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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: ZTM
John Pritchett wrote: But the point is that people can already get these kinds of advantages through advanced tools that are not equally available. Doesn't matter if I think they should be available. If it can be done by anyone in any way, then there are two solutions. a) Remove the ability if possible or b) add the ability to the game so a player isn't required to get and learn special tools to use it. Otherwise, the advantage is given to those who have access to these tools over those who do not. If it's available to everyone, then it's your choice whether you want to build a Corp and gain the advantages that come with a Corp, or you still prefer to play solo. I agree with that.
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| Fri Jul 29, 2011 1:06 am |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: ZTM
For starters, all I'm suggesting is that "known sectors" is shared. If course plots hide unknown sectors, then sharing "known sectors" would allow Corps to fill in the blanks more quickly. But the main reason for this is because if the game didn't share that info, players would do it through external means.
The question of whether to also share port info or whatever else is open for debate and can be experimented with, but would probably be its own sub-setting so this behavior could be modified to suit a given game's needs. It doesn't have to be an all or nothing deal.
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| Fri Jul 29, 2011 1:22 am |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: ZTM
John Pritchett wrote: For starters, all I'm suggesting is that "known sectors" is shared. If course plots hide unknown sectors, then sharing "known sectors" would allow Corps to fill in the blanks more quickly. But the main reason for this is because if the game didn't share that info, players would do it through external means.
The question of whether to also share port info or whatever else is open for debate and can be experimented with, but would probably be its own sub-setting so this behavior could be modified to suit a given game's needs. It doesn't have to be an all or nothing deal. The issue is hiding course plots from a player, and not that the information would be shared in a corp. The larger corps will share information - the smaller corps and solos have to expend turns (which they have fewer of than the larger corp) to explore. Exploration of unknowns sets you up for attack. Say I am the first one to dock - I know the path, but part of the path is hidden from players. It will be easy to just sit and wait to photon a player because he can't mow....
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/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
Last edited by Promethius on Fri Jul 29, 2011 10:48 am, edited 1 time in total.
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| Fri Jul 29, 2011 10:42 am |
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the reverend
Gameop
Joined: Thu Mar 08, 2001 3:00 am Posts: 886 Location: USA
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 Re: ZTM
Master Blaster wrote: There is one other thing no one has mentioned. What happens when someone joins a large corp, gains the data, then drops corp? Wouldn't that be a cool new form of corporate espionage? Imagine the power you could have with that data set? A player that tends to the evil side could start good, join a large corp, gain the data, then drop corp, go evil and be a real threat in the game. i think it could be done such that while you're part of the corp, you can see the group's data, but when you leave the corp you would lose the data in game. of course, it doesn't stop you from saving the information you saw locally, but you could not get live updates of that sector and port data once you left the corp. the game already does this for figs and planets and ships; why not sectors explored? i think it's a great idea.
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Last edited by the reverend on Fri Jul 29, 2011 10:48 am, edited 1 time in total.
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| Fri Jul 29, 2011 10:47 am |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: ZTM
Promethius wrote: I agree that it just give larger corps another advantage over smaller corps. Not skill based, but numbers based. So it becomes more and more of a what's the point for solos and small corps (ie. 2) to go against larger corps. It looks like a niche for a server is opening up using the previous version of TWGS. Or how about taking advantage of all the improvements from the latest version but DON'T TURN ON THAT OPTION if you don't like it. But sure, if anyone would rather stick with an older version than have to deal with new options, that's fine with me. It's a free upgrade anyway.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Fri Jul 29, 2011 10:48 am |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: ZTM
the reverend wrote: Master Blaster wrote: There is one other thing no one has mentioned. What happens when someone joins a large corp, gains the data, then drops corp? Wouldn't that be a cool new form of corporate espionage? Imagine the power you could have with that data set? A player that tends to the evil side could start good, join a large corp, gain the data, then drop corp, go evil and be a real threat in the game. i think it could be done such that while you're part of the corp, you can see the group's data, but when you leave the corp you would lose the data in game. of course, it doesn't stop you from saving the information you saw locally, but you could not get live updates of that sector and port data once you left the corp. the game already does this for figs and planets and ships; why not sectors explored? i think it's a great idea. TWX/SWATH will save the sectors explored automatically, and then I don't need the game to tell me 1 -> 2-> 342 -> 1000. Now if you really want to make this go nuts, a T-Edit script that changes the universe every x days. Got your assets, but a new uni.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Fri Jul 29, 2011 10:56 am |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: ZTM
John Pritchett wrote: Promethius wrote: I agree that it just give larger corps another advantage over smaller corps. Not skill based, but numbers based. So it becomes more and more of a what's the point for solos and small corps (ie. 2) to go against larger corps. It looks like a niche for a server is opening up using the previous version of TWGS. Or how about taking advantage of all the improvements from the latest version but DON'T TURN ON THAT OPTION if you don't like it. But sure, if anyone would rather stick with an older version than have to deal with new options, that's fine with me. It's a free upgrade anyway. No offense, but now that I've been looking at the new version, I don't see much to impress so far. I know about the efforts at pacing and all of the anti-script ideas, but nothing really improves the way the game is played. The locking of an edit after creation to maintain the settings of the original author would have been an improvement (and that includes all of the settings in the new TWGS version). If you play the Eagle edit, you get that edit, and not a hacked version that doesn't resemble the original except in name. Kind of like going in to play an advertised Texas Holdem game and the dealer dealing out a 21 game instead. The truce games could have been enforced by the TWGS, but they are not. Maybe someday this thorn in the side of the Ops that run them will actually be enforced at game level, and we will no longer hear the issue of cheating players and lax Op rule enforcement in truces. I won't give up on the new version anytime soon, I am hoping I can find something of interest, but somehow in the anti-script vendetta version I am kind of doubting it.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Fri Jul 29, 2011 11:25 am |
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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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 Re: ZTM
Promethius wrote: I won't give up on the new version anytime soon, I am hoping I can find something of interest, but somehow in the anti-script vendetta version I am kind of doubting it.
I don't see anything Pritchett has done as "anti script". He seems to me to be trying to restore a balance. The twixie pixies destroyed the game , with the afks and bots. Check Usenet for returning players quitting because of the above. I use scripts for all sorts of stuff. Who wants to check overbid percent by hand, then multiply that 131 times by the port ask price as you buydown, etc etc? But using afks and bots? It is ok by me, game allows it, I just have mild contempt for those who play that way.
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| Fri Jul 29, 2011 12:17 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: ZTM
Quote: TWX/SWATH will save the sectors explored automatically, and then I don't need the game to tell me 1 -> 2-> 342 -> 1000. I guess you're just not getting the point here. It's great that SWATH saves the sector you've explored. What we're talking about here is requiring you to actually explore the sector rather than just extract it from the course plot for free. As to your negative comments about the new version, thankfully you're in the minority. What I normally hear is that it's a much improved version and gameops are very happy to have it. I have no doubt that it was a worthwhile endeavor, based on the amount of positive feedback I've received. But you can't please everyone, I know. Let me know if you'd like a refund on your registration. I don't like dissatisfied customers. BTW, all of the initial work went into making TWGS and the game more efficient, and adding/improving functionality of the server, not in changing/improving the game. I've only now started working on adding some game OPTIONS, and I intend to include truce settings. But overall, I don't expect you to find much that you like in these changes, since they're primarily intended to allow people to enjoy the game in different ways than you play it today. News flash, in case you haven't been paying attention, I don't want to evolve the game, I want to restore it to what it once was. And that generally means adding rules to counter the tactics that have evolved over the years through the discovery of bugs and the development of scripts and bots. Unless you have suggestions on how best to handle a feature like this, don't bother continuing this debate, because it's pointless. It doesn't matter that you don't like it. That's why it's an OPTION.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Fri Jul 29, 2011 1:00 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: ZTM
John Pritchett wrote: Quote: TWX/SWATH will save the sectors explored automatically, and then I don't need the game to tell me 1 -> 2-> 342 -> 1000. I guess you're just not getting the point here. It's great that SWATH saves the sector you've explored. What we're talking about here is requiring you to actually explore the sector rather than just extract it from the course plot for free. As to your negative comments about the new version, thankfully you're in the minority. What I normally hear is that it's a much improved version and gameops are very happy to have it. I have no doubt that it was a worthwhile endeavor, based on the amount of positive feedback I've received. But you can't please everyone, I know. Let me know if you'd like a refund on your registration. I don't like dissatisfied customers. BTW, all of the initial work went into making TWGS and the game more efficient, and adding/improving functionality of the server, not in changing/improving the game. I've only now started working on adding some game OPTIONS, and I intend to include truce settings. But overall, I don't expect you to find much that you like in these changes, since they're primarily intended to allow people to enjoy the game in different ways than you play it today. News flash, in case you haven't been paying attention, I don't want to evolve the game, I want to restore it to what it once was. And that generally means adding rules to counter the tactics that have evolved over the years through the discovery of bugs and the development of scripts and bots. Unless you have suggestions on how best to handle a feature like this, don't bother continuing this debate, because it's pointless. It doesn't matter that you don't like it. That's why it's an OPTION. lol, I see you take input you disagree with about as well as some players in the forums. Exactly what was my negative comment? That I have found nothing of interest as of yet? Or that the balance of the game will be switched to he with the greatest number of corpies? Or possibly the anti-script comment (the lack of paths break the majority of those). What is not true about those statements? Even your own statement pretty much indicates that "And that generally means adding rules to counter the tactics that have evolved over the years through the discovery of bugs and the development of scripts and bots." - the development of scripts and bots - hmm. How long have computer plots been available? As for being a dissatisfied customer, I am perfectly happy with the previous version; the current version has not shown a lot with one exception and that is the ability to bang without shutting the server down. So now a "news flash" to you. I really don't care what you think either, and I know you "don't want evolve the game", but that is what we, the players and sysOps, have done within the confines of the game over the last 5-6 years. You see it in the sysOp scripts and in the players scripts.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Fri Jul 29, 2011 4:29 pm |
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booger
Lieutenant Commander
Joined: Sat Feb 27, 2010 7:59 pm Posts: 782
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 Re: ZTM
all the new options are advancing the game, no matter how you want to phrase it. even if some of it is geared towards a 1995 feel mode, its an advance.
the 'antiscripter' thing is clear with a look thru the posting history.
but the game needs players, and average joe doesnt want to script. when i first came back what attracted me was the fact that community embraced scripting, and scripters. it was like the only game out there like that...
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| Fri Jul 29, 2011 4:38 pm |
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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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 Re: ZTM
Like it, don't like it - the "changes" - they are optional. The previous versions are still extant. Nobody will hold a gun to someone's head to make them play the new version, old vers on the street folks.
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| Fri Jul 29, 2011 4:47 pm |
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booger
Lieutenant Commander
Joined: Sat Feb 27, 2010 7:59 pm Posts: 782
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 Re: ZTM
Kavanagh wrote: Like it, don't like it - the "changes" - they are optional. The previous versions are still extant. Nobody will hold a gun to someone's head to make them play the new version, old vers on the street folks. all the way back to a doors version
_________________ I was immortal, for a little while... http://www.youtube.com/watch?v=5ZY2mRG5mzg
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| Fri Jul 29, 2011 4:51 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: ZTM
booger wrote: Kavanagh wrote: Like it, don't like it - the "changes" - they are optional. The previous versions are still extant. Nobody will hold a gun to someone's head to make them play the new version, old vers on the street folks. all the way back to a doors version Yep, and I still have several of those including a BASIC version and Pascal version I believe. I know the Pascal version is on a floppy somewhere.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Fri Jul 29, 2011 5:02 pm |
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Master Blaster
Gameop
Joined: Mon Apr 16, 2001 2:00 am Posts: 419 Location: Denver Colorado
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 Re: ZTM
Promethius wrote: booger wrote: Kavanagh wrote: Like it, don't like it - the "changes" - they are optional. The previous versions are still extant. Nobody will hold a gun to someone's head to make them play the new version, old vers on the street folks. all the way back to a doors version Yep, and I still have several of those including a BASIC version and Pascal version I believe. I know the Pascal version is on a floppy somewhere. It truly amazes me just how loud and obnoxious the minority can truly be. I come from a time when it was very easy to find 50 or more players in games at one time all over the place. When was the last time you saw that many in one place? Have you ever seen a MAXXED 200 player game with everyone playing? I have..... And it is truly an amazing experience. My time with this game predates the internet. I am one of the thousands that walked away from this game because of the 'script kiddies' just like you Promethius. I find your comments not only lacking in any real desire to keep this game whole outside of your own selfish interest but just downright rude towards a man that has devoted countless thousands of hours in developing and preserving this game for future generations to come. Personally speaking, you need to get with the spirit of this conversation or don't let the door hit you in the Butt on the way out. One more thing. I'm older now and set in my ways. I can be a mean and cantankerous old fart. I will not be walking away from your kind like I did the last time.... 
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| Fri Jul 29, 2011 10:13 pm |
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