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OOC and Newbie Channels

by Zeromus

 

On Legends of the Jedi, you will find that much information about the game will come from your use of the OOC and Newbie channels. The OOC and Newbie channels are combined. Characters that are currently beneath level 100 will show with the (NEWBIE) tag on OOC and will be updated to the standard (OOC) tag at and above level 100 in any class. Other tags you will see on OOC include (RPC) and (IMM); these denote members of the Roleplay Council and the Immortal Staff respectively. If you are given a directive by them regarding your OOC conduct, please follow it or there may be consequences. There are a variety of topics that can and cannot be discussed on OOC.

The topics that can be discussed include and are not limited to:

  • Questions about tier 1 quests. These are quests that level you from 1 to 25 and can often lead to other, higher level quests. Please do not hesitate to ask about these.
  • Non-IC questions about mechanics. An OOC question about mechanics would be something like, “Can I wield two pistols at the same time?” vs an IC question such as “Where can I buy the best pistols to dual wield?”
  • General questions about where things are located. Questions such as “Where can I purchase ammunition?” can be answered with something like “Typically, ammunition can be found in engineering shops.” and not, “You can get the best ammunition cells in the shop on Jakku.”
  • Other games and real life current events. LOTJ has a community of people who have been around for decades and frequently do play other games together.  As long as it is kept civil, we encourage people to be friendly and discuss whatever they’d like within reason.

Topics that can not/should not be discussed on OOC include but are not limited to:

  • In-game current events, locations of high-level quests and items, etc. Discussions about what you are doing in-game or what your clan members might be doing are strictly forbidden. Do not ask questions about where specifically to find items, mobs, etc. Do not bring this sort of thing to OOC. Experienced players are encouraged to be as helpful as possible when a newbie asks this sort of question, however. When a newbie asks something like, “What are all the Korriban quests?” The answer should be something like, “Sometimes there are people in-character who can guide you through those quests. I’d recommend asking your clan or on commnet 0 for someone to help you out.” and not, “Ask ICly” or “Help explore.”
  • Reactions to character deaths. If you have been killed (permed) by another player, do not get on OOC to discuss it. If you feel you were wrongly killed you can address it with the Roleplay Council via the RPC channel instead.
  • Rule violations. These are to be discussed specifically with staff. They can be reached on the IMMCHAT channel or at [email protected]. If you are going to use IMMCHAT, make sure to read and understand ‘HELP IMMCHAT‘ beforehand.
  • Extended arguments. Having a debate about something is fine, but if the argument gets out of hand or extremely personal, participants can be silenced or the entire OOC channel will be shut off.

 

These are simply examples of what the OOC channel can and cannot be used for and do not cover all instances of what is and is not allowed. If you have questions, the RPC and staff are willing to answer them via the RPC and IMMCHAT commands. Good luck!

 

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Recent Changes

Various Space Updates
- You can now add or remove squadron ships for a landed ship, and you can remove ships from a squadron even if they're not currently on the ship. - In space combat, being in sustained action actually caused you to receive 0 experience from destroying the target, and that's been fixed. You'll receive experience based on the value of the target ship shown on "info". - All automated squadron ship actions now depend on autopilot being enabled, so when using them in a fight, you'll generally want to ensure autopilot is on. It is still enabled automatically when scrambling any squadron. - Autopilot logic now kicks in even when a ship has players onboard. - There's a new autopilot config: useion. Rather than using only lasers or only ions, you can now toggle each one separately using this. - Squadron ships will now honor these weapon settings when engaging targets. Be sure to update the settings on your existing squadron ships. - Squadron recall now takes precedence over engaging their target. - When you add a ship to your squadrons, it will automatically enable all three weapon types and turn on autorecharge. - Autopilot and squadron ships will now fire weapons at the same ranges players can. This mostly just means they'll be firing projectiles from farther away than they currently do. - Autopilot and squadron ships can now miss based on all the factors affecting whether players miss, such as relative ship size, target speed, and distance. Previously, they'd only miss due to ship dodging. - Autotrack will no longer cause you to re-course toward your target due to "evading collision" - When any ship in a battlegroup is attacked, all of the ships in the system from the same battlegroup are now marked as fighting, meaning they will stop regenerating fuel/projectiles. - Autopiloted ships with CLANPOST enabled will now attack any ship which they see bombarding that clan's worlds, regardless of the bombarding ship's affiliation. (As long as it's not owned by the same clan as the planet; your own orbitals will not attack you for bombing your own planets using your own fleet, but they will currently attack a ship piloted by a clan member but not owned by the clan.) - Orbitals will now switch to the closest invading pirate, no longer considering target ship size as a factor in prioritizing pirate targets.

Standardizing Mob Stats and Experience
We've introduced standardized mob "difficulty levels". This will allow us to ensure that easy/medium/hard/very hard mobs are set up consistently, controlling things like their hp, attacks, and attributes in one setting. This change will largely be transparent to players, with a few exceptions: Experience gain calculations have been revised for ground combat. Fighting the same mob repeatedly will no longer reduce experience gains from it, but the number of mobs you'll need to kill in order to level has been increased toward higher levels. Our combat gyms will soon feature mobs from the first half of the difficulty scale, with the higher-end ones being tougher than they historically have been. It'll still be pretty quick to level combat there up to the low-100s, but as you approach the top end of the level range you may find that our long-ignored combat class quests will help you level faster. And also: - Fixed output of score level to actually give you a gauge of progress from your current level to the next.

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