Players losing it all and quitting - sure, their fault but not good for the game.

Ideas Man

Banned
Amen. Read this again everyone. Put a copy of on your windshield so you can see as you Launch.
OK, so what is your stance going to be when Frontier make PVP deaths have no insurance / buy back costs at all?

A hypothetical scenario for sure but I have seen many many game companies make much much bigger changes over the years.
 
I wouldn't mind seeing it added to the pre-flight checklist (checks against rebuy and advises you with a warning similar to overheat etc that you don't have enough for insurance and what that entails), and having the pre-flight locked on for the first few flights to really drive home this idea and make new players aware of it.

If players are aware of the mechanic, know what happens if they die without it, but risk it anyway, that is totally on them. Risk and reward. I've flown without insurance on a few occasions because I backed myself to make the trip (usually a two jump trip in the middle of nowhere), but if I did happen to die, I would accept it and rebuild.

The mechanic itself is great and to be honest, flying without insurance those few times is much more exciting than not.
 
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when I was young I played chess a lot
.
to begin with I was useless would be checkmated all the time and lose my queen stupidly
.
I didn't give up and continued playing - I now enjoy it
.
you learn you get better you improve you enjoy
.
if people are leaving the game its not because of the quality of the game, its because they have been stupid at somepoint and aren't willing to learn from their mistakes

If it took you 4 or 8 weeks to setup the pieces on the board when you lost would
you have still enjoyed it?
 
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Its okay to make mistakes, its just important you learn from them.

You need to make pretty long chain of mistakes before you land back in a sidewinder.
 
No, that's not all it filters out. It also filters out dedicated, long-term pilots who have spent days, weeks and months earning high-priced ships and equipment, only to see themselves losing all of that, all of that labor of love, and having to start over as the lowest of the low because of a simple mistake.

Making one mistake doesn't make you a dimwit, and it shouldn't cost you everything. It can in real life, yes... but that's why some of us like to take a break... and play a game.

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No, I'd be there with just 2.

A dedicated experienced pilot doesnt risk it all. They fly with multiple times the insurance in reserve. If you run into bad luck multiple times in a row, you get into a cheap backup ship and earn the insurance back. Can anyone explain to me why some people do not want to play it safe while simultaneously be safe?
 
Downgrade a component; you get 100% of spent money back. In tough spot you might consider downgrading your ship in which case you only lose 10%.

Now you have breathing space again to build up your funds.
 
I think that the current penalty for not being able to cover the rebuy is far too harsh, especially considering the lack of in-game prompts. If you try to take off without your re-buy you should be prompted of the risk. At the moment the system is absolutely brutal not because you lose all of your asset value (which should be the result of flying without insurance) but because you lose the ability to recoup your losses quickly. For me it seems that when people are quitting it is not so much the pain of losing everything that is making them give up but the prospect of starting again from the very beginning.

I obviously am not party to FD's business model or the server numbers, but my gut feeling is that the game is too niche to be able to say 'good riddance' to players who quit. That doesn't mean that they should roll over to every whinge but that whenever anybody says they are going to quit the starting point has to be that this is a bad thing. FD then need to be sure that if the person is quitting because of a design decision, they are confident enough in the design to balance it off against the negatives of players quitting.

Fwiw my suggestion would be to make the loan system unlimited but if you cannot meet the rebuy within the 200,000 limit you must take a loan out to cover the full cost of the ship, plus say a 20% interest payment. From that basic concept you could look at how the loan would be repaid (50% deductions from profits, or maybe you could get a certain period to pay it back in installments, with penalties being added if you miss an installment) and also at what would happen to the interest (perhaps the total interest profits could be redistributed between players who have a certain percentage of cash savings compared to the level invested in cargo and their ship - this would encourage players to keep up good financial habits - if the credits were divided equally they would be more significant for starting players and so these good habits would be ingrained early on in their career). For me that would be a balanced punishment - you face a far higher financial punishment than you would have done had you kept your rebuy safe but you retain the ability to cope with that penalty and repay your debts.
 
Downgrade a component; you get 100% of spent money back. In tough spot you might consider downgrading your ship in which case you only lose 10%.

Now you have breathing space again to build up your funds.

Doesn't cater to the crowd that apparently seems to want everything completely risk-free.
 

Ideas Man

Banned
There's no right or wrong way in space.

...or was that no up or down... :p
Up is the direction I look when I look at the inside of my ships roof and no one can tell me otherwise ha ha

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Doesn't cater to the crowd that apparently seems to want everything completely risk-free.
Risk free isn't something I have seen people mention in this thread, could you quote some for me please as I too disagree with that
 
I don't really feel that this aspect of the game is a "challenge". It's more of a buzzkill really.

It wasn't so bad when I was just starting, and only faced losing a few hours of game time.

Now, though, I have literally weeks invested in this game. This has gone far beyond "a few hours" and into the "I have to start THAT far back? No WAY!"

This aspect of the game feels more like job stress than a "challenge". If I wanted that, I'd call up my boss and ask him to find me some late-night work. He might even do it.

That is exactly the "Challenge". As you move up in ships the potential of losing your ship means more. That means you have to adapt to the situation. I have an Eagle for getting killed in. I enjoy the fighting and I am not stressed over losing in it. Needing an Anaconda/Python just to feel ready for PvP, I feel is backwards. Look at how the game is structured and play appropriately. The penalty for losing your ship is a core mechanic, and philosophy of the game. That's what you should base your decisions on. Not wishful thinking and the thought of how other games do it.
 

Ideas Man

Banned
That is exactly the "Challenge". As you move up in ships the potential of losing your ship means more. That means you have to adapt to the situation. I have an Eagle for getting killed in. I enjoy the fighting and I am not stressed over losing in it. Needing an Anaconda/Python just to feel ready for PvP, I feel is backwards. Look at how the game is structured and play appropriately. The penalty for losing your ship is a core mechanic, and philosophy of the game. That's what you should base your decisions on. Not wishful thinking and the thought of how other games do it.
Do you honestly sometimes while playing think 'well, I'm off to go get killed, better fly 900 LY to go get my Eagle'?
 
I don't think its a problem. Ninja gaiden and dark souls were brutal games and I assume some people stopped playing them because of the difficulty.
 
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