Jump to content
SSForum.net is back!

Choose Profile

Member
  • Posts

    256
  • Joined

  • Last visited

Everything posted by Choose Profile

  1. Aqua you are definately right about the large price increase of items, but you fail to realize how easy it is to get ~50k these days. During large pub games I can backup lanc without firing a single gun/bomb and make ~1k a minute from mooching my teamates kills. ~50 minutes for a center WB is not bad at all IMO.
  2. Freon, your doing it wrong. My terrier has much more money invested into it than my warbird does, and I always choose my warbird when I want to bounty in center. It is far easier for me to get kills and dodge multiple enemies using a warbird in center than in a terrier. On average my bounty goes to about 100 in warbird, and probaly about 40-55 in terr before i eventually die. Note that I dont even have 5k exp, so I dont have all these fancy schmancy items to obliterate my opponents.
  3. Choose Profile

    Basing

    sui pretty much said it... xun, for someone with only 8 posts, you sure are able to bug the !@#$%^&* out of me in every single one of them. what your alledging to be "abuse" is the same thing that happens during every large scale public flagging game. Honestly I dont like most of the mods and would love to jump on your bandwagon, but you are just way off point here and all your allegations are 99% false.
  4. lol at you peoples Personally I dont really have a problem with the ammo system itself, its a cool idea and unique to the zone. My problem is the reasoning as to why it was implemented, according to Brain (IE "to stop players from bountying in bases). Gun/bomb ammo usage is fine, but I have a much bigger problem with repels and bursts being consumables. Not because it really effects me, but because during large pub games, the defensive team is way too stacked in terms of money and spending because the attacking team is put at a severe disadvantage because of the consumable system. I don't feel like going too indepth with this idea, but I have in previous posts in this thread so you can find my thoughts there. Also I feel thors are becoming a large problem, and the lack of repel usage only increases the issue with thors. Also, I think resets are the most fun time during the zone, because everyone is on an even playing field for at least a short while. Fortunately since I have started this thread the population size has increased a bit.
  5. Xun Yu, HS is ASSS based, its not your typical server (if your from the likes of MG and TW).
  6. The dreads arent fake, look up adam dunitz and in every picture ever taken on him for about 15 years he has had the same dreads. He shaves the sides of his head apparently, which gives them that funky look. And you look exactly like him. !@#$%^&*hole.
  7. Choose Profile

    Thors

    I normally am opposed to weapon nerfs, but im involved in a large public freq game right now and the #1 weapon being used between both sides are thors. I would just like to see thor prox reduced by about 1/3rd to 1/2 and I think the game will be much tolerable.
  8. [ ] hilarious [X] fail
  9. First of all I'd like to point out that by ammo system, i not only mean guns & bombs, but i also mean consumable such as repels, bursts and thors which requires refills. Brain, although I can't argue with you about how this has happened in the past, I really fail how to see in what ways the ammo/consumable system will make gameplay better. The idea of using an ammo/consumable system to reduce item spam is a great one, but upon actually implementing such a system (at least the way it is designed now), it fails. Brain, you stated earlier that one driving force behind the ammo idea was the prevent bountyers, but this system is causing very little harm to them at all. At most the ammo system causes them 10 seconds of annoyance as they have to pm a lanc to park next to an ammo depot for them. Other than that the system does nothing at all. Defenders and bountyers easily make enough to pay for whatever costs ammo imposes on them, and the only people the system is hurting is those attacking rather than defending. The attacks make very little money trying to push into a base, all the while spending what money they do have on consumables (reps, burst, thors) and more ammo. The general idea to hinder spammage and base bountying is decent, but this particular route of solving the problem is uneffective, and the side effects are far worse than the benefits.
  10. priv team is already limited to 6 people, 6 vs massive pub isnt very effective. It seems the big problem !@#$%^&*ociated with ammo usage has to do with flagging and attacking. When the pub teams try to attack a defending team, they are spending their money on guns, bomb, repels, and burst when they really dont have money to spare. This is causing them to go broke and pay to attack, PAYING to play the game. Then when they begin to go broke they tighten up, try to not spend, and have no chance of forming an effective attack force. Weight is given to the defending them as they easily rack up money and destroy passive attacking teams that try to attack but not go broke doing it. Its a flawed system.
  11. http://stats.trenchwars.org/
  12. The population, although over a small sample size, has continued to decline since the server switch. Just as I stated in my OP, that of the 10-15 people i talked to that no longer are playing in the zone, all of them knew the zone moved, and 90% of them cited the ammo system as why they left. The other couple left because... there was no one else playing. go figure.
  13. Sure, the ammo system isnt a horrible idea. But it doesnt seem to be good enough to keep players in the zone. Since the reset occured, the zone population has been steadily declining by the day. Now its to the point where maybe 12 people are actually playing during our peak times (Approx. 7pm). This is getting abysmal. Honestly I like the ammo system, it adds another interesting dynamic to the game which is unprecedented for subspace zones. On the other hand, the statistics are showing that its greatly affecting our population and at this rate, its just going to be 15 speccers playing idlerpg all day long by themselves. I have talked to approx 10-15 players about why they are flocking AWAY from hyperspace to other zones (such as back to their original zone) and all my responses are coming back unanimously against the ammo system. I feel the only way to boost our population back up is to remove the ammo system. Im all for the new item changes and implementations but the ammo system itself should be removed. At this point our average population is just under less than half what it was one month ago, before the reset. Note that during this time last month our population sizes were steady and not on the decline, and the population trend downwards only began after the reset and implementation of the ammo system. The zones highest peak population over the last month came right after the reset (86), and as of yesterday our highest population in a 24 hour population was about half. Heres some grafffsss. Added from a later reply: It seems the big problem !@#$%^&*ociated with ammo usage has to do with flagging and attacking. When the pub teams try to attack a defending team, they are spending their money on guns, bomb, repels, and burst when they really dont have money to spare. This is causing them to go broke and pay to attack, PAYING to play the game. Then when they begin to go broke they tighten up, try to not spend, and have no chance of forming an effective attack force. Weight is given to the defending them as they easily rack up money and destroy passive attacking teams that try to attack but not go broke doing it. Its a flawed system. Note: The above also applies to turret fighting as well. Its ineffective to spend lots of money (lots to a beginning player) on repels, thors, and bombs trying to take down a turret which is running over everything in site.
  14. whisper changed his attachments so my quote quoted a different picture, he did it to be an !@#$%^&*. Dont worry i can fix it
  15. ITS BEEN A... LONGGG DECEMBER, AND THERES REASON TO BELIEVE, THAT MAYBE THIS YEAR WILL BE BETTER THAN THE LAST.....
  16. Ani, thanks for the articulated post. I havent read it til now do to its lenght, but it has some great points. I dont have the time at the moment to discuss your ideas to any degree, but I am very interested in getting a developer or brain himself to comment on your thoughts.
  17. Choose Profile

    hi

  18. The majority of subspace zones still require no effort and very little thought, so anyone following this trend of thought can play in those places instead. On the other hand, if you would like to play in a zone that may redefine and influence all other zones in the future, stick around. HS has been recognized for its uniqueness, and ammo only adds to it. I wouldnt be surprised to see this very idea or similair ones implemented in the larger zones, such as through subgames etc. Subspace may have been designed the way you describe it, but no evolution for 10+ years will not help the game remain afloat over the continuing years. The dev work done in HS is bringing a new perspective to the game, and at least in my case, allows subspace to still remain entertaining. Without this zone I would no longer be playing subspace at all, and even though i have my differences with several (most) of the staff, i applaud the dev work done by those who put forth the effort. end srs bznz/>
  19. tig ol' bitties
  20. Since I found out ammo would be eventually implemented I thought it was a good idea, and now that ive given it a decent (a few days lol) shot @ using it, i like it even more. Ammo usage is just adding another dynamic to the game which makes HS all the more interesting and unique from other zones. Although many people are against the ammo system at the moment, i think in the end this system will only bolster HS's population and reputation. At first I was concered about how limited ammo would effect bountying, namely base bountying. Over the last few days ive come to actually like this limited ammo during stints of bounty basing, because it makes bountying all the more interesting. This can become a nuisance once i do run out of ammo, but the emerging concepts of becoming more efficient w/ items and their usage definately make the game more entertaining. And wtf is up w/ S!@#$%^&*?
  21. Are you saying you want 2 seperate pub arenas, with different settings, seperate biller saves for each arena, and you want a module to even out the 2 arenas VIA forcing players out of one arena into the other???? Heh.....
  22. Brain, do us all a favor and take the day off tomorrow Anyways, have a good one.
  23. Choose Profile

    Ammo

    THIS IS SOOOOOOOO NEEDED BRAIN. because it is so hard to type ?shipstatus, or even to macro it. The horror.
  24. I agree with you on Owl's topic. Although I am not against the ammo system, I feel his post is one of the very few well thought out posts against the system. On the other hand, Brain, I'm not really sure where youre coming from here. As far as I can tell, the only real benefit from the ammo system is to discourage bountiers in bases, by way of bomb line usage, etc. Instead of implementing the ammo system, with all of its inherited negative effects on other aspects of combat, why not just remove bomblines and niches in bases that allow spammers to build bounties. And also, why go through all of this work to alienate base bountiers? What harm are they doing to the zone and community which warrants such action? Blah Blah Blah... just a little confused. But note I dont disagree with the ammo idea, just this line of reasoning, hoping you can clear things up.
×
×
  • Create New...