Here's what I am saying...a picture is worth a thousand words...maybe....
https://drive.google.com/file/d/0B5IhIPwJrrPJWU50SXhDRGxjblE/view?usp=sharing
https://drive.google.com/file/d/0B5IhIPwJrrPJWU50SXhDRGxjblE/view?usp=sharing
Here's what I am saying...a picture is worth a thousand words...maybe....
https://drive.google.com/file/d/0B5IhIPwJrrPJWU50SXhDRGxjblE/view?usp=sharing
The idea is that the players are trying to throw balls into the goal. Those nearest have it easier, those furthest away have more difficulty. Those nearest do not see the inequity of the game...those furthest cannot explain the inequity because those in the front cannot see the inequity.
My point is that there are different ways to make the inequity go away. Promote the furthest away to the place of privilege, demote the privileged to the place of inequity, or make sure the design is such that there is no inherent inequity in the situation at all. This idea is used in discussing societal racial inequity...however, in this case it fits in the most literal way.
It is not important that we agree on the placement of the Private or Open players in respect to each other, as this perception..true or false...depends on your point of view, as the example shows. The outcome is that all goals should be designed in a way that is equal to all. The devs only failed in one event, as far as I am concerned. Avoiding the same type of event..or redesigning the event will take care of the issues I see.
like i said the agenda of open ppl when THEY HAVE THE SAME CHOICES EVERYONE ELSE HAVE...![]()
There have been times when they did not have a choice...or one that was equivalent to 'play your way, or lose'...which to those that play games, isn't a choice. Anyway have fun everyone...I'm going to go play the game!
So it good to compel Open players to Private? Which is the point of the discussion. You offer a Hobsons choice. Which really isn't a choice at all...if you are interested in the faction part of the game...or the outcome of a competitive CG. The choice is you can play as you like, but if you stay in Open your reward is to limited in an area of the game that is important. To say it differently, if you play against others you cannot expect to play the BGS or win competitive CG's.
open crowd choose to have pvp and all the other ppl that slow them down ...but cant accept their choice i guess
If you choose to play with other players then you will have to share your resources with them. That's pretty obvious. <snip>
The idea is that the players are trying to throw balls into the goal. Those nearest have it easier, those furthest away have more difficulty. Those nearest do not see the inequity of the game...those furthest cannot explain the inequity because those in the front cannot see the inequity.
My point is that there are different ways to make the inequity go away. Promote the furthest away to the place of privilege, demote the privileged to the place of inequity, or make sure the design is such that there is no inherent inequity in the situation at all. This idea is used in discussing societal racial inequity...however, in this case it fits in the most literal way.
It is not important that we agree on the placement of the Private or Open players in respect to each other, as this perception..true or false...depends on your point of view, as the example shows. The outcome is that all goals should be designed in a way that is equal to all. The devs only failed in one event, as far as I am concerned. Avoiding the same type of event..or redesigning the event will take care of the issues I see.
It's often being used as an excuse, true. But it can be a real issue.that with cg's is just an excuse for that agenda![]()
There's an interesting point here. If Open is tweaked so players aren't slowed down by the interference of others, it also means that they lose the ability to slow others downopen crowd choose to have pvp and all the other ppl that slow them down ...but cant accept their choice i guess
<snip>
There's an interesting point here. If Open is tweaked so players aren't slowed down by the interference of others, it also means that they lose the ability to slow others down
Not that I would mind. I can't even see why anyone would find hindering others to be enjoyable. But some players seem to think the possibility of preventing other players from reaching their goals important.
You can get an idea in some PvP games that do a serious job of ranking players. In a game with a high skill ceiling (and, thus, where skill actually matters) a player in the top 5% can often easily defeat two or more players that are merely average. As in, wipe the floor with them. Kinda like any professional athlete can run circles around an amateur, sometimes even literally.I want to see this data regarding the Plateau, because I promise you, I don't think its as big of a problem as you think it is.
Seeing that data has a nasty side-effect, though: for the most part the players that care about the result don't really want to fight, but to win. Give them clear data on how many players are supporting each side and many players in the "losing" side will instantly change allegiance.We are the force that stops the stagnation of a system, Right now, I haven't seen any indicator that the influence rises or decreases on its own. So its entirely dependent on the player's ability to do missions or harm the influence. Which goes back to why can't we see who is influencing the system across the board? Why are we left in the dark?
<Snip>[/QUOTE]It's often being used as an excuse, true. But it can be a real issue.
It's why, while I'm utterly against any kind of limitation on switching or any kind of outright bonus for one mode, I'm all for tweaking the underlying mechanics common to all modes — which can include the objectives in CGs and PP — so as to not give an advantage to any given mode.
Ideally, a player should choose a mode exclusively based on whether he wants to play with or against others, or alone; in an ideal game efficiency shouldn't factor in this choice, and the game also shouldn't "promote" one mode over another by giving any kind of bonus.
In other words, as long as that balance can be done without giving bonuses to a single mode, or otherwise harming the possibility of players to choose who they play with without any kind of penalty, I think it should be done. I don't want Open killed, even indirectly, I simply don't want it to intrude on Group or Solo.
There's an interesting point here. If Open is tweaked so players aren't slowed down by the interference of others, it also means that they lose the ability to slow others down
Not that I would mind. I can't even see why anyone would find hindering others to be enjoyable. But some players seem to think the possibility of preventing other players from reaching their goals important.
You get to grind, You get to grind, you all get to grind so you can change the lore of the galaxy!
Just remember that I'm not here to ruin your game, but to ~enhance your immersion~
After a quick glimpse of this Thread and posts, I would like to put through my thoughts, some ideas worth considering (in my opinion)
How about adding a "Danger Pay Bonus" to missions done in Open play (From pick up of mission to final hand in) where the player gets some bonus in pay (say a percentage of the original pay rate, or reputation if thats the reward) as a reward for completing the mission in a more risky fashion. Other ideas might be that certain missions are only available in open play and another is to make more PvP based ships and equipment available to only Open play (as solo play wont need it).
Surely a reward based solution would seem more a legit and "balancer" otion in these cases, as it doesnt stop people from playing the various modes, and doesnt really disadvantage one over the other, only rewarding those doing the missions in a more risky mode.
I know this may have been mentioned before, so consider this my approval of such an idea, but regardless of the result, I still enjoy the game, and hope to see you guys keep up the great work
If there is no sense of defensive strategy, due to the various modes, then logically, Open SHOULD understand there is no defensive strategy to be had, and everyone should just kill NPC's. I'll keep waiting for the PvP folks to wise up.
As for defensive strategies being effective, AFAIK the game was never meant to have that. Defense, in this context, means being able to exclude opposing players from certain content, which seems to be something Frontier never wanted to be possible; if you have players on both sides that want to play that kind of PvP, fine, they can duke it out in Open, but the game was made so players that don't want to face other players always have the option to avoid that.