of a person's attributes, is 1%. I know it sounds very small, but it's for ease of understanding more than anything.

    When a person dies, they suffer the Battle Trauma debuff, which is on a timer of 10 minutes. It sounds very little for one death, BUT, if you die again within that timer, your Trauma increases in duration and intensity.

    The equation for the timer is :

    (BattleFatigue-Timer)^(times of death)

    While the Efficiency Loss beyond the first death, is :

    [ (Efficiency Loss Percentage) + 2(times of death) ] / 100
    This means for the first death, the equation is :

    (10 minutes)^1

    Timer is 10 minutes. No biggie, 10 minutes with 1% attributes loss. That will make your 100 Strength character have 99 Strength, who cares, right? Well, thing is, certain skills, require certain attributes, and attiributes assuming the Devs went the EVE way) take time to learn depending on your attributes. So a 1%, equates to a certain extension of the training timer to fill up.

    But if you die AGAIN (somehow you fell off the stairs or something, I'm a Twerkmotor, not a fortune teller) within 10 minutes, the timer begins to look something like this :

    (10 Minutes)^2

    [1 + 2(2) ] / 100

    So, you got 100 minutes of Trauma, at 5% efficiency ratio. It's still fine, it's 1 hour 40 minutes of 5% less effciency, it's not something devastating, it's not the end of the world. Maybe you'll log out anyways, and by the morning you will be feeling fiiiiiiiiine.

    But somehow, you die again within the timer ( Fail Hard 2 : Fail Harder , Evil Stair had its way again).

    Timer begins to look something more like ... erm, this : 

    (10 minutes)^3

    [1+ 2(3) ] / 100

    I'll save you the hassle, that timer is about 2/3 of a day long and it is for a 7% efficiency loss. You might say, "that's not too bad, it's only 7%", but then again, that equates to skill training taking longer, so that one week, is more like 2 weeks more on a high level skill. It is punishing :|

    But for some unknown reason, you went for the lucky 4th time in a row and died.

    That would be 1 week worth of trauma, for 9% efficiency loss.

    But no worries, Emergent Gameplay is here for you. Time to get to the Doc Mitchell's house to patch your noggins up (if you get the referrence, you are Cazador-proof then).


    3. Ways to overcome it faster via emergent gameplay and player interaction.


    Many a person in these forums, have asked if they can build medical centers. Well, with the Trauma suggestion, they can be part of the gameplay in more ways than just a med-kit vending machine.

    A medical skills trained person, has the ability to reduce or even remove the Trauma, via the level of their training and of course, the material costs behind it, either by producing medicine that can counteract the effects of Battle Fatigue that cost a lot, depending on their effectiveness, or via Elements that heal the injured fella.

    The twist is, Doctors can only affect Physical attributes, like strength, endurance, agility and dexterity.


    But I hear you say "but what about Mental attributes?". 

    Enter the Bar. No really, there should be bar in the game :|

    Not exactly bars, but alcohol can be used to reduce the Trauma timer for Mental attributes, like memory, charisma, intelligence and perception.  The twist is, you can't get too much alcohol at once, otherwise you get poison damage (because logic) and also, you get withdrawl, which affects your physical attributes in a very very minor way compared to Trauma.

    This will reinforce the social aspect of the game, having people take time to chill as they wait for their Trauma debuff to wear off, possibly in a bar in-game, or by drinking on their own. Can't force people to have social interactions if they don't want to.

    Afterthoughts.

    This will also create venues for players of more ... RPish backgrounds, to have a legit reason for being in a bar, rather than w/e RP people do ( I don't know, I'm not a turbonerd :| ) , as well as hospitals being legit places to be built and of course, NOT being attacked via interfactional agreements on Laws of War (if there are any).


    This opens up also the economic and politic aspect of the game. Logistics for war, take a whole new meaning. A person that does not die and has a high KD, becomes recognised in their organisation as Cost Efficient, as that guy or gal is melting people without dying, not requiring new armor every time after dying and of course, not costing a heckton on Trauma therapy, not to mention, their character being drunk or in alcohol withdrawl debuff, that needs another medicine to make it go away.

    This also opens up the Drugs Industry in the game. Drugs are much cheaper to make than high-tech medicine, but they cause you SEVERE withdrawl effects (gotta send the message out there people, not everything is as harmless as weed). The Empire of Baconstone, may have an issue with its troops being unreliable bacause of them drugs they use to avoid paying for real medicine that's non-addictive, therefore banning them, thus needing them smugglers to fly in to capitalise in that sweet sweet revenue of illegal tradings. It's far more a legit and organic way of banning drugs in-game, rather than "I wantz drugz illegalz by Devz".

    Politics though are not limited to that. The good ol' tactic of "STORM THAT HILL, THROW MORE MEAT INTO THE ENEMY'S GRINDER" takes in DIMINISHING RETURNS. Every time your soldiers die, they lose their armor, and they lose efficiency. You may have the money to support their armors, but the medicine costs begin to pile up.

    Defenders become more weary and they are on an efficiency level as well. 

    If a faction relies in attrition warfare, they will have to tax people who are not in their fleets or armies, thus politics, take off on a whole new level, as people start protesting on the Protection Bubbles having more Rent, sales taxes going up and in general, Emergent Gameplay of rebellions.

    It's a mechanic that branches everywhere. 


     
  9. Like
    SirJohn85 reacted to Kurock in Lateral movement inside a construct?   
    Will there be elements that provide lateral movement (up and down movement) inside a construct?
     
    I know many people on the forums and discord channels are dreaming up their massive ships and buildings.  But how will we move around inside these ships and buildings, specifically up and down?
     
    Are we relegated to ramps and jet-packs or can we do better?
     
    Some examples include:
    Ladder elements Elevator elements Teleporter elements Can you think of more?
     
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