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 Bring back Send Message at any prompt 
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I would like to request that this is allowed again. I find that sending a message at any prompt is invaluable. When you am at SD and try to send a message, you usually end up getting robbed. I find that blocking these messages (at the wrong prompt) has no benefit for the game and it should be allowed.
earth.

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Thu Apr 22, 2004 11:51 pm
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It is sysop configurable as to whether there will be interactive sub prompts or not. If there are interactive sub prompts, sending messages should behave just as it always has, at any prompt.


Fri Apr 23, 2004 4:20 am
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in that case, the default should be interactive.
earth.

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Fri Apr 23, 2004 11:52 am
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quote:Originally posted by earth

in that case, the default should be interactive.
earth.


Thanks for the input, I think all things considered it will stay as it is though.

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Fri Apr 23, 2004 12:24 pm
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It is the opinion of EIS that the game is better with it non-interactive, it is only because of the large amount of requests that it is able to be toggled at all. Perhaps in time that opinion may change, and with it the default status of the option, but until it has had time to be widely used and thoroughly tried out, it will stay as it is.


Sat Apr 24, 2004 1:03 am
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KABLAAM!


Sat Apr 24, 2004 2:44 am
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with the great world of technology, you dont really have to rely on game messaging any more. To tell you the truth, I very rarely ever use fed com. sub-channel is good for running scripts and informing corp members of your actions, as long as that still works, im happy!
and you dont need that prompt while at star dock anyways, use IM programs if anything.

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Sat Apr 24, 2004 3:12 pm
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The idea behind the non-interactive sub-prompts is that some prompts are supposed to be transitional prompts, not a place to spend any significant time. For example, the y/n prompts are there for you to hit y or n, not sit there and wait to kill someone. Same thing with ports. You're supposed to use ports to trade, not to cloak your ship by hiding there. Intead of removing the actions entirely, it was just changes so you couldn't as easily benefit from staying at these transitional points.


Sat Apr 24, 2004 4:59 pm
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quote:Originally posted by Harley Nuss (teamEIS)

The idea behind the non-interactive sub-prompts is that some prompts are supposed to be transitional prompts, not a place to spend any significant time. For example, the y/n prompts are there for you to hit y or n, not sit there and wait to kill someone. Same thing with ports. You're supposed to use ports to trade, not to cloak your ship by hiding there. Intead of removing the actions entirely, it was just changes so you couldn't as easily benefit from staying at these transitional points.


Understandable,
but it seems like your trying to get rid of all the "trick of the trade" stuff and make everything on the same playing field. I think its great to sit at a y/n prompt at SD on the last un-manned ship waiting for that player to pop off and try and get away. (although, scripts/macros do it so much faster now, so your not really helping in that case).
ohh well...

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Mon Apr 26, 2004 6:12 pm
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quote:Originally posted by Heat Sink

quote:Originally posted by Harley Nuss (teamEIS)

The idea behind the non-interactive sub-prompts is that some prompts are supposed to be transitional prompts, not a place to spend any significant time. For example, the y/n prompts are there for you to hit y or n, not sit there and wait to kill someone. Same thing with ports. You're supposed to use ports to trade, not to cloak your ship by hiding there. Intead of removing the actions entirely, it was just changes so you couldn't as easily benefit from staying at these transitional points.


Understandable,
but it seems like your trying to get rid of all the "trick of the trade" stuff and make everything on the same playing field. I think its great to sit at a y/n prompt at SD on the last un-manned ship waiting for that player to pop off and try and get away. (although, scripts/macros do it so much faster now, so your not really helping in that case).
ohh well...




The message prompts are a big part of the game now. For better of worse, they've changed the way the game is played.

Before, it was about strategy, building a base. Now, the grid is all. A good corp can come into a game way behind. As long as they can setup a fighter grid, and defend it 24 hours a day, they have a good chance of winning.

I just experienced that very thing. GeNoCiDe, (DA, feral, and myself) recently went into a game 80 days old. 50 million figs +. Set up a grid, and wiped everyone out.

Without communications, as it currently exists, this would have be extraordinarily difficult.

I suspect (I can't prove it), the players with the fastest connection speeds, fare the best playing the game now. Removing many of the communication prompts may take that advantage away.

It also may make the game more like it was 20 years ago. While this may be a good thing to some peeps, I don't want to see that happen to EVERY game. Not even to most games.

Just my $.02

Jasper


Mon Apr 26, 2004 10:51 pm
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They ALLOWED you to set up a grid. With any DECENT players in that game, you would have been dead on arrival.

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Tue Apr 27, 2004 12:30 am
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quote:Originally posted by Rofellos

They ALLOWED you to set up a grid. With any DECENT players in that game, you would have been dead on arrival.



Yes they did. Any number of peeps could have done the same. The point is - we set up grid, and used it to photon and kill. It doesn't matter if you have 50 million figs. If you *sd* and everytime you logon you die the minute you leave fedspace...

If you take away ingame instant messages - then you kill the fig grid. Do "I" want it? NO! But... I'm stating what is.

I think setting up, maitaining, and defending a fighter grid, is a central part of playing TW today. Anyone that thinks they can beat any decent player without a grid ...


Tue Apr 27, 2004 1:12 am
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well there are more to the game then just to defend a grid. I totaly understand what you are saying Jasper. But again, there is a lot more to the game then just being able to defend a grid. Some of the same arguements were made when Unlimited hit the trail. Anytime there is progress (rather you consider it progress or not is just an oppinion) there are always thoughs that like it the way that it was. Again, as long as in any ONE game, All players are playing by the same set of rules, then there shouldn't be a problem. Either play the game if you like it or don't.


Tue Apr 27, 2004 1:40 am
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