<makes note of another of Liqua's pet hates - the dossier grows>
LOL .. have you ever seen on TV "grumpy old men" ..?
<makes note of another of Liqua's pet hates - the dossier grows>
It's highly unlikely there will be griefers in the Alpha unless FD direct players to try and grief deliberately.
Only in pink pleaseI do possess a curmudgeon's sombrero... will that serve?
I will kill people, possibly repeatedly, just to bump up the bounty to test the response - volunteers needed btwI will warn now that come first beta I'm likely to intentionally grief. Mainly to make sure nobody can do the same to me in the final game.
I will warn now that come first beta I'm likely to intentionally grief. Mainly to make sure nobody can do the same to me in the final game.
First up, FD seem very keen to find innovative ways to stop griefing.
They've designed the game to avoid fixed spawn points
and their ingenious match-making algorithm promises to simply keep players away from each other if it wouldn't be fun for them to meet up.
To be honest, I was surprised to hear PvE come back because I thought the argument had been put to bed months ago - legitimate PvPers will get their part of the galaxy, griefers will be sidelined, job done.
Quite the opposite of ignoring the problem...
Having said that, nobody's perfect and since jabokai's post the DDF has attacked this like the hungry dogs we are. Some excellent points have already been raised (like how player groups are poorly optimised for huge groups).
I took Mike Evans' response on behalf of the devs in that spirit - Elite isn't a police state and the aesthetic is "freedom with consequences" just like real life. But just like real life, the chance of being killed in a nice neighbourhood is less than the chance of getting yourself kersplatted when you forget to look both ways in traffic.
Doesn't the (admittedly in review) in-system travel proposal have everyone arriving from hyperspace at the same point in a system? That's a fixed spawn point if I ever saw one, specifically designed to encourage PvP action, surely?
Not job done, as PvEers don't want to be forced to remain in the safe core systems whilst PvPers get to play in the interesting exciting frontier. Where most of the fun and profitable content is likely to live. Make the frontier dangerous with pirate NPCs, sure, just don't force PvP on anyone who wants to go there. This leads towards the requirement for a PvE and PvP "server" split, as otherwise genuine PvP players will complain with good reason that PvE players get it too easy (in a shared universe).
Which of the following statements are accurate, and is there anything fundamentally missing:
If you can break the topic down to this level of detail, there's a better chance the devs will be able to ask "does the proposal I'm writing meet that requirement?", and make changes if not.
- We would like to share our space adventure with friendly strangers, not just existing acquaintances
- Sharing the adventure has nothing to do with leaving communication buoys people can find or swapping tales over a comms link, it's about seeing a stranger in trouble and helping them take down a band of pirates
- We want direct control over that choice - even an algorithm that made perfect choices wouldn't provide the peace of mind we're looking for
- We're not concerned about accidentally walking into each other's line of fire, but we do want a mechanism that guarantees we can never be deliberately targeted by another player - if each player gets the opportunity to attack one of us before they're algorithmically banished, that's one time more than we can accept
To sum up the PvE argument is simple: Friendly Fire off : I shoot you and no damage
That's it .. being a Northerner it's to the point: a spade is a spade, and no need for waffle.
Totally immersion breaking. I would rather that the matching system were to kick out (at the next instance change) any player who scores a hit on a PC vessel in PvE mode.
To sum up the PvE argument is simple: Friendly Fire off : I shoot you and no damage
That sounds really poor to me, wouldn't like to play in that environment myself.
Each to their own I guess.
Gary creates a new commander in PvE mode. Gary shoots Terry. Gary kills Terry. Gary deletes his commander. Gary lathers, rinses, and repeats.
Gary creates a new commander in PvE mode. Gary shoots Terry. Gary kills Terry. Gary deletes his commander. Gary lathers, rinses, and repeats.
Go make yourselves heard
Implementing a character creation system like this avoids said abuse mechanic
and also slows the abuse of the commanders with perks (like the 4K start)
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I don't get it, they already have single player mode if the are scared of being shot down by a polygon ship controlled by a player instead of some computer AI.
If Elite wants a piece of that cake, we need ONE persistant universe with on global ruleset, that should be realism.
We don't need little PvE flagged invincible ships, this is not WoW, there are no boss raids and winning by facerolling some keyboard keys. It's about skill.
If you're not skilled enough, or scared of pirates, only fly in groups and hire some NPC ships to escort you. But stop trying to mess up the premise of this game being a real sandbox experience and hiding under th table because the gameworld is inhabited by players with armed ships which *may* attack you.
NO freakin' "PvE mode" in a persistant sandbox universe, unless you want to break your own game, Frontier