Robert Maynard
Volunteer Moderator
Daaamn! I missed that earlier, but now I do remember it from when I backed the game. I wondered at the time exactly how that was going to be realised.
The "open groups" quote is a very good counter-argument and should be made more often!
I might not personally like the idea (preferring, as I do, a more high-risk EVE-like single-shard galaxy to play in) but I do like the way people have a choice of game modes available to them.
Do you know whether FD later elaborated upon this "open groups" idea? Or was it one of the FAQ entries they added during the campaign to allay people's fears? (like the "update: offline mode looks feasible" one or the "you'll be able to buy in-game credits for real money" one?)
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It also sounds like someone at FD read that quote from the UO developer and took it to heart, resulting in the current game modes and the can't-come-soon-enough security system overhaul.
The quoted portion was, from memory, around from the outset. Looking at the Kickstarter FAQ, the last update to "How does multiplayer work" was on 14th November, 8 days after the Kickstarter launch.
Kickstarter FAQ said:How does multiplayer work?
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance. All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.
You will be able to save your position in certain key places (probably just in space stations, but possibly while in hyperspace too, if we feel it is needed). A save-and-quit option will be freely available at those points, as will the subsequent reload, but there will be a game cost for a reload following player death. Your ship will still be intact in the condition it was when the save occurred, but there will be a game currency charge (referred to as an insurance policy) for this. This is to prevent the obvious exploit of friends cooperating and killing each other to get each other’s cargo. If you can’t pay, then it will accumulate as an in-game debt, and the police may chase you!
There are no multiplayer lobbies, and the game will be played across many servers, augmented by peer-to-peer traffic for fast responses. Session creation and destruction happens during the long-range hyperspace countdown and hyperspace effect (which is a few seconds only), so is transparent to the player.
We have the concept of “groups”. They can be private groups just of your friends or open groups (that form part of the game) based on the play styles people prefer, and the rules in each can be different. Players will begin in the group “All” but can change groups at will, though it will be possible to be banned from groups due to antisocial behaviour, and you will only meet others in that group.
Last updated: Wed, Nov 14 2012 12:52 PM +00:00
So, no, this was not added late in the Kickstarter to allay fears.
A point to note is that any player can create an Open Private Group (please pardon the oxymoron) that any player can freely join - so Open groups can be created at the moment. The missing part is "and the rules in each can be different" - there are no selectable rules when creating a Private Group.