Gilligan! Gluttony! Imma swat you both with a corvette-on-a-stick! You're so close in what you want you really shouldn't be tearing chunks out of each other like this.
O -o...
Can it be a Cutter at least .-.?
Gilligan! Gluttony! Imma swat you both with a corvette-on-a-stick! You're so close in what you want you really shouldn't be tearing chunks out of each other like this.
O -o...
Can it be a Cutter at least .-.?
Not as much, but I'd argue that's why we have such rigorous processes of peer-review for science, and accreditation for Engineering. The overlap, or coincidence of reliable, repeatable data is the cornerstone on which out industrial societies are built.Then I'm sure you've read the flaw and bias of uniformitarianism proposed by Hume and how ampilative inference as useful as it might seen, is quite dangerous to rely on, as well?
I got nihilistic too, at one point, but then I read more modern philosophers and realize that the fetichization of Stoicism is merely a symptom of human condition, not some absolute lost cause.
I think I get where we are diverging in terms of the fundamentals:
We arrive at the issue whether combative PvP is integral to the overall image of equality or not for FD (Which Sandro states it is). Then in my example, bandits/criminals around fountain A is not some "uncontrolled/unforeseen" factor outside of the concept of equality, but a part in it.
No, it is not integral to it. It is a likely consequence but there's nothing mandatory about it.Basically, the question is: Is direct player opposition via combative PvP an integral part of the design or not.
I agree with the premise, I do not concede that it is an integral factor, because free will (which, another topic, I'm not convinced is real either, but I have rationalized myself to the point where one has to assume we do have freewill other wise you end up in another nihilist spiral where there's not point to anything).If it is, then it is a factor within the equation that leads to equality. Due to that, there were never any equality under the competitive scope for modes. Just because modes have equal access to the PP mechanic doesn't mean that the gameplay they incorporate don't factor into the measurement of equality.
I agree but believe that the "equality in general" is the more important of the two regarding FD's promise of "three equal modes.""Modes' equality under the scope of competitive mechanic known as PP and the modes' equality in general are two different things."
This is why I didn't use equity but use proportionate equality to begin with.
We didn't design "criminals" in either of our examples, but ED designs it, thus should take the responsibility in weighing that within the equation for equality.
No police department in their right mind would distribute their forces in the way you suggest, because they know, and know for sure that there will be an equal distribution of forces due the the inherent differential between areas, even under the concept of proportionate equality.
Gilligan! Gluttony! Imma swat you both with a corvette-on-a-stick! You're so close in what you want you really shouldn't be tearing chunks out of each other like this.
If I did that I'd have to resort to carrier pigeons.Bash the phone in >:3
Seems soMaybe I figured wrong?
Not as much, but I'd argue that's why we have such rigorous processes of peer-review for science, and accreditation for Engineering. The overlap, or coincidence of reliable, repeatable data is the cornerstone on which out industrial societies are built.
So it was not the fault of the banks for engaging in high-risk lending and tanking the global economy, but the fault of the economic/regulatory landscape that enabled them to do so?
People are responsible for their actions. Game mechanics are hard coded.
Because we can assume that people are likely to behave in a certain manner does not demand that they must, or that such behavior is inherent to the conditions which permitted it.
No, it is not integral to it. It is a likely consequence but there's nothing mandatory about it.
Hello Commanders!
Player versus player conflict is integral to the game, as is player versus environment (and cooperative game play as well).
I don't find much use in arguments suggesting burning aspect one in favour of the other. However, I'm always interested in suggestions to improve the game for any particular group.
I agree with the premise, I do not concede that it is an integral factor, because free will (which, another topic, I'm not convinced is real either, but I have rationalized myself to the point where one has to assume we do have freewill other wise you end up in another nihilist spiral where there's not point to anything).
I agree but believe that the "equality in general" is the more important of the two regarding FD's promise of "three equal modes."
No, ED designed in the ability, or free agency, of players to take than mantle upon themselves. FD are not responsible for player choices.
I thought all modes were equal and just catering for a slightly different play style / demographic...
Thought SOLO was for when you have no friends online, thought Group was for a group session where your friends and you can team up to shoot stuff, and OPEN was for when you're in the mood to shoot someone else and be shot at..
Always figured that Power Play stuff was equal in all modes, and rewarding a certain mode was like telling everyone else they're playing ED wrong.. Figured ED wasn't in the game to force 'British bulldog' on players actively being baited into the crosshairs of a bored PvPer..
Maybe I figured wrong?
[snip]
So, why does the player skill matter when it's so easily escapable?
I thought all modes were equal and just catering for a slightly different play style / demographic...
Thought SOLO was for when you have no friends online, thought Group was for a group session where your friends and you can team up to shoot stuff, and OPEN was for when you're in the mood to shoot someone else and be shot at..
Always figured that Power Play stuff was equal in all modes, and rewarding a certain mode was like telling everyone else they're playing ED wrong.. Figured ED wasn't in the game to force 'British bulldog' on players actively being baited into the crosshairs of a bored PvPer..
Maybe I figured wrong?
Another thing is my wing example. I was not bringing that up as: "in Solo I cannot wing up, in Open I can, so ....", my point was: Would it be fair that I, as a player who doesn't wing up, get an advantage in Open versus 4 CMDRs in a wing in Open, while doing the same activity. The background risk is the same for all 5 of us after all. So the link you posted did not address that. (and this was the reason for me saying I'm not coming through)
Back to my original point in more detail. And for that I will use the post you linked me. In it you said: "NPC interdictions are a joke, unless you are intentionally making your ship vulnerable. Submit, jump, simple as that." How is that different from Open? I get interdicted, submit, pick another system, high wake, cheerybye! Ask Majinvash about Braben's get out of jail for free card.
If you have a boat that can withstand 10 seconds of abuse and know how to dodge boost, there's hardly any danger. These are not my claims mind you. I have to work from the info I get from those who are in Open and are telling me all this. I used to be in Open as well, but the only lifeforms I encounter are water- or ammonia based and hang around gas giants. So, why does the player skill matter when it's so easily escapable?
This is the question that cannot be answered... To say it is not easily escapable, and means certain destruction for one party is to accept that 'forcing' unwilling players into open would be unfair, and would ruin the game for them. To say that it is easily escapable refutes the idea that the playing field is imbalanced. Players still get interdicted by NPCs, so it's no different, and to argue that interdictions by players increases the fact of interruption to gameplay falls victim to the same as the 'danger' argument. If it is so great as to be disruptive, then it's reasonable that players can choose to avoid it, if it's not, it's a non issue.
FD have simply said that players in Open are less effective (in PP), perhaps because they are not fortifying or undermining, but because they are flying around hoping to find an opposing player to shoot. That they have come down on any side is an unfortunate thing (IMO), as it has really damaged their credibility somewhat when they state that "all modes are equal".
And the feminist empiricist came in and ruined it all, aye? @_@
That's only if we work under the assumption that these behaviors are not desired, nor in design. But they are, combative PvP is as integral to the game as PvE.
Sandro disagrees with you.
I'm not going to argue against nor for it since I believe that decision is beyond our scope, I can say it is, you can say it is not, but FD decides.
They are not responsible, no, but when these actions are considered a part of the design and an integral part of the game, it's unreasonable to say that it should be discouraged or considered less of an integral part of the design.
Indeed. It's been a good one. Thanks.But either way, I think we identified the root of our dispute and have provided rational argument toward our perspectives, at least we are setting good examples as to how to hold a rational debate.
Don't get that one, sorry.
I disagree. PvE actives are all that is integral in the game. Trading, mining, Res hunting, Combat Zones, Power play, missions, are all PvE oriented activies (Yes, PP is "PvP," but it is accomplished/scored/made possible by PvE activities).
Until there are "kill player" missions or any direct rewards for killing a player that you can't get from killing an NPC, it's not integral to the game. There are no game activities that require PvP. I think that is unfortunate and a huge missed opportunity. I would like to see PvP become an integral part of the game, but at the moment that is not the case.
That's fine. I do think he intended for PvP to be integral to the game, and I support him in trying to accomplish that. IMO, that hasn't yet happened.
I could accept "intended consequence," but not integral design. If it were integral, they would/should have put mechanics in game that can only be accomplished through PvP.
Indeed. It's been a good one. Thanks.
Unless you want to point out which part of Kant you are referring to
The gist of my argument is "With the potential change, an hour spent in Open is now roughly equivalent to an hour spent in Solo." Don't avoid the argument.
What's the last time an NPC forced you to highwake? How often does it happen? Under what circumstance?
So what happened to the solo players flying around doing non-PP things...
What happen to that statistic if you are arguing in this line of thought?
Oh basically Feminist Empiricism believes that all science are prone to background assumptions and personal values. Meaning that with the same set of data and the same goal, scientists can come to drastically different conclusions based on their personal assumptions. This doesn't apply at the level of 2+2=4 or the measurement of gravity, but how these numbers work with one another and what they're used to prove. Which kind of start to undermine the infallibility of science and the scientific method. Nietzsche and many other philosophers also poke at science being just another interpretation/religion.
Pessimistic induction, constructive empiricism, vitalism, unconceived alternative, blah blah blah are all rational objections, inquiries, criticisms about the scientific method and science itself.
Not to say that science is pointless, which obviously would be silly considering the advancements, but when people hold it up and fetishize it as if faith in religion of the old, it starts to get silly, and people begin to rebut like they always do to authorities and norms in the constant circularity of power as Foucault kindly pointed out.
Right, the activities themselves are PvE, but they are prone to combative PvP interruption, and it appears that the devs want this to happen in multiplayer modes and wish to reward it.
Design is to close to the pragmatic. Both are reflections of the final product. I would say in concept, PvP [was] integral to the game, but the design fell short, resulting in it being it superfluous in game under pragmatic examination.Well yes, personally I would say that in terms of pragmatic examination of the game, it isn't integral. But in design, it is, which is the reason why I quoted the Dev, since rectifying the current PP situation would be a step in the right direction.
No, it hasn't, hence why some PvP groups have fell off the map, and are falling off the map as we speak. Whether that is a good or bad thing is for the developers to decide.
I think that being an integral part of the design doesn't mean an integral part of the activities available in game. So yes and no, it's an integral part of the design, but not yet an integral part of the activities.
Kritik der reinen Vernunft. Speziell die transzedentale Logik.
Yes, read the german original, since all translations are mere interpretations and hence flawed.
And, like all "classics", it's a tad naive and limited, but has some nice food for thought.
An hour is an hour.
What exactly is to argue about that?
The worth of an hour? The price of an hour? The lenght of an hour (depends how close you are to a black hole and how fast you travel in relation to the speed of light)?
The impact of your actions? Is not exclusively determined by the time you spend on it.
Maybe in all the general philosophy here, I failed to make my point clear .. and to the point. So here, in a nutshell. The anthithesises (as per the Dialektik model) - and they apply to "both sides"
Make up your mind please?I gave up preaching and reasoning long time ago.
- Frontier are not really "dropping a bomb". They're doing what in my office buzzword bingo would be called "gauging the quick win". They're trying to find a quick to implement mechanic to fix some percieved imbalance. That is nothing bad - that is something that should be applauded, alas ... ->
- People fear and hate change. It's an universal constant. (why "the advocates of open" don't fear or hate the quick win? because *to them* it's not a change, it's a righting of wrongs that have been done to them. It's Frontier *finally* acknowledging that THEIR chosen mode is really better)
- People are lazy.
- The change will neither fix or save open, nor powerplay. It will not destroy them, either.
- The change *will* shift percieved inequality from one crowd to the other.
Can't please them all, now can you?
Well, actually you can. This is not Salomon the Wise's court, where you have to cut the baby in half to please both mothers.
Just go ahead with the change and add a quick win as compensation for the solo/group crowd, that "have been neglected forever and ever, not being able to use wings, not able to use multicrew.. all changes are always for open".
NPC wingmen has been brought up. Maybe too hard to implement.
Maybe dummy npc co-pilots that do nothing but sit there and look pretty?
And that is "living dialecticism".
Thesis - Antithesis - Synthesis (<- soon to be banned from the PvP league, since well .. really "open" PvP sucks - that grinder with his endless amount of hours can just turn the 10 minutes that matter into his favour).
Yea, depends on how you spend it, there is no reason to spend that hour in Open right now in PP if you want to be competitive yet modes are suppose to be equally incentivized under the competitive scope, but they are not. I already argued about this.