Mostly (I am not saying in THIS case) it boils down to "I HAVE NOT ENOUGH UNWILLING NOOBS TO PEWPEWPEW !!!!ONE!ELEVEN!!!"
YeaaaaY. Take some rep!
Mostly (I am not saying in THIS case) it boils down to "I HAVE NOT ENOUGH UNWILLING NOOBS TO PEWPEWPEW !!!!ONE!ELEVEN!!!"
... you do realize that this is exactly one of the use cases the different modes are absolutely intended for?
Griefing:
So, we've said we don't mind bad guys. In fact, we go further; we have bad guy gameplay options (piracy, smuggling etc.) By default, this includes psychopathic behaviour - randomly attacking other player "because you can".
We're currently looking at two different angles of defence: an in-game law system and private groups.
The in-game law system should be pretty robust. It allows plausible but strong responses from NPC factions to criminal activities (using authority ships, structures and factional bounties), as well as player-driven bounties (via the Pilot's Federation) and player bounty hunting mechanisms (e.g. broadcasting "sightings" of know villains to help player bounty hunters track them).
All of this should mean that that if you're being naughty you are generating additional challenges for yourself which will undoubtedly make the game harder in some ways (this applies equally whether you are attacking players or NPCs).
It won't guarantee safety, even though it guarantees additional challenges to the bad guys. Which I think is about right; we don't want to make being the bad guy impossible.
The second factor is our grouping mechanisms.
The way it's currently standing, players will be able to enter and leave private groups of some sort reasonably easily, so they will be able to control the level of perceived griefing they want to suffer.
I know this is a very contentious issue, which I have been wrestling with since I first came on to the project. The way I see it at the moment is pretty straightforward:
So my answer is to say that we will support all of them but not to the point where one player is happy at the expense of another. And a clean way to do this is by using a grouping system.
- We have players that want a range of different experiences
- All of those experiences are valid
- Some of those experiences are mutually exclusive
The worst case scenario here is that a player who wants to avoid an encounter will vanish into a private group. In this case, the player will be forced to escape conventionally first (via hyperspace, docking or something similar).
In this instance, the aggressor still gets some benefit - they "defeated" their prey, and we can hopefully build on this in terms of rewarding them in various ways: via reputation, which can lead to missions and events, via player bragging rights (perhaps only players that remain in the "all group" can feature in various global news feed articles) and potentially via limited physical rewards.
If players are going to live in private groups, well, that suggests that if we had a single environment they would be playing offline or not at all, so they aren't part of the equation.
Players that dip into the "all group" after farming "private groups"; there are a few things to say about this.
- They are unlikely to have as good player-vs-player skills as those who live in the "all" group day in day out.
- NPCs can and will offer appropriate risks (in fact, it would not be a lie to suggest that we *could* make NPC ships significantly nastier than any human ships in the majority of situations. Not that we will, mind. But we could), so to get a tooled up advantage such players will have been facing a appropriate threat level (basically private groups should not be considered "easy mode").
- Everyone has access to their own private group(s)
It's not perfect, but it's my best shot at the moment.
Anyway, taking these two strands into account, again, the result will again be hopefully a "very light touch".
That alone is totally crazy. Regardless of the fee in and of itself being a bad idea, scaling it off someone's total assets... you do know that income doesn't scale that much at all with the stuff you own. Having 100m in assets (which is, like, you sold all your ships to afford just got a mediocre Python and have some spare cash for rebuy) would already mean the fee would be 1 million credits.
It's about getting some amount of consistency with the galaxy. If you play in one mode, you should reap the consequences and benefits of that mode. The core suggestion is trying to punish the idea of switching to the mode that is convenient for you at the time, and motivate the CMDR to have some amount of consistency.
To draw a parallel, explorers enjoy being in the middle of nowhere have to endure the consequence of being separated from their friends in the bubble. In opposition, players who enjoy the safety of solo do not have to endure the consequence of being segregated from their friends in open.
What happen to Play the way we want. Not play how other people play. I have two accounts. One I play Iron man mode most of the time it solo or Mobuis. But there been times where I went dang it I in pvp. I want to switch. Now I should not have funds taken out because I made a error.
Also my original suggestion is not inalterable. I could imagine a solution with one free mode change per 24h for example.
This could be done by just making the bulletin boards panmodal rather than unique to each mode.
Maybe go further? Just as you can't change your Commander name once you've started, when you begin a new saved game you choose (open, solo or group .. all equally valid) but would have to stick with that mode. If you change your mind and want to play a different mode, clear save and start again. Now you can play any mode you want, but can't simply log whenever you're inconvenienced by the game.
The three words together are worth more than the sum of their parts. ED is not an MMO, by definition of the term. This is obvious to anyone who would spend more than 10 seconds thinking about it.
But yeah... the cheat- and exploit-approval-crowd is strong in this forum and will torpedo anything that could hinder them from using their beloved exploits with strawman arguments ad nauseum.
so xbox live runs out you have to delete your save..... get xbox live for xmas and if you want to play with your friends.... again delete your save.
that aint gonna fly. (there are a whole load of reasons other than that to boot!)
just because "sometimes i play solo sometimes i play with friends..... because that is the mood i am in" is a weak/irrelevant one to you does not make it so.
Would it make much difference, if you're in a group, to stay in that group play whether your friends are online or not? If they're not online you're effectively in solo already. Again it's not an attack on solo/group being valid ways to play but I see the OP as a suggestion that at least tries to firm up on "perceived" exploitation, and one which hopefully feeds into giving ED (all-comers multiplay, equally popular) added authenticity.
What will traders do. Let say they have all their assets in the good they are trading. How are you going to charge them? Or iron man players who put their all funds into their ships and they don't care how much credit they have left. I went into the last combat area with 100 credit and a 15 million credit ship.
A more appropriate line of thought would be to have the player stake something that is more in line with the relationship between mode switching and the player. For example, people who switch modes often will be matched with others who switch modes more often. People who stay in open exclusively will be matched with others who stay in open exclusively more often. The intention here isn't to suggest this specifically, but rather, to change the 'cost' (assets) into something that is equally meta as the concept of mode switching itself. I don't have a better idea of what that could be other than what I just suggested here, and I don't really feel what I suggested here is necessarily 'sticky' enough to really cause the player to need to make a meaningful decision.
These are definite problems with charging a percent ...
Cmdr Psycho Romeo made a good point and suggested a matchmaking solution;
.... an extrapolation of which would be the addition of another game mode - Open-Only - where players could choose to lock their commanders into (for a period of time, indefinitely, up for debate). That way, any player would be in the mode voluntarily having made the conscious decision to give-up their mode switching ability for a period of time.
What will traders do. Let say they have all their assets in the good they are trading. How are you going to charge them?
Or iron man players who put their all funds into their ships and they don't care how much credit they have left.
Yes I like it. And therefore, anyone choosing open mode would be making a statement that respects the other players in the (open play) group; You chose to play open, so did I .. and I will live with my decision, no matter who you are or what threat you may (or may not) present. Not the only reason for mode switching but the one with the most impact on other players.
Not to mention it would have people getting creative with boxes and blinky lights![]()
.... players choosing the proposed "Open-Only" mode, not the existing Open mode, of course.
Not something I would entertain doing myself because I like Open for what it is, but I can imagine that there are those who would - which is why I can't see any changes to the mode switching, or favouring one mode over another, ever working with the current architecture.
Yes, offers a form of guarantee that I understand, I am sharing the game space with you \ anyone in the same mode. The OP (for instance) guarantees that by making it cost me *something* to join that mode so I'm disincentivised from switching out, for less than meaningful reasons.