[POLL] PvE, PvP, PvAll - What is the playstyle you want in ED?

What is the playstyle you want in the ONLINE version of ED ?

  • Everything, a good mix of PvE and PvP with as little restrictions as possible

    Votes: 209 62.4%
  • I only want to PvE, alone or with other players, I want PvP to be restricted/optional

    Votes: 119 35.5%
  • I only want to PvP and kill real player ships, no NPC robot ships

    Votes: 7 2.1%

  • Total voters
    335
Status
Thread Closed: Not open for further replies.

Rafe Zetter

Banned
Phew...

Well the matching system being on a hyperspace by hyperspace method at least allays my fear ED might be heading towards a freelancer multiplayer server clone with only a handful of players in that entire server based universe... because that would suck.

Hmm so would you move to each instance of that area based on population? You always get moved from higher pop instance to higher pop instance to provide the illusion of a sandbox? If that were true it wouldn't look that much different from Eve in that case, because each gate you go through in Eve causes a session change of sorts, and I doubt most players would even notice that players ungrouped but going the same way don't always appear in the same session after hyperspace.

How would this affect hunting someone specific once you are on their tail?
 
Hmm so would you move to each instance of that area based on population? You always get moved from higher pop instance to higher pop instance to provide the illusion of a sandbox? If that were true it wouldn't look that much different from Eve in that case, because each gate you go through in Eve causes a session change of sorts, and I doubt most players would even notice that players ungrouped but going the same way don't always appear in the same session after hyperspace.

Don't think it's a case of population, but something along those lines, yes. Instances that have more of your "friends" in are prioritised, as far as I know.

How would this affect hunting someone specific once you are on their tail?

I believe the idea is that you can "lock on" to particular players to go into the same instance as them - I haven't read the latest proposals on this, so I'm not 100% on the details.
 

Rafe Zetter

Banned
I'm not sure exactly how the "flag" is to be implemented... permanent would prevent abuse, but then it's permanent. It certainly shouldn't be switch-able while in-universe, as aside from anything if you were to segregate the players you'd literally disappear from one place and reappear in another... maybe it should be session-based? I dunno, this is probably the debate we should be having.

This bit is why I suggested maybe log out change it, log in to new playstyle and accompanying group. Which means session based at player end; "Tonite Matthew; I am going to be pew pew lazors at other hoomans".

This would give everyone the option to partake or not as they feel like.

I'm not a coder, but surely the multiplayer launcher flag simply needs to be a config.ini change just as what level of detail you have in the game, the rest after that is internal matching.

Edit: last night/early morning my brain finally furnished me with the answer to a nagging doubt I had flitting inside while responding to this thread: if you are in the PvP off category - how do we pirate you? :p

How can players initiate a "hold up" if we have no way of enforcing it?

Or will it simply be "PvP off" players are immune to any form of hostile player interaction, which IS a little carebear central.
 
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Or will it simply be "PvP off" players are immune to any form of hostile player interaction, which IS a little carebear central.

Err... yeah. Isn't that the whole meaning of "PvP off", that other players aren't able to adversely affect your play? PvP-off players would still be subject to attack by NPC pirates though - which is the PvE bit. The whole point of playing in a PvP-OFF universe is to prevent other players from performing "hostile" acts against you. Carebear, whatever, it's what a lot of players want. If it's too carebear for your tastes, you'd have the PvP-ON universe to play in along with others of similar taste.

So yes, if you want to be a player Pirate, you'll either :

a) play in the PvP-ON universe, and be able to pirate other players
OR
b) play in the PvP-OFF universe, and pirate NPCs only (i.e. PvE play).
 
Edit: last night/early morning my brain finally furnished me with the answer to a nagging doubt I had flitting inside while responding to this thread: if you are in the PvP off category - how do we pirate you? :p

How can players initiate a "hold up" if we have no way of enforcing it?

You don't - if you want to pirate other players, you'll go in the PvP-on group.

In the PvP-off group, players will still be able to pirate NPCs, and NPCs will still be able to pirate players.
 

Robert Maynard

Volunteer Moderator
Edit: last night/early morning my brain finally furnished me with the answer to a nagging doubt I had flitting inside while responding to this thread: if you are in the PvP off category - how do we pirate you? :p

You don't - if you want to pirate other players, you'll go in the PvP-on group.

In the PvP-off group, players will still be able to pirate NPCs, and NPCs will still be able to pirate players.

.... and in the PvP group you will not encounter PvE players.
 

Rafe Zetter

Banned
This is what concerns me a little - players with PvP tendencies preying on each other...

Can't see that going to well to be honest, if you've chosen the PvP group; you'll be a different sort of pilot to the PvE group - while I advocate piracy being something of a risk - piracy in the PvP group wouldn't be "something of a risk"; it WILL be a risk, because you know the other guy is not only willing to shoot back, but armed up as well, otherwise why is he there?

It may end up that piracy in the PvP group becomes a "we need more" race for those who choose piracy and those that do not, end result being it's no longer a fair chance of the victim being able to fight his way out, as the pirate has brought company, so next time you do too - ad infinitum.

I don't want to see PvP of any flavour becoming blob warfare like Eve, that will have an extremely detrimental effect. It will become a version of WoW arena with only the very best being able to have a sustained career.
 
It may end up that piracy in the PvP group becomes a "we need more" race for those who choose piracy and those that do not, end result being it's no longer a fair chance of the victim being able to fight his way out, as the pirate has brought company, so next time you do too - ad infinitum.

Now imagine you're not good at combat, and think how much worse that would be when nearly anyone could do that to you...

Luckily, Frontier already thought of that - when you're killed by someone you're separated by instances for a while, so you can't actually be killed repeatedly by the same person in a short space of time.
 
Apology for delay, but I had some other things to handle during weekend.

It was also a twitch-based shooter with RPG elements and an online multiplayer mode.

ED is that.

Actually it is not. Twitch based part was massive portion of ME-universe, combat is just one part of it. Actually, it was not even that twitchy if you played something besides straight soldier. ME combat could be paused at will for use of variety of special powers.
ED is MMO game.

Let's take a little look on what multiplayer games have right now.
ED (what it is known to have):
Combat
Trading
Mining
Exploring
Possibility of loss of large amount of work/resources due to actions of another player. (without PvE option enabled)

ME, HALO etc.
Combat.
Losing to another player in multiplayer would be extremely short term loss.

Eve:
Basically all ED has, with combat being different. Exploration is bit iffy on comparison.
So they are very, VERY close to one another.

ED also has smaller running costs because they don't need as powerful servers. It's not an MMO.
Yes it is.
Permanent galaxy which can run all online players is not going to run on tincans.
 
You have forgotten something fundamental young padawn: WoW has a very healthy population on EACH PvE SERVER of arena and battleground players; that's PvP action - Rift; the same, GW2; the same, Lotro; Age of Conan - ALL OF THEM THE SAME. This definitively proves PvE players like to dabble in PvP, and a lot more often than just a few times and without the restriction of having to move to another server first. To not mention that is to distort the truth to suit your statements; not cool.

How many of them have FORCED PvP for those who do not want it?
Nobody has said PvP should be made impossible, but rather CONSENSUAL.
So if you want, you can fully opt out of all PvP content without losing any other content.

Eve Online is not the closest thing to ED - where have you been the last decade?

The X universe series - err how many are there.. 4 or 5 now? with another on its way
The Freelancer private servers still running
The Independance War I & II private servers PLUS the total conversion stuff like "Torn Stars" mod (still being updated up to April 2012)
Battlestar Galactica online
The Freespace 2 servers still running - plus conversion mods active
The Evochron series - still very active with a recent new expansion and with seamless planetary interaction like Frontier
Wing Commander Arena (of the same series) - active PvP
Darkstar one and a xbox 360 updated version
The open source version of Hardwar plus a few private servers of the original game still going and that game is 15 years old.
Taikodom

And those mainly have little to no relevance to ED, which is what we are speaking of.

Do I think that "400k total playerbase" you mentioned are in all of those games ? no. Do I think if it were possible to count all the numbers of all those people in the various games I listed and put them into some freaky venn diagram it would still reveal a core of just 400k players feeding ALL OF THEM? Again, no.
360k is the amount of people we KNOW to be willing to shovel up money in constant stream for sandbox space MMO.
All else is completely unknown.

Most people only have time to play one or two games properly at any one time and a game like Eve or ED or SC; to make any sort of headway in a reasonable timeframe will probably exclude the other spacesims available.
Which is why emulating Eve is bad idea, it tries to fight for same marketshare of sandbox PvP-players. Better opt for larger audience and make it possible to disable PvE for those who do not want it.

I'd hazard a guess that while the potential market is all those described by Ende, the real market of spacesim fans that might be persuaded to play ED is still several millions at least.
Really? Wing Commander Prophesy, which sold well for spacesim, sold about 700k IIRC.

Spacegames have never been "we sell millllions of copies"-style.

I still stand by what I say (and what Ende coincidentally backed up), if you go the route of "PvE only" OR "PvP only" flags, servers or other system with no overlap or ability to explore the other sort without a safety net of being able to bolt back to safety (for PvE'ers) when you want to; you will automatically exclude a massive portion of the middle people of both types; those that want PvE 90% + PvP 10% - and vice versa.

Except nobody has wanted that. Have you not read the bloody thread?
We want three Frontier delivered MAIN groups. Ironman (is there already) and "All" split into PvP and PvE.

Moving between groups PvP and PvE should be possible, just not instantly in flight but for example on station or whatever. But first there needs to be split of "All" into PvP and PvE.

I guarantee you there are more of those middle people than the hardcore's of either types combined.

Which is why catering to only PvP-group is stupid as well. And nobody wanted to make ED PvE only.

THOSE my friend are facts.

I believe you should have read this thread more closely, as your facts have been mostly dealt with repeatedly.

By the way, growth of Eve Online has been quite static lately. And it has lots of multiaccount players. So emount of people and subscriptions can lie quite a bit.
 
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This is what concerns me a little - players with PvP tendencies preying on each other...

Can't see that going to well to be honest, if you've chosen the PvP group; you'll be a different sort of pilot to the PvE group - while I advocate piracy being something of a risk - piracy in the PvP group wouldn't be "something of a risk"; it WILL be a risk, because you know the other guy is not only willing to shoot back, but armed up as well, otherwise why is he there?

It may end up that piracy in the PvP group becomes a "we need more" race for those who choose piracy and those that do not, end result being it's no longer a fair chance of the victim being able to fight his way out, as the pirate has brought company, so next time you do too - ad infinitum.

I don't want to see PvP of any flavour becoming blob warfare like Eve, that will have an extremely detrimental effect. It will become a version of WoW arena with only the very best being able to have a sustained career.

Do you think people will stick to ED long if they are griefed and robbed and harassed by people like you when they don't want it?

You do not find it fun to be forced to fight "fair" fight.
Why do you expect others to consider "fun" to "donate" their game possessions to you because you were kitted to kill players while they were trying to do little bit of mining?

That is the issue PvP-players have to get into their minds. Their prey is not getting any FUN out of being one of the preferred (preferably unable to defend itself) targets.

When people do not have fun in games, they stop playing them.
Which means... Less money for Frontier.
 
Do you think people will stick to ED long if they are griefed and robbed and harassed by people like you when they don't want it?

I don't actually know anyone who would want this, ever....

But if that is a risk during game play, it certainly adds a little spicy risk to your game. Now surely even in PVE this is STILL a risk... or are NPC's so easy they don't pose a threat..

Is it not as likely sorry MORE likely for a gang of NPC pirates, kitted out to the MAX to swoop in and steal yer Booty as it would be for another player to do so?

I am for a pve mode of gameplay (NON TOGGLE), like IRON MAN - Once you die your out of that mode... I feel once you decide a pilot is PVE only, the pilot should not be able to change back to php. This avoids greifers exploiting that protection...

I suppose if PVE is the same game as PVP with the exception that player actions on players do not result in damage but can still result in the criminal flagging. ie laser shots hit another player... it still counts as an offence.. just there is no damage to the victim.. add to this that the offending player may become targetable and is popped into the PVP group for their sins in the case of multiple laser hits showing deliberate actions?

Even without damage being constantly pew pew'd would be annoying, so mechanics could be introduced to flip this players back into PVP..

NOW does this undermine and create an abusive way for players to put themselves back into PVP... yup but then that PILOT would be locked out of PVE for a period of time or permanently?

Remember the worst type of greifing in game is not just the blowing up of another player at inopertune times... its the systematic bullying of another player... equally possible in PVE..

Given the size of the universe and the game mechanics for NPCs to be near you for gameplay... its more likely for you to be attacked by npcs than other players is it not?
 
Well I guess it's one thing if it's NPCs/the machine attacking you - that's the game.

Whereas if some other player has actively targetted you it's a bit more personal.

I can't see the PVP camp being short of willing targets - all they need to do is take out an NPC or other PVP player and they'll have NPC and player bounty hunters all over them like a cheap suit. Surely enough excitement for any PVPer.

(and once I get my eye in I may even have a pop at being one of those bounty hunters myself...)
 
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I don't actually know anyone who would want this, ever....
Well, apparently PvP-group does want that.

But if that is a risk during game play, it certainly adds a little spicy risk to your game. Now surely even in PVE this is STILL a risk... or are NPC's so easy they don't pose a threat..

Is it not as likely sorry MORE likely for a gang of NPC pirates, kitted out to the MAX to swoop in and steal yer Booty as it would be for another player to do so?

Difference is, when you deal with NPC pirates you have some kind of idea what you might face and can kit to meet that danger. Say, some area is home to certain style of pirates with some general level of equipment.

Players again like to kit out to optimal playerkilling setup and go look for easier pickings. Thus no matter where you would be, you would need to be outfit to fight something as big as possible. Which would make doing anything worthwhile like mining less efficient. Which makes it more of a work and annoying.

I am for a pve mode of gameplay (NON TOGGLE), like IRON MAN - Once you die your out of that mode... I feel once you decide a pilot is PVE only, the pilot should not be able to change back to php. This avoids greifers exploiting that protection...
That is one option. I myself could see it possible to shift groups, but only if you have no outstanding bounty on your head.

I suppose if PVE is the same game as PVP with the exception that player actions on players do not result in damage but can still result in the criminal flagging. ie laser shots hit another player... it still counts as an offence.. just there is no damage to the victim.. add to this that the offending player may become targetable and is popped into the PVP group for their sins in the case of multiple laser hits showing deliberate actions?

Even without damage being constantly pew pew'd would be annoying, so mechanics could be introduced to flip this players back into PVP..

NOW does this undermine and create an abusive way for players to put themselves back into PVP... yup but then that PILOT would be locked out of PVE for a period of time or permanently?
For me it is really one and same.

Remember the worst type of greifing in game is not just the blowing up of another player at inopertune times... its the systematic bullying of another player... equally possible in PVE..
Not quite. It is far harder to grief in PvE, when just lining up sights and letting it rip is not working.
Collisions? There is that. Though it could be amended by using same method as shooting. After that, you can harass someone in very limited ways, which are more annoyance than true problem, but since perfection is not possible it would be route which offers best solution for the problem.

Given the size of the universe and the game mechanics for NPCs to be near you for gameplay... its more likely for you to be attacked by npcs than other players is it not?

Definitely. Which still does not change the fact that whole lot of people do not like to be forced into PvP. Not to mention that there are bound to be hotspot areas where concentration of players will be for one reason or another.

I am not against PvP myself, if groups were created to separate the playstyles with option of switching groups between PvP and PvE still possible, I would likely at some point dabble with PvP.
But if I have to choose between losing PvP completely or having it forced on me, I'll rather lose PvP completely.
 
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Rafe Zetter

Banned
(allow me to correct your spelling)

Sorry for wall of text - This is my last answer on this thread - for that reason I'm out.

How many of them have FORCED PvP for those who do not want it?
Nobody has said PvP should be made impossible, but rather CONSENSUAL.
So if you want, you can fully opt out of all PvP content without losing any other content.

Your above answer shows you do not know what I am talking about, so I'll explain : NONE ARE FORCED it is as you say consensual - ARENA'S and BATTLEGROUNDS are PvP specific area's that exist in ALL servers; PvP, RPvP, RPvE and PvE - that you can join and leave as you please and also from 7 years experience of WoW I can assure you there is a great deal of people who take part on the NON PvP servers.

360k is the amount of people we KNOW to be willing to shovel up money in constant stream for sandbox space MMO.
All else is completely unknown.

Unknown to you maybe, but I have a lot more experience of this - every single one of the private servers that I mentioned, and I know for a fact there are dozens in freelancer alone for the various flavors of mods, are paid for by people willing to run them to ADD PvP flavour to the original PvE only game. There are X-universe mod servers, Freespace servers, etc etc etc, are they all here? I doubt it.

Which is why emulating Eve is bad idea, it tries to fight for same marketshare of sandbox PvP-players. Better opt for larger audience and make it possible to disable PvE for those who do not want it.

Really? Wing Commander Prophesy, which sold well for spacesim, sold about 700k IIRC.

Spacegames have never been "we sell millions of copies"-style.

I didn't say they were, but if you accumulate all of those that bought all of the games I listed (which btw a lot of them have a great deal in common with ED - space based, flight, trading, piracy, questing games - which is what the core of the Elite franchise is all about), even if you include the crossovers of people buying more than one on the list, you WILL get a number in the MILLIONS, not copies of the games - PEOPLE.

I didn't know about this kickstarter campaign (which was already over 6 months old by that point) until one of the others here emailed me after he remembered a reply I posted almost TWO YEARS ago on this forum, on his thread about the fact I am one of the few - an original Elite player badgeholder - and I only posted that reply by chance (I had to register to do it) as I had googled again about the badge and got his original post about being the competition winner. Point being I am a diehard FAN of the Elite franchise and I still had no idea E4 had gone from "once upon a never" to "give us some cash and we'll make it".

I'd given up on ever seeing E4, which means that there's a high chance there are other previous spacesim fans who have moved on, grown up, got lives and kids n such who are utterly unaware of ED's development, but who might buy it once it hits the mainstream press in a fit of childhood (or otherwise) nostalgia.

Your dogged determination to cling to the fallacy that 360k is all there is for the spacesim cake, while laudable, is frankly borderline OCD and still wrong. Now that's the last time I'm going to try to say this in the politest possible way I know how.

Except nobody has wanted that. Have you not read the bloody thread?
We want three Frontier delivered MAIN groups. Ironman (is there already) and "All" split into PvP and PvE.

Moving between groups PvP and PvE should be possible, just not instantly in flight but for example on station or whatever. But first there needs to be split of "All" into PvP and PvE.

"Just PvP" group will turn into a "bring more" arms race or be killed. When game death has a penalty you won't get those cannon fodder PvE'ers that are ok with being killed over and over and over and over, such as you get in battlegrounds and arena's. PvP servers will become the domain of the blob, players that band together for guaranteed superiority - I've seen that and it's not good for anyone, PvPer's feel they have no choice but to do it or die, and PvE'ers who are trying a bit of PvP action won't come back more than a few times, if that. It will stagnate.

By the way, growth of Eve Online has been quite static lately. And it has lots of multiaccount players. So amount of people and subscriptions can lie quite a bit.

Eve might have been static in very recent times, but I know that even during the shortish period I have been away, reports of population have gone up. Is CCP lying? Who knows; but you do know that exaggerated claims in advertising is illegal right? Something I'm certain CCP will be aware of and thus avoid - at worst it's a minor stretch to include ALL accounts including the multiples; although multiple accounts have been active in Eve almost since inception, and thus factored in on all previous population reports too. The percentage of alternates has gone up of course, but I greatly doubt if there has been a sudden massive surge of existing players buying ever more accounts - thus leaving just ONE option, that the higher numbers are from NEW players (because even old inactive accounts are still in the system already), a limited few of which may be running alternate accounts, but think on this; even if you went at breakneck speed and managed to get to a stage of having monthly sustained disposable income of 300 mil isk, (the cost of the plex to pay for the alternate account) inside of 6-8 months normal playtime (which I can assure you is an almost superhuman feat without expert help), only a few out of every hundred manage it, and running just 1 account in Eve can become a fulltime job on it's own.

I believe you should have read this thread more closely, as your facts have been mostly dealt with repeatedly.

I've had to repeat myself as some seem to have not read or fully understood the thread, or points made therein *cough*, plus I've continually tried various ways to make my points in the hope that one of them might actually get through - Like I've had to again in this one.

I understand some won't like my comments or ideas, but the longterm survival of the franchise is all I'm interested in, now that the dream looks to become a reality. Whether you believe and understand what I write or not, regardless of if you agree or not all of it is based on truth and experience - I have been a gamer since the binatone machine - to mean I started playing Pong and "shoot the dot" on the TV at home in the 70's and didn't stop, through the Intellivision console machine, BBC Micro and pretty much every console since - with "modern PC" (intel 80486 machine lol) gaming running alongside that for .... 22 years since the days of F117 Stealth Fighter sim (1991), Transport Tycoon by Chris Sawyer (who later worked on Frontier) and X-Wing.

I have made an almost lifelong career of sorts out of playing games, I have played all types extensively, I have been involved in the multiplayer scene for almost 15 years now; I have been involved with almost a dozen different MMO's, some of which I have played for many years; several side by side, and was there at the launch of many (right now on my machine I have WoW, Lotro, Rift, Evochron, Fallen Earth, Eve Online and Age of Conan installed and up to date). I have personally met hundreds of RL human players and witnessed the full gamut of what they are capable of when they are in a virtual world whereby almost everything they do harms none.

This is the experience I bring to what I say and from where I can look across the horizon to see how things might go - I've seen all the paths and the endings before, Humans are, after all, pretty predictable and while all the basic ingredients are the same the only Souffles that rise are the ones baked properly, the rest...... pffft.

How I've never worked in this industry is something I often ponder. But there's still time, I hope.
 
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Robert Maynard

Volunteer Moderator
This is what concerns me a little - players with PvP tendencies preying on each other...

Can't see that going to well to be honest, if you've chosen the PvP group; you'll be a different sort of pilot to the PvE group - while I advocate piracy being something of a risk - piracy in the PvP group wouldn't be "something of a risk"; it WILL be a risk, because you know the other guy is not only willing to shoot back, but armed up as well, otherwise why is he there?

That's exactly what they will have opted for when selecting PvP mode.

"Just PvP" group will turn into a "bring more" arms race or be killed. When game death has a penalty you won't get those cannon fodder PvE'ers that are ok with being killed over and over and over and over, such as you get in battlegrounds and arena's. PvP servers will become the domain of the blob, players that band together for guaranteed superiority - I've seen that and it's not good for anyone, PvPer's feel they have no choice but to do it or die, and PvE'ers who are trying a bit of PvP action won't come back more than a few times, if that. It will stagnate.

This is where the need for a rule-set for PvE players arises. There will be penalties for losing your ship. There is no re-load at the last best saved position in multi-player.

Oh.... those "cannon fodder" PvEers are also players who want to enjoy the game - not necessarily being pestered by PvP pirates bent on the destruction of their ship.
 
Tiwaz said:
Actually it is not. Twitch based part was massive portion of ME-universe, combat is just one part of it. Actually, it was not even that twitchy if you played something besides straight soldier. ME combat could be paused at will for use of variety of special powers.
ED is MMO game.
Pauseability doesn't make combat not twitch-based. The point is you control your aim and movement directly and it's your skill and reactions as a player that matters. Eve is all dice rolls, statistics and probabilities. It's made that way because it's easier for the server to handle. It's what enables the single server massive online universe approach and hundreds of people fighting each other simultaneously. Which is not used in ED.

Let's take a little look on what multiplayer games have right now.
ED (what it is known to have):
Combat
Trading
Mining
Exploring
Possibility of loss of large amount of work/resources due to actions of another player. (without PvE option enabled)
Elite had other things than combat too, but still 90% of the time you ended up just flying around and shooting pirates.

ME also has other things than combat.

Combat is going to be central to ED, even if the other areas are deepened compared to the earlier games. It's still going to be Elite. We love shooting pirates. Some of us, each other.

Yes it is.
Permanent galaxy which can run all online players is not going to run on tincans.
Believe me, no.

It's not a single server running everything. The central server is used for matchmaking and universe updates(which presumably aren't done in real-time) while everything else will be handled by a p2p network of the game clients connecting to each other in small isolated sessions. This way FD can keep the server costs down which enables the one time purchase based model. If they used the Eve approach they would need to finance the servers either by subscriptions or some kind of free-to-play model that leans heavily on microtransactions and virtual goods. From all that FD keeps telling us, they're not going to do either.
 
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Pauseability doesn't make combat not twitch-based. The point is you control your aim and movement directly and it's your skill and reactions as a player that matters. Eve is all dice rolls, statistics and probabilities. It's made that way because it's easier for the server to handle. It's what enables the single server massive online universe approach and hundreds of people fighting each other simultaneously. Which is not used in ED.

Again, it is not by far twitch based. Been playing that series and since I went biotic, I rarely use guns but instead pause-spam various killer abilities.

Again, I never implied Eve and ED are 100% same, but they share much more similarities than say ED and HALO, ED and ME or just about any other game you listed.

As someone else put it simply, both are space based sandbox games taking much inspiration from Elite.

Similarities are greater than differences.

Elite had other things than combat too, but still 90% of the time you ended up just flying around and shooting pirates.
That is your decision though. You could just go 90% doing something completely different.

ME also has other things than combat.
Like talking to people between shooting and driving car or shooting probes... Damn those were SO deep (well, story driven talking was not bad) and essential parts of the game... I actually used editor to get rid of the bloody annoying and pointless scanner shifting in ME2 and just gave myself enough resources.

Combat is going to be central to ED, even if the other areas are deepened compared to the earlier games. It's still going to be Elite. We love shooting pirates. Some of us, each other.


Believe me, no.

It's not a single server running everything. The central server is used for matchmaking and universe updates(which presumably aren't done in real-time) while everything else will be handled by a p2p network of the game clients connecting to each other in small isolated sessions. This way FD can keep the server costs down which enables the one time purchase based model. If they used the Eve approach they would need to finance the servers either by subscriptions or some kind of free-to-play model that leans heavily on microtransactions and virtual goods. From all that FD keeps telling us, they're not going to do either.

And you believe that running that server is going to be free? You forget that main server cannot just do "matchmaking". It also has to contain all the relevant information about universe. You know, who is in what instance, what kind of stuff is here or there.

That cannot be split to clients, because it would enable someone with interest and skill to hack into client resources and suddenly his cargo hold would be filled with something incredibly valuable and he would become billionaire in blink of an eye.

That takes resources.
 
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