I'm concerned – the direction of the game.

I'm one of those odd PvEers who enjoys PvP providing that the PvP experience isn't relegated to griefing. EVE to me is a great example of what I don't want Elite to become. While I somewhat like the constant feeling of danger, I can't stand station baiting, gate and other ganking etc.

So, providing Frontier will include real and meaningful deterrents to griefing and piracy (big bounties, swift police action etc.) I'll definitely muck around in PvP land. I just don't want to have to live in fear from consta-ganking a la EVE. If that's the case, I'll stick with PvE. And if I stick to PvE for a while, I'll ultimately quit the game as I'm not looking for a single player game.

I need/want the environment to feel alive - I NEED to see other players flying around, not just NPCs. I find single player PvE experiences to be quite depressing and solitary. I really enjoy multiplayer PvE or (largely) grief-free PvP. I think the latter is absolutely achievable with the right anti-griefing tactics.

Edit: based on what I've seen David B say - I think he, and the broader development team, absolutely get this. Much more so than CCP and EVE - where they openly embrace and tolerate practically limitless griefing.

Katkon; I completely agree with this. It is my preferred way of play; but it seems to necessitate a PVP opt in button on the 'all group' UI. Some thing I don't mind, but PVP players hate.
 
You have to look to the motivations of someone who wants to have non-consensual PvP. ;)

Everyone will play the game they want to, or at least try. As long as we can keep the majority happy we will be on to a good thing. I hope that is achievable.
 

Yaffle

Volunteer Moderator
Why can't (aren't?) NPC's be part of the Elite Federation of Pilots?

Curious, as I can see that crops up in a few posts.
 
You have to look to the motivations of someone who wants to have non-consensual PvP. ;)

Everyone will play the game they want to, or at least try. As long as we can keep the majority happy we will be on to a good thing. I hope that is achievable.

Its not just about PvP. As I mentioned previously if I see a player being attacked I might come to their aid and a new friendship is formed. If all I see is NPCs I'm not going to be motivated to do any of that. Its not like I can form a friendship with the AI.
 
Its not just about PvP. As I mentioned previously if I see a player being attacked I might come to their aid and a new friendship is formed. If all I see is NPCs I'm not going to be motivated to do any of that. Its not like I can form a friendship with the AI.

No, but you can gain contacts and get nice reward. That's what FD intends to provide.
 
For my part, the question here is not about PvP vs. PvE.

I'm not much into PvP but i'd never vote for a "PvP-Switch" in this game.
There are already all the tools which i would need to avoid it to a big extent if i'd want to.

There are just two different voices in my head.
- The roleplay and immersion freak shouting: No difference in PC and NPC!
- The one that wants every bit of information to base decisions upon: But i need to know!

I could live with both versions i think...
 
+1

I see this mechanic as one of making pilots actually think about where they are and what they're doing, and how they plan on treating other blips on the radar.

Having all the info handed to you on a silver plate is too easy. But with this feature the pirate has to think. He has to learn the flight behaviors of his prey and figure out who's who. Is it an npc, a trader, or a bounty hunter?

The same mechanic now makes a miners life more interesting. He can no longer ignore that blip on the radar that pops up amongst the rocks, dismissing it as a scripted npc that his escort can take care of.

The trader has to decide whether those ships ahead are just other traders going about their business - or are they something a little more unpredictable. Will they allow me to pass?

The mechanic makes the player think and not take stuff for granted. Even the most mundane of journeys become a journey of unknowns.

Thanks!
I am glad someone noted what I said rather than giving MORE glory to the glorious Kow. Pffff.... :rolleyes:


;)

Oh and agree with what you said and with Liqua too and all the others that agree.

In an MMO you typically have Non aggressive NPC's (in town - or missions) and Monsters and Players. These are often static, set positions or areas.

It turns into PvE or PvP, as you either fight against Monsters or other Players.

But this is not that kind of game, it is supposed to be an evolving galaxy, if YOU don't do anything, stuff still happens and it moves on. it is fundamentally different and as a result I really think the concept of all being a masked signature makes the game richer and much less prescribed.

I am a pilot in the Milky way and so is everyone else.
 
Its not just about PvP. As I mentioned previously if I see a player being attacked I might come to their aid and a new friendship is formed. If all I see is NPCs I'm not going to be motivated to do any of that. Its not like I can form a friendship with the AI.

I am not sure why that still wouldn't happen...

The difference here is you see a battle... now, depending on your current ship and mission, etc you might decide to swiftly move on (knowing you daren't risk your cargo) or you investigate, wanting to possibly help out or claim the spoils.

You scan the ships, 1 is a Human pilot, they are having a rough time of it and so you decide to intervene and help out.

You now either have a new acquaintance maybe even a friend later down the line, or you are given a barrage of "you noob, stole my kill" abuse and are attacked, rammed, ignored (wahey for gamers, seriously, seen that, been there).

Either way your decision was based upon your intrigue as to what could be going on and a sense of wanting to help out or see if there is another human about.

Yes it isn't instantaneous, but its reactive, spontaneous and not based upon an immediate other player magnet. You still get to do what you want, you might have to work a little more for it, but you can still engage.

What we can't do if all identified as a hollow triangle is meld into the void as just another ship, we become player magnets, which can be good if its Cosmos popping over to say hi, or Bad if its well... one of those other types.
 
Sorry about not having read through the entire thread yet, but I think I've gift the gist of it.

As I understand things, FD is thinking if making it so you can't tell the difference between players and NPCs, unless the player chooses to do so.

I really like that idea.

A major part of griefing behavior is the knowledge that they are ruining another player's game. Not being able to identify players to target specifically should reduce the "reward" they feel because it means they'll be targeting NPCs more often then players.

What makes PvP fun is not taking things personally, and not having the other player make it personal. This could help keep things from becoming personal for both players involved.

It also means that players who fall between the PvP and PvE extremes, like me, will have a bit of herd immunity, since if I'm making a cargo run in a dangerous system, I'll be one of several several choices for a PC pirate to choose from, giving me that sense of danger from knowing that pirate is out there, but without the guarantee that I'll be attacked by her.

It also increases the viability of the "disguised merchant vessel" strategy that bounty hunters could employ. Personally, I would consider it a red flag to see a PC flagged as such if I went the piracy route. Removing it would certainly increase the "surprise!" factor.

If this was implemented, I'd be much more inclined to stay in the ALL group, since I'd know that if I was attacked by a PC, it was nothing personal, but all part of the game.
 
I am not sure why that still wouldn't happen...

The difference here is you see a battle... now, depending on your current ship and mission, etc you might decide to swiftly move on (knowing you daren't risk your cargo) or you investigate, wanting to possibly help out or claim the spoils.

You scan the ships, 1 is a Human pilot, they are having a rough time of it and so you decide to intervene and help out.

You now either have a new acquaintance maybe even a friend later down the line, or you are given a barrage of "you noob, stole my kill" abuse and are attacked, rammed, ignored (wahey for gamers, seriously, seen that, been there).

Either way your decision was based upon your intrigue as to what could be going on and a sense of wanting to help out or see if there is another human about.

Yes it isn't instantaneous, but its reactive, spontaneous and not based upon an immediate other player magnet. You still get to do what you want, you might have to work a little more for it, but you can still engage.

What we can't do if all identified as a hollow triangle is meld into the void as just another ship, we become player magnets, which can be good if its Cosmos popping over to say hi, or Bad if its well... one of those other types.

Its going to become a huge chore to have to endlessly be scanning every single ship I come across in the hope one might be a human player when the galaxy is going to be sparse enough as it is.. I can understand the argument for not knowing instantly at long range who were the NPCs or humans but it would be useful and important to know as I got in a reasonable distance to them.

I look at many of the comments here and I am genuinely baffled by the response when we are talking about a game that is supposed to be a mutli-player game. :(
 
My personal answer would be: The game i'd like to play;)
Sure, it would almost be like single player offline. But a purely AI driven universe would not be the same. Players affecting it make it more unpredictable...and "alive".

There's single player online for that... Which has the dynamic player affected universe whilst having the lack of players who can break your immersion.
 
Cosmos, please clarify what do you mean about "all open" being what do you meant? So far I have seen no indication of that, so please enlighten me.

Edit: nevermind, read whole post. Well, I personally like that it is not possible to identify players right after just meeting them. Opting in makes sense in both gameplay and in-game explanation POV. I guess you wanted chase human pilots only in MP. I think that would be very shallow and would grow pretty boring pretty quick. Highly likely I will play full MP with id enabled...but I really like idea of not being possible to make it right after first scan or radar.

Sandro is proponent of not identifying players, so I guess FD will go with opt-in route. This could minimize risk of directed griefing too.

The problem is not that the game is using anti-griefing mechanisms. The problem is that the game is designed with blatant anti-PvP mechanisms while keeping full player parity on affecting the persistent universe.

That's not a problem at all...:)
 
Its going to become a huge chore to have to endlessly be scanning every single ship I come across in the hope one might be a human player when the galaxy is going to be sparse enough as it is.. I can understand the argument for not knowing instantly at long range who were the NPCs or humans but it would be useful and important to know as I got in a reasonable distance to them.

I look at many of the comments here and I am genuinely baffled by the response when we are talking about a game that is supposed to be a mutli-player game. :(

Maybe there's a compromise.
If you fly close enough for long enough (whatever that might be), then the target turns hollow if it is a Human player. Or once you have purchased them a long range scanner can do the job.

Promotes sticking your neck out a little, but removes the constant clicking to see who is who?!

I guess though I see this game as galaxy with people in it who I may or may not meet, all doing their thing, than an arena style Multiplayer experience. The blending in for me is part of the charm as like I said, it changes behaviours in an interesting and potentially more genuine manner.

That said, if it was kept as is in current Alpha I would NOT move out of the ALL group.
 
Too many posts for me to read right now, but I would like to say that I am all in favour of not knowing the difference between NPC's and PC's in game .. it would make EVERY encounter something to consider.

For me it would add something special, increase the use of in game comm's (hailing ships) and add to the flavor of the game ... If I can see who is human and who is NPC, then to me I think some of the ingame tension (That should be there) would be lost..

When somebody hails me (and I think they are human) I want the option to respond in a way that makes it clear I'm a human, or to use a canned response that leaves them wondering.
 
Maybe there's a compromise.
If you fly close enough for long enough (whatever that might be), then the target turns hollow if it is a Human player. Or once you have purchased them a long range scanner can do the job.

Promotes sticking your neck out a little, but removes the constant clicking to see who is who?!

A simpler solution would be to have the player scan cover all targets in range with one click, while revealing yourself as a player (and the scanner) to all targets.

From there, players can respond accordingly.
 
Its going to become a huge chore to have to endlessly be scanning every single ship I come across in the hope one might be a human player when the galaxy is going to be sparse enough as it is

With all due respect Cosmos I believe you need to rethink that position.

You have professed a desire to be a bounty hunter and part of your ritual will be to scan pilots anyway to see if they have a bounty on them or not ... You can't openly attack people without confirming first their status.

Part of the compromise could be to include the PC/NPC status in said scan.

Bounty Hunting
  • Increased by: killing ships that have a bounty
  • Decays with time

Bounty Collection
  • Player discovers a bounty:
    • By scanning another ship with the appropriate equipment to reveal that they have a bounty
    • By finding a bounty listed on the bulletin board, giving them a rough location
    • Players cannot legally collect bounties without scanning their target first to confirm they are attacking a ship with a bounty

(emphasis mine)
 
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