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United Mining Exploration Commission: A group of friends playing JumpGate-- "a MMORPG that launched smoothly, breaks from fantasy character setting, emphasizes PvP, and is the first persistent world space simulator that nobody talks about." ~Scorch
 
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Rainy13
US Advisor
US Advisor


Joined: 03 Oct 2001
Posts: 374
Location: Sunny Florida

PostPosted: Fri Dec 28, 2001 12:34 am    Post subject: Reply with quote

Between my subscription about to run out (and paypal problems), my being almost broke, my studying for my comprehensive exams AND writing my thesis, and the drain JG is upon my non-JG creative endeavors, I probably won't be around much in the near future.

But who knows? I left once and returned. I'll see y'all around... but if you don't see me, now you know why.

Dee
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MajorFreak
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PostPosted: Fri Dec 28, 2001 7:52 am    Post subject: Reply with quote

OMG! eeep!! happy newyear then! *g*

you can "suspend" your account. hope to see you in the future (or maybe not. i'm almost at my 1st anniversary of playing JG, and i've yet to see the Developers balance the missions, ships, economy in a way that made sense and didn't piss the newbies & veterans off. I'm tired of the "adequate" betalevel tweaks. I'm tired of watching fanbois and griefers do their usual, day in and day out. I'm sick of the carebears whining about their wallets and "better pastures".)

If patrol mission's XP isn't boosted, 303 n00b bounties left for griefers to exploit, the octavians left to rot and not getting their warrior role back, cargo scanners nonexistent (/scan; scanner modx we already have), default mission destination not being a insystem depot (low xp reward and low scaling to prevent vets from exploiting), the market not tuned to prevent farming (matter convertor hoarding) and the cargo missions still on a supply market dynamic (demand means your destination asks for a base commod it needs from YOUR location that's made at YOUR location to make gear items at your destination that is known to be popular, like guzzlers and sport powerplants. There's a wealth of stuff here). I'll leave sooner than later.
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MajorFreak
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PostPosted: Fri Dec 28, 2001 8:24 am    Post subject: Reply with quote

"I fly the friendly skies"


heheh


Last edited by MajorFreak on Wed Oct 09, 2002 11:10 am; edited 1 time in total
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MajorFreak
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PostPosted: Wed Feb 06, 2002 11:26 am    Post subject: Reply with quote

hmmmmmm...i forgot to mention that the n00b mission i was talking about to default destination (same station) would involve lowered/eliminated PoliticalRatings. (either 1pr or none at all, to prevent veterans from capitalizing on a PR exploit)
    Instead of the usual 3pr per successful mission
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MajorFreak
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PostPosted: Mon Apr 08, 2002 1:34 pm    Post subject: Reply with quote

Quote:
Originally posted by Vapor :

Speaking strictly from my own experiences, I hope I can give some reasons for an ever-declining membership base.

Let me say that I played for around 100 hours in beta. I reached lvl 12 before quitting from boredom. I recently purchased the game and have racked up 36.8 hours in the last few weeks and I am again lvl 12 and bored senseless.

I give a lot of credit to ND and whoever else is working on it now for the improvements they have made to the low-level advancement system. It is almost fun to reach level 12. Up to that point, everything is new and interesting. But then it becomes sheer tedium.

I think a major problem with hooking new players is the complete inaccessibility of PvP. Any aspiring pilot need only jump into the sim to see what it takes to participate. HFs, bombers, rangers, and the occasional supped up gust dominate the sim (not unlike the real game). After trying dozens of different ships/load outs it can quickly be determined that the lower level ships can not possibly compete.

Look at the level requirements for these ships. Even the medium fighter requires lvl 18 and to fully equip it requires many more levels. How many hours does it take to BEGIN to PvP in the real game? 150? 200? Its just too damn long...

This is compounded by the fact that the TINY bit of storyline that has been brought forth necessitates a player engaging in PvP. What can I possibly do in my light fighter during the trade embargo of Hyperial? Escort a tow? The tow could kill me! How about enforce the blockade? If a tow could kill me what am I going to do against a heavy fighter?

So at level 12, I have the relentless joy of licking rocks and running the same stupid cargo crate of space mite disinfectant for another 40+ hours before I can actually do what I bought the game for. Will I do it? Probably not...

I said it in beta and I will say it again, this game has no need for the abstract concept of experience. This game could and in my opinion should be based on the accumulation of credits for advancement.

The core of this game has been built around the buying and selling of commodities. (I consider roid ore a commodity). But there is absolutely no incentive for me to make the extra 100 credits on a trip because by the time I have received enough experience to buy something new, I have ample cash reserves to do so.

It could be said that experience is necessary to keep players involved long-term, but I believe it has failed to do so. The dwindling membership base should be evidence enough. If interest is to be maintained in this game, it will only be done through plot development.

Don't feed me the BS "we don't know what the conflux are" and "no one has ever seen an amanathi". Make these things an integral part of the universe. Create a compelling story for me to get involved with and make it so that I can participate in its development and youíll get my buck for a long time to come. If you want me to pay for the accumulation of arbitrary numbers, you should become an accountant. There always in demand

OK, Iím done rambling... Flame on....

Vapor
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