A new MMO in the Jumpgate universe
  #1  
Old Yesterday, 08:48 PM
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Default Missing the Point

From the chat log . . .

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[ND]Hermann – Personally I think safe zone should mean that if you are in there you don’t take damage from other players, period.
Pretty clueless IMO. If you don’t understand that a big piece of the magic of Jumpgate lies in immersion, you just don’t know Jumpgate. Invulnerable zones in a sim-basis game just destroy any sense of immersion.

Fortunately this will not be an issue on the unrestricted PvP servers.

Quote:
[ND]Hermann – . . . My personal view is that harsh death penalties can discourage PvP as people become very careful. On the other hand, no death penalty means that people perhaps don’t care. I think we’ll have to wait and see what happens when people start playing.
Missing the boat again, methinks. Jumpgate PvP is one amazing adrenaline rush. Many of us have experienced those awesome fights — sometime big battles, sometime one-on-one dogfights — where at the end, whether you win or lose, your heart is pounding and your hands are shaking. When losing means little (whether that’s in fighting or in making a high-risk haul through dangerous space), you risk destroying another of Jumpgate’s most magical features.
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  #2  
Old Yesterday, 09:06 PM
KodaShy KodaShy is offline
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i agree ive never gotten a rush like that in any other game, the big battles where just an amazing thing to xp. i havnet really played in 5 or so years but man i remember them very well.

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Last edited by KodaShy : Yesterday at 09:16 PM.
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Old Yesterday, 09:48 PM
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Quote:
Originally Posted by Ambrosius View Post
at the end, whether you win or lose, your heart is pounding and your hands are shaking.
Completely agree, there were many times when I would leave a fight with my hands shaking so bad I could barely dock. That rush of getting away, or barely blowing someone up was just amazing…


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Originally Posted by KodaShy View Post
i agree ive never gotten a rush like that in any other game,
Its damned hard to get that same feeling… The only time I was ever close to the same feeling was in counterstrike were I literally took on an entire team by myself (cause everyone on my team died) and won. It was amazing, yet still somehow not as good as just winning a dual against a good PvPer in JG.
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Old Yesterday, 11:16 PM
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I feel the same way.

I want JGE to have that same adrenaline rush that JGC had, but I feel the devs have no idea what we are talking about, and thus have no way of ensuring that the same feeling remains.

I’ve been computer gaming for a very long time, and i’ve been heavily addicted to tons of games. But there is no game that has ever come close to the same adrenaline rush that i’ve felt PvP fighting in Jumpgate.

I’ve never played a game where I’ve felt the need to control my breathing to calm myself down. Desperately trying to stop my heart from jumping out of my chest, and my hands from shaking uncontrollably.

I really dont think the death penalty was too high in JGC. I fear though, that if it was much lower, it would severely and negatively impact the rush of combat.

I also feel if people can escape too easily, such as with this cruise/boost speed, that will also severely and negatively impact the rush of combat.
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Old Yesterday, 11:23 PM
Porkrind710 Porkrind710 is offline
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So what exactly was the death penalty in jgc? Having never played the original all I have to go off of is vague references people have made. Havn’t been able to find a detailed explanation of it.
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Old Yesterday, 11:34 PM
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When you died, your ship was destroyed and you arrived in an escape pod back at your home station.

At your home station, you would then automatically be given a new ship of the same class that you just lost. It came with some stock gear, which sucked. You would then need to buy new equipment for it. Most of the time, that equipment was at the very same station you ended up at.

Your insurance rating dictated how much of your equipments worth you got back. Normal insurance ratings were in the 90% range. The lowest i’ve seen was 78%. Your insurance rating was dictated by successfully completed missions and successful landings.

Basically… when you died, most fighter pilots lost a little bit of cash (depending on insurance rating) and time. Haulers, on average, lost even less, since their cargo is 100% insuranced, except if they were hauling equipment, which was not insured at all until a very recent patch.

Now, it was possible to lose quite a bit more. If you had ‘artifact’ equipment, large bounties, or a lot of time invested in some special-circumstance mining. But on average, I thought the JGC death penalty was pretty lax.

Thats kinda why I don’t see the need to lower it any… i think it’s about perfect the way it is now. I feel if it went any lower, it really would make death meaningless.
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Last edited by Tritian : Yesterday at 11:52 PM.
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Old Today, 12:34 AM
Porkrind710 Porkrind710 is offline
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That doesn’t sound all that bad. I don’t see much reason to change that as long as the insurance system remains the same, and equipment is plentiful enough. I think losing any "special" equipment is something that makes sense. Risk vs reward. Again, as long as it’s not ludicrously difficult to find that sort of stuff again. But it sounds to me like it wasn’t totally necessary anyway.

My main fear was losing your ship, all its equipment, and a small fortune permanantly and just being SOL if you wanted to play anymore if you happened to die once (IE: EVE), but it seems that wasn’t the case.

As long as you can be back on your feet (…figuratively) within a reasonable amount of time and don’t throw your "life" away carelessly all the time I don’t think the JGC death penalty would need much changing.
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Old Today, 12:44 AM
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i dont remember anyone ever complaining about the death penalty in JGC, except the occasional person who wanted it INCREASED, which i dont think is necessary. Not once do I remember anyone saying it should be decreased…

Seems kinda like one of those ‘if it aint broke, dont fix it’ things.
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Old Today, 12:46 AM
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Quote:
Originally Posted by Tritian View Post
Thats kinda why I don’t see the need to lower it any… i think it’s about perfect the way it is now. I feel if it went any lower, it really would make death meaningless.
I actually dislike the way it is now. This whole MT = 100%, Civ = 75% max, having to select Insurance before you launch, insured equipment for haulers….Meh.

I hope for the Insurance that we had at launch, including no equipment insurance for haulers. That was the only way to really hurt a squad was to get one of their haulers full of resupplies.

edit:

On the topic of excitement… Anyone else actually break their Joysticks while fighting? I went through 3 JSs during my tenure in PvP, lol
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  #10  
Old Today, 12:48 AM
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Everytime Hermann posts it makes me nervous. It’s like the game he *really* wants to make isn’t a space sim at all. About the only thing he’s said that I agree with is that you will never get diehard carebears and diehard pvpers to agree, and that segregating them is probably the only solution (obviously I am paraphrasing). However I always get the sense that he sides with the people who want a safe, conflict free environment. In a space sim. ARGH!

Question, how many people would have played the X-wing series if all you could do was fly a shuttle full of blue milk from Alderaan to Hoth?

How many people would still obsess about the Elite games if there were no pirates?

I should probably just stop reading devchats until the game is beta and we can actually see how things translate to the actual game.
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