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Posted (edited)

EDIT: I meant to ask setting sell price = buy price. In other words, drop all sale penalties.

 

The zone has gotten quiet and there aren't any flag games to make money off of. Axing the sellback penalty will let players continue to experiment and maybe even revitalize interest. There's nothing to lose.

Edited by BZAP
Posted

Doing so would cause several problems. First of all people can abuse buying/selling to gain bounty, and with no sale penalty could do so without.. well.. penalty.

Also, I'm not sure making money/buying/selling a zone gimmick would be the greatest thing to boost population with.

Posted
That is a problem we can afford to live with. The bigger problem is running short after experimenting with sigs or selling one ship to try another. Axing penalties and 1/2 price reductions have been done before and for once I feel the zone needs it.
Posted (edited)

Yeah, if only this zone had some way to "print" money, because there's not enough to go around.

 

Oh wait, it's all printed money. Get a grip.

 

This zone has two currencies which partially overlap in purpose. Experience does not indicate skill, just like money it indicates ability to grind with no skill. If there is a second currency it should be "black-market" currency-Obtained by skill-oriented achievements. The second currency should have its own market and it's own special items.

Edited by Arry
  • 2 weeks later...
Posted

Bump.

 

Honestly. How can you expect new players to make any progress as empty as the zone is now? How can people continue to experiment and customize with nothing going on? You're losing your old players and you won't be getting new ones as things are now. IMO, Dropping sale penalties is the very least you can do. Slashing price and exp requirements on top of that would be even better. It won't cost you much time, and it'll make your zone more enjoyable.

Posted (edited)

The way the programming is setup probably nobody feels like going in and changing each item. The programmers in this zone (at least those who have time to program HS) are programming Conquest. They don't really have time to do changes like this... at least that's the impression I got. They feel things will all change once conquest comes so it's pointless to program anything (else) in the meantime.

 

I recommend learning to program ASSS yourself, somehow getting on board the dev team (who knows how that process works), and then coding the change yourself. That will probably be faster than posting anything in the forums.

Edited by Arry
Posted

The way the programming is setup probably nobody feels like going in and changing each item. The programmers in this zone (at least those who have time to program HS) are programming Conquest. They don't really have time to do changes like this... at least that's the impression I got. They feel things will all change once conquest comes so it's pointless to program anything (else) in the meantime.

 

I recommend learning to program ASSS yourself, somehow getting on board the dev team (who knows how that process works), and then coding the change yourself. That will probably be faster than posting anything in the forums.

I can't tell if you're trying to be sarcastic.

Posted

Bump.

 

Honestly. How can you expect new players to make any progress as empty as the zone is now? How can people continue to experiment and customize with nothing going on? You're losing your old players and you won't be getting new ones as things are now. IMO, Dropping sale penalties is the very least you can do. Slashing price and exp requirements on top of that would be even better. It won't cost you much time, and it'll make your zone more enjoyable.

 

It'll also make the zone largely pointless. One of the main 'gameplay elements' of Hyperspace is the process of getting money. Making that easy peasy to make a couple players happy isn't exactly a way to revive the zone, it's more like waving a white flag and giving in to low population. Which by itself is practically the final blow for the zone.

 

Getting population back sounds like a better plan than accepting low population as 'our fate'.

Posted

All zones suffer from dropping population, and many have made changes to retain gameplay. DSB moved its spawn zones into base, and Trench Wars removed its 40 player cap in Public 0. I don't see a plan for "getting population back" and we're barring new players as things are. It's easy to continue playing if you began earlier this reset, but it's too much for anyone who started late or started now. The grind is impossible. I'm not asking to make things easy-peasy. I'm asking to make progress reasonable. And I'm not the only one who sees the need for this. Why is adjusting prices so much to ask, when all I suggested has been done before?

 

Well, I tried. If Hyperspace too proud to "surrender" then so be it.

Posted

All zones suffer from dropping population, and many have made changes to retain gameplay. DSB moved its spawn zones into base, and Trench Wars removed its 40 player cap in Public 0. I don't see a plan for "getting population back" and we're barring new players as things are. It's easy to continue playing if you began earlier this reset, but it's too much for anyone who started late or started now. The grind is impossible. I'm not asking to make things easy-peasy. I'm asking to make progress reasonable. And I'm not the only one who sees the need for this. Why is adjusting prices so much to ask, when all I suggested has been done before?

 

Well, I tried. If Hyperspace too proud to "surrender" then so be it.

 

What BZAP is asking for is not unreasonable - the idea at least, I'm not sure about programming it. I can think of some other ways to help revitalize the zone if you want. I've been under the impression though that ideas put forward in this forum are laughed or/ignored/determined to be code-wise infeasible/or otherwise set aside.

Posted

All zones suffer from dropping population, and many have made changes to retain gameplay. DSB moved its spawn zones into base, and Trench Wars removed its 40 player cap in Public 0. I don't see a plan for "getting population back" and we're barring new players as things are. It's easy to continue playing if you began earlier this reset, but it's too much for anyone who started late or started now. The grind is impossible. I'm not asking to make things easy-peasy. I'm asking to make progress reasonable. And I'm not the only one who sees the need for this. Why is adjusting prices so much to ask, when all I suggested has been done before?

 

Well, I tried. If Hyperspace too proud to "surrender" then so be it.

 

What BZAP is asking for is not unreasonable - the idea at least, I'm not sure about programming it. I can think of some other ways to help revitalize the zone if you want. I've been under the impression though that ideas put forward in this forum are laughed or/ignored/determined to be code-wise infeasible/or otherwise set aside.

 

Changing prices isn't a "difficult programming task". An sql query can change all weapon delays and energy costs for april fools as easily as it can change all prices.

My point is simply that it isn't impossible to get back population, and adapting to an extremely low number of players (like 3 average playing over an entire day or something) might just permanently keep the zone at this stage.

Posted (edited)
Seems like a great idea imo, even if the population is very low, three people playing is not going to gain much and probably will leave because of the poor gain, but all well, no change will be mad on the short end, but on the long end ... I'm sad to see it but.. Edited by Wolfie
Posted

Seems like a great idea imo, even if the population is very low, three people playing is not going to gain much and probably will leave because of the poor gain, but all well, no change will be mad on the short end, but on the long end ... I'm sad to see it but..

 

Your sense made is little.

Posted (edited)

What about adding a metric that grants additional kill moneys based on a total divided by active zone population (not spec). Say $500. With two people playing they get $250 additional per kill.... for 10 people playing it goes down to $50 per kill, etc.

 

This would balance out the sad faces for little population and give people a reason to play with small population. It also wouldn't make a big difference when the zone population goes back to normal.

 

I'd say do the same with experience but I'm not sure how the numbers would work out... you'd have to do a ridiculously small amount of experience for it to not be overpowered with few population... like 6-10 experience.... it would quickly go down (round down) to 0 once more than 5-7 players joined.

 

The only problem I see with this is that uber-lame ship builds actually get rewarded when people log out because they don't want to play against uber-lame ship builds.

Edited by Arry
Posted (edited)

In addition to cheese's idea (or possibly in place of)....

 

I would like it if the kill formula was changed to give more money (and possibly experience) based on the differential between the total cost of each players current ship and items. Thus someone who kills with pea shooter alone can make a lot more than someone with a decked out ship.

Edited by Arry
Posted

In addition to cheese's idea (or possibly in place of)....

 

I would like it if the kill formula was changed to give more money (and possibly experience) based on the differential between the total cost of each players current ship and items. Thus someone who kills with pea shooter alone can make a lot more than someone with a decked out ship.

 

Because in reality, bounty hunters also use as little equipment to do their job as possible, since that increases the reward.

^Sounds harsher than I meant it.

Posted

...

Because in reality...

...

 

Games always have to be an abstraction from reality in one way or another or else they aren't fun. Sometimes you gotta break the rules of reality for the sake of the game.

Posted

Games always have to be an abstraction from reality in one way or another or else they aren't fun. Sometimes you gotta break the rules of reality for the sake of the game.

 

Except you're all 'bounty hunters' in subspace/hyperspace, and therefore it's not that far-fetched.

Also, the point made is still clear: why should using less equipment on purpose reward you, if the point of the zone is to get a customized, fully-equipped ship?

Posted (edited)

Except you're all 'bounty hunters' in subspace/hyperspace, and therefore it's not that far-fetched.

Also, the point made is still clear: why should using less equipment on purpose reward you, if the point of the zone is to get a customized, fully-equipped ship?

 

Declaring a point to the zone is a bad way to keep it open ended for people to find their own reason to play. I like to build ships based on characters in other games and role play. At other times I like to build ships that I consider not lame and test my -skill- using inferior equipment. At other times I like to build a ship to fill a needed role in flagging games. And there may be other reasons why people play too.

 

So... declaring that the point of the zone is "to get a customized, fully-equipped ship" may be your goal in the zone, but it's not always my goal. In fact the amount of grinding and play time required to get the ultimate items is so insane to someone like me who plays casually that it's really a goal that is OUT OF REACH.

 

I have never played as a "bounty-hunter". Unless you consider a juicy flagging jackpot when there is low population bounty. (not sure that's possible anymore) Maybe if the bounty was worth it I would be a bounty hunter. Good bounty hunters only go after the big bounty. And with low population... there is no big bounty.

 

This could be why the zone is languishing.... because its designers aren't looking at the vast and varied reasons why people play Hyperspace in the first place.

Edited by Arry
Posted
Nothing is stopping you from playing your way. We're just not redoing the rewards to suit your style of play (actually you stated that it's only one of your styles). Test your skill, if that's what you enjoy, but don't ask for money to do it.

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