Request for a complete weapons ban in Cirrus Minor
Request for a complete weapons ban in Cirrus Minor
Lately, many newbies have complained about being killed while just starting.
While most weapons are already banned in Cirrus Minor, it would be great for the newbies to ban all weapons, including lasers, in Cirrus Minor, so the newbies can at least get the hang of trading before getting killed.
Trading in Cirrus Minor doesn't give much profit, so newbies will eventually leave it, but this way they can learn space trade without being killed.
While most weapons are already banned in Cirrus Minor, it would be great for the newbies to ban all weapons, including lasers, in Cirrus Minor, so the newbies can at least get the hang of trading before getting killed.
Trading in Cirrus Minor doesn't give much profit, so newbies will eventually leave it, but this way they can learn space trade without being killed.
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Re: Request for a complete weapons ban in Cirrus Minor
And don't get blown up in runs so that a) They can't continue with the game properly or b) Get scared, bored or frustrated with the game and leave.VDZ wrote:Lately, many newbies have complained about being killed while just starting.
While most weapons are already banned in Cirrus Minor, it would be great for the newbies to ban all weapons, including lasers, in Cirrus Minor, so the newbies can at least get the hang of trading before getting killed.
Trading in Cirrus Minor doesn't give much profit, so newbies will eventually leave it, but this way they can learn space trade without being killed.
I agree, it will be the best for everyone, even for us, pirates. I ahve noticed that space is now emptier than before, even the safe systems, not a single ship in sight, maybe it is beacause of this, before it was much people coz traders actually darred to go out from the safe systems when they had a good ship for example the Galfreighter but now they all go to planets because of this problem, I think we were much better with the permanent bann of weapons. At least we saw somone in space, now we don't see anyone even in the safe systems. Mostly go to Zion now.
Fourthed
Players that can defend themselves are very unlikely to be attacked, especially in the starting sectors. With such high kill counts in just the top three players (as evidenced by their current bounties) and (though it may be because it takes a wee bit to update) how long standing they've been, the players capable of killing others are very hard to kill themselves, even by higher level players.
Even if they are only protected in Cirrus Minor this will give newbies a chance (sounding like I'm repeating VDZ a wee bit here) to learn the basics of trade... though it'll probably be for nothing since the moment they get into a slightly more profitable trade route (which is probably vital to get that basic shield and/or infimp and/or autopilot et cetera) they'll be in a danger zone and if they're trading they'll probably have all their credits as cargo so the hours they've spent just to get to several hundred credits would be lost just like that... and they've only traded in the 2 starting sectors...
So ... err... to conclude. The protection was said to be lifted to encourage more combat, however the combat is probably almost always one sided as the aggressor almost certainly has a shield and a much more high level ship.
Players that can defend themselves are very unlikely to be attacked, especially in the starting sectors. With such high kill counts in just the top three players (as evidenced by their current bounties) and (though it may be because it takes a wee bit to update) how long standing they've been, the players capable of killing others are very hard to kill themselves, even by higher level players.
Even if they are only protected in Cirrus Minor this will give newbies a chance (sounding like I'm repeating VDZ a wee bit here) to learn the basics of trade... though it'll probably be for nothing since the moment they get into a slightly more profitable trade route (which is probably vital to get that basic shield and/or infimp and/or autopilot et cetera) they'll be in a danger zone and if they're trading they'll probably have all their credits as cargo so the hours they've spent just to get to several hundred credits would be lost just like that... and they've only traded in the 2 starting sectors...
So ... err... to conclude. The protection was said to be lifted to encourage more combat, however the combat is probably almost always one sided as the aggressor almost certainly has a shield and a much more high level ship.
When you come to think about it, there is no safty zone for new players.
When I did a reset, it took a good 2.5 hours of play time to get 500 credits. to get a shield plus have change over to keep trading.
The best part was that there were no one else playing at the time. Maybe one or two traders if I was lucky.
A SAFTY ZONE is a safty zone, no matter what ( Or a LEARNING ZONE ) . How are you going to get new players if they are killed in a SAFTY ZONE.
Most of us know were these newbie killers hang out.
So you must have a total ban on all weapens in the SAFTY or LEARNING ZONE.
You will fine that most of the online Multi playing games have a LEARNING ZONE or a SAFTY ZONE, for new players.
When I did a reset, it took a good 2.5 hours of play time to get 500 credits. to get a shield plus have change over to keep trading.
The best part was that there were no one else playing at the time. Maybe one or two traders if I was lucky.
A SAFTY ZONE is a safty zone, no matter what ( Or a LEARNING ZONE ) . How are you going to get new players if they are killed in a SAFTY ZONE.
Most of us know were these newbie killers hang out.
So you must have a total ban on all weapens in the SAFTY or LEARNING ZONE.
You will fine that most of the online Multi playing games have a LEARNING ZONE or a SAFTY ZONE, for new players.
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this whole sr, smithy, and newb killing issue only happened because of weapons being allowed in cirrus. before that new players couldn't be killed unless they left the starting system, and by then they weren't as new and knew more about the game.
even though i don't play the space side of the game, i'd like to see no weaps in fed space again to make it easier for new players to start.
even though i don't play the space side of the game, i'd like to see no weaps in fed space again to make it easier for new players to start.
Hey now. Don't drag SR into this. We are not noob hunters. Vinnashal and I have made restrictions against killing noobs. So don't target the guild.zaroba wrote:this whole sr, smithy, and newb killing issue only happened because of weapons being allowed in cirrus. before that new players couldn't be killed unless they left the starting system, and by then they weren't as new and knew more about the game.
even though i don't play the space side of the game, i'd like to see no weaps in fed space again to make it easier for new players to start.
If lasers must be enabled in Tau, then they must... but having missiles also enabled would make it even harder for people to engage in trade. Trade is a rather dull process without having an autopilot with which there is no need to time when you return to your game before you crash into a planet or overfly your destination. Having to afford this and standard shields just trading water and other low margin goods in Cirrus... well you can see my pointkb32a wrote:I agree, weapons should not be allowed in Cirrus. However, I believe there should be only one starting system and both lasers and missiles be allowed in the Tau.
not calling the guild newb hunters. just saying the whole argueing about sr is just an event that happened as a resault of weaps being allowed. as was all the smithy stuff, and various 'so and so kills newbs' stuff.Theros_12 wrote:Hey now. Don't drag SR into this. We are not noob hunters. Vinnashal and I have made restrictions against killing noobs. So don't target the guild.zaroba wrote:this whole sr, smithy, and newb killing issue only happened because of weapons being allowed in cirrus. before that new players couldn't be killed unless they left the starting system, and by then they weren't as new and knew more about the game.
even though i don't play the space side of the game, i'd like to see no weaps in fed space again to make it easier for new players to start.
Though i don't at all disagree with the aim of ensuring that newbs dont often get killed before they've had chance to understand the game and build their char, i dont think that just disabling weapons in the starting systems is a good solution - Its an artificial mechanism, and id much prefer a cleverer and more involving one.
The game should work such that killing newbs just isnt worth it (and/or possible) for anyone for long - 0.50.4 goes most of the way to making that the case. (e.g. You cant log off to avoid losing bounty, lasers are an item that can be lost (if you have a bounty but cant afford to pay it, your lasers will be taken away), legal status updates have been added - anyone who ever kills an 'innocent' will always have a 'legal record' which u can see in their pilot info, shield prices have been lowered, countermeasures fixed, bounty rates increased, etc etc. ). Im sure you will still get the occasional nutter who just wants to mess things up and doesnt care about the consequences - but then, thats life innit ;] - they won't be able to do it for long.
Im sure we'll still need to get more features and balancing issues sorted in the future - one area id like to add, for instance, is to make it rewarding and practical for law-abiding players to perform a 'policing' role - for 0.50.4 a guild has been added which'll be used to 'formalise' that option more in the future.. but for now, all those good players out there (the SR group included), do already have the option of helping keep the game friendly by hunting down crims and stoppin em attacking the newbs :]
The game should work such that killing newbs just isnt worth it (and/or possible) for anyone for long - 0.50.4 goes most of the way to making that the case. (e.g. You cant log off to avoid losing bounty, lasers are an item that can be lost (if you have a bounty but cant afford to pay it, your lasers will be taken away), legal status updates have been added - anyone who ever kills an 'innocent' will always have a 'legal record' which u can see in their pilot info, shield prices have been lowered, countermeasures fixed, bounty rates increased, etc etc. ). Im sure you will still get the occasional nutter who just wants to mess things up and doesnt care about the consequences - but then, thats life innit ;] - they won't be able to do it for long.
Im sure we'll still need to get more features and balancing issues sorted in the future - one area id like to add, for instance, is to make it rewarding and practical for law-abiding players to perform a 'policing' role - for 0.50.4 a guild has been added which'll be used to 'formalise' that option more in the future.. but for now, all those good players out there (the SR group included), do already have the option of helping keep the game friendly by hunting down crims and stoppin em attacking the newbs :]
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Good Job Mit! That's an extremely good set of features and it looks like space will be more enjoyable once again Plus, that Police Guild sounds really good, please tell me it isn't a requirement to have a police ship because the pirate guild's got that problem.Mit wrote:Though i don't at all disagree with the aim of ensuring that newbs dont often get killed before they've had chance to understand the game and build their char, i dont think that just disabling weapons in the starting systems is a good solution - Its an artificial mechanism, and id much prefer a cleverer and more involving one.
The game should work such that killing newbs just isnt worth it (and/or possible) for anyone for long - 0.50.4 goes most of the way to making that the case. (e.g. You cant log off to avoid losing bounty, lasers are an item that can be lost (if you have a bounty but cant afford to pay it, your lasers will be taken away), legal status updates have been added - anyone who ever kills an 'innocent' will always have a 'legal record' which u can see in their pilot info, shield prices have been lowered, countermeasures fixed, bounty rates increased, etc etc. ). Im sure you will still get the occasional nutter who just wants to mess things up and doesnt care about the consequences - but then, thats life innit ;] - they won't be able to do it for long.
Im sure we'll still need to get more features and balancing issues sorted in the future - one area id like to add, for instance, is to make it rewarding and practical for law-abiding players to perform a 'policing' role - for 0.50.4 a guild has been added which'll be used to 'formalise' that option more in the future.. but for now, all those good players out there (the SR group included), do already have the option of helping keep the game friendly by hunting down crims and stoppin em attacking the newbs :]
The logging-off stuff only comes into play when you've recently been attacked.. so in general use, a crash on your client won't affect your cargo. If you've just been attacked and then your client crashes.. well yeh.. you'll lose items then. Not nice i know, but if we're not strict on that rule players will just deliberately 'crash' their client to avoid losing their stuff or paying bounties. (From a server point of view, using task manager to stop the client running is the same as a crash, so it'd be impossible to differentiate when it had genuinely happened).
Any time this event occurs, a log is kept of the items lost and/or bounty repaid. In special circumstances - i.e. at the gal staff's discretion - we'll be able to manually regrant items, so if you genuinely do lose something important because of a crash it can be recovered.
p.s All this is done, of course, with the intention of still keeping pirating a potentially rewarding line of 'work'.. Bounties are set such that attacking newbs isnt worth it, but stealing cargo from someone carrying more than a few hundred creds worth of stuff compensates for the legal and bounty costs.
Any time this event occurs, a log is kept of the items lost and/or bounty repaid. In special circumstances - i.e. at the gal staff's discretion - we'll be able to manually regrant items, so if you genuinely do lose something important because of a crash it can be recovered.
The primary requirement for the police guild is a totally 'clean' legal record. Legal records are permanent, so if you ever killed an innocent player in space - even just the once - you won't be allowed in the police guild. (which I reckon makes it kinda kewl ;] )Plus, that Police Guild sounds really good, please tell me it isn't a requirement to have a police ship because the pirate guild's got that problem.
p.s All this is done, of course, with the intention of still keeping pirating a potentially rewarding line of 'work'.. Bounties are set such that attacking newbs isnt worth it, but stealing cargo from someone carrying more than a few hundred creds worth of stuff compensates for the legal and bounty costs.
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