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Metagame Pivot

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Sizer

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Metagame Pivot

by Sizer » 06 Jul 2014, 19:05

As you have noticed in the past weeks, server activity has been on a sharp downward slope. Despite our best attempts at rekindling interest, we have been unable to correct course and we now risk complete desertion. We have therefore concluded that we needed to significantly change our gameplay focus and design in order to better answer the community’s desires.

Those sweeping changes are altering the core of the experience we are providing with Freeworlds, which is why we wanted to first expose them to our community so that we may receive feedback on them. We’re doing this for you guys, in the hope that we get more players and create a more enjoyable experience for everyone.

We hope that our plans make you excited, and look forward to your reactions.Note that we do not have a timeframe for this as of yet. The feedback you guys will provide us will let us gauge interest and viability, and we will then be able to get cracking. We’re not ready to throw the towel just yet, and we hope that you will want to join us in the near future!

Part I - Refocus
Goals:

  • Players are no longer reliant on other players to enjoy the mod
  • Players are no longer restricted in what they can do or have
  • Players are no longer forced to take orders from other players
  • Players can join up with friends
  • Players have multiple means of achieving the same goal
  • Players are no longer forced to play in a way that is not enjoyable to them

Measures:

  • We no longer have player leaders
  • Players can join any number of factions they wish, without human intervention (aside from Jedi/Sith)
  • Players are immediately full members and have access to the complete ship roster
  • Capital ships are no longer constructed, they are instead requisitioned
    • This process requires players accumulating requisition points on their characters, allowing them to move up to a better ship of their choosing
    • RPs can be accumulated through actions such as gaining influence for your faction, destroying enemy ships, etc.
    • RPs may not be shared or traded
  • Starter ships are removed and replaced with their faction’s corresponding main bomber and fighter
  • New starter loadout with a basic capital ship (corvette) per faction
  • More diverse choice of starting trader loadouts
  • All trader factions are completely independent of the main four factions
  • Upon death, the capital ship is lost, but the RPs are not
    • You’re given a basic ship again
    • You don’t gain back the RPs from your ship
  • Players can form fleets (capitals) or squadrons (fighters), which are essentially clans
    • We provide subforums under each faction and let the clan leader control acceptance, but do not enforce multiclanning or anything
    • Influence works as before, but is undirected; players individually decide what to do and where to go
  • Trading is purely a money-making process
  • Surplus capitals can be bought for a lot of money (destroyer and below)

Part II - Events & Roles

Goals:
  • Player interaction is no longer required to create enjoyable situations
  • Players are no longer disturbed/annoyed by NPCs
  • Players and NPCs participate in the same metagame
  • Players have more things to do

Measures:

  • Creation of an AI director
    • When players engage in specific behaviors, AI director reacts by spawning appropriate response
      • Traders moving around in space without escorts >> spawn escorts
      • Smugglers moving around unimpeded >> spawn police
      • Enemy fighters raiding systems >> spawn defense squadrons
      • Enemy capitals raiding systems >> spawn defense fleets
    • At random points in time, spawn random events and notify players
      • Trading convoy
      • Fighter attack
      • Capital attack
    • Target random military events towards areas with influence instability
    • Players are rewarded with money or RPs for participating
  • Significant reduction of background NPC spawns, both in terms of numbers and in terms of area
  • Implementation of mining
  • Implementation of random discoverable wrecks
  • Implementation of random systems with rewards hidden in them
  • Implementation of bounty hunter system
    • Can both leverage player and NPC hunters, but only target players

Part III - Beyond

Crafting system?
Player bases?
Modular ships?
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Leaph Chausew

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Re: Metagame Pivot

by Leaph Chausew » 06 Jul 2014, 22:17

Sounds better for certain.
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Re: Metagame Pivot

by Leaph Chausew » 06 Jul 2014, 22:30

I think it is a shame that this pivot has to happen but I do think it is a good call.

The main problem for me was that I just haven't had much time to hop in game and lead. This new system will enable all faction members a little more autonomy and will make gameplay a bit more fluid I think. I sincerely hope that this decision causes the desired effect.
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Re: Metagame Pivot

by berowe » 06 Jul 2014, 22:41

Can you add an in-game faction chat?

Also I think personal advancement is very important for players-- the faction advancement just isn't rewarding enough currently for typical gamers, and requires too much grouping.

Also revamp the tutorial and startup process and prep to advertise to gaming sites.
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Re: Metagame Pivot

by Kalis » 06 Jul 2014, 23:37

I have read and reread this... What does this mean for the current faction set up? I know that the NR, CorSec, and Hutts aren't really around but the Empire has done good.

Basically what I am asking is will the structure of the GE faction change?
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FriendlyFire

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Re: Metagame Pivot

by FriendlyFire » 06 Jul 2014, 23:48

The GE faction structure disappears. Like the other factions.

If you guys want to keep it, you're free to create a fleet/squadron/clan and run that in the same way, but you guys won't be in command of the entire GE anymore.
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Rogueleeder

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Re: Metagame Pivot

by Rogueleeder » 07 Jul 2014, 00:23

Tutorials I'll happily do as long as you tell me the specifications, I'll wait and see how this goes
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Pulse_Fiction

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Re: Metagame Pivot

by Pulse_Fiction » 07 Jul 2014, 00:37

I'm a brand new player to FW and I recently joined finding that there were at max, only 6 players on at one time which I found saddening because (silly as I am to think this) I downloaded the game expecting to jump on a team speak server, co-ordinate a fleet escort OPs in my X-wing with my very own call-sign and just basically be flooded into an amazing role-playing situation. I did spend most of my time checking if the server was populated to have a chance at going on and I found that it started to decline the more I looked.

When I saw this mod, I was instantly blown away and I still am. I truly believe that eventually, when released and gains a healthy population, this will be the best mod I've ever played.

As much as I think the new ideas are good, there's something that makes me think this isn't what the mod should be.
Now half of my opinions would be placed in the 'in an ideal world' category of what I or we would want but here goes:

Player owned factions need to stay. You could at least keep an NPC faction leader and have players log in and assume command for actual player run events and even just normal game-play. The idea that someone else is actually controlling the situation just makes it more immersive rather than a computer telling me what to do, for example an NPC would have the same tone of voice and repetitive comments and statements whereas say, a real human being leading a rebel defense against an imperial counter attack finds his strategy failing and the losses accumulate on the rebel side would produce emotion, especially in the anger department and if everyone at that point is connected via Team speak we'd hear it, and feel it for that matter.

In terms of trading, I don't have an actual clue if this can be implemented. But if planets had certain demands for items that could be produced by factions (correlians) and sold to them for profit, then it would give a meaning for creation of a flowing economy rather than having it simply as a money making process.
A planet would have its usual necessities such as food and water, then things like weapons, armour, clothes, luxuries etc could be produced by players and their factions in factory facilities in their territory, which could also be destroyed(?) by opposing factions.
That would also create a risk of trade and production and implement a crafting system into the game.
Which also leads to capitals and their production system. Why not have 2 options as well for acquiring capital ships? First, keep the original system of gaining materials needed to create the capital ship as one of the options. And the second would be to add a monetary payment option stated by Sizer. Of course the latter option would require a substantial amount of money, to the point where most factions would consider just gathering the materials for production. This would lead to two things (excluding negative outcomes of course):
Players would genuinely have a purpose to co-operate in their factions instead of lone-wolfing missions and strive for the same outcome to create capitals to make their faction more powerful.
Secondly, capitals could be created faster than usual, especially after the production of the first capital ship, a faction may by that point accumulated enough funds to purchase a second and therefore increase their fleet size, which would in turn cause factions to make more aggressive actions and therefore players would enjoy more combat and MORE BATTLES!!!!

In regards to other ideas, I especially like the player bases idea, that would add another thing for players to strive for in-game and therefore create more game time.
I also love the random events, the idea we'd come across capitals and be able to escort trading convoys does help with the low player base.

In conclusion, what I'm trying to say is keep the player-choice side of the original idea in the game but mix it with these new ideas and you'll have me at a point where I'd want to buy a retail copy :D

Thanks to the Dev team for this incredible mod as well!
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Re: Metagame Pivot

by FriendlyFire » 07 Jul 2014, 02:01

The new system doesn't prevent players from organizing events. Join or found a clan and get cracking. You can be as effective if not more in that situation, as with proper organization and tactics a clan will always be a force to be reckoned with.

The whole trade idea is well and good, but it's awfully complicated for what would be used by a tiny fraction of the user base. We can no longer be idealistic here, which is why we're making those changes in the first place. The current system isn't wrong, it's just not suitable to our audience.
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Huggiesunrise

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Re: Metagame Pivot

by Huggiesunrise » 07 Jul 2014, 02:46

the old system looked awesome and i liked how orgainised it was. but in this case. and the freeformness of this new proposal looks like something I can get my friends and colleges to hop on board with. And trust me ive been trying.

It seemed like they were mostly at odds with being limited to one faction. but some of these guys were disco players. a few of them arent disco players at all.. but liked to idea of exsploring many different charicter types.

I think this new outline can accomplish and get everything everyone wants to try and do much esier. And i whole heartedly support it.

also need to thank everyone on the dev team for coming this far and making this decision i dont think ive seen this type of flexability in a vary long time.

and it should be commended
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