Hmmm, possibly a good side effect of not flagging ships as NPC/PC will be the effect of us not needing the ignore list anymore. How can you be griefed if there is no effective way of singling you out for griefing??
What do you mean by griefing?
Hmmm, possibly a good side effect of not flagging ships as NPC/PC will be the effect of us not needing the ignore list anymore. How can you be griefed if there is no effective way of singling you out for griefing??
... the word you are looking for is "flexiplayer"we can call it "sort of multiplayer, but not really, you'll just have to guess"... can't think of a good acronym at the moment though.![]()
Then why not play the singleplayer?
What do you mean by griefing?
You know what we need - RP servers with the above as standard, and regular servers with name plates. Freedom of choice ftw!I can only express my enthusiastic support for not making PCs and NPCs appear differently on screen/scanner/whatever.
Not because I'm worried about being harassed by players seeking PvP but because I will certainly find it much more interesting if I don't automatically 'know' everyone and everything instantly upon spotting them.
My argument is that players that have to face other players and npcs could inherently be at a disadvantage to players that have to face only npcs. The amount of challenge that npcs possess is a priori irrelevant as a factor. Also, there is no incentive to face other players if you can avoid it by playing solo or by only seeing and interacting with those players you want to...so that they help you against npcs (stus' bounty hunter to the rescue example).
Im struggling to see exactly how the opting-in or out process would work - would players essentially be invulnerable to pvp attack? That would be kind of dumb. If they just didnt appear as players then they would be fair game like any npcAnd playing a multiplayer game where I can't tell it's a multiplayer game just seems like a waste of bandwidth, networking issues and the rest for me.
If this opt in and opt out compromise gets implemented I WILL be playing singleplayer online. No itch..
I really can't understand the support for the other side of this argument, but that might be my failing.
Spot on. We dont want PvP 100% of the time, just the option to do so in whats supposed to be MULTIPLAYER.
Being attacked - not being attacked is a huge part of the game and adds to the atmosphere. Wheres the excitement factor in knowing you WONT be attacked. I dont get the logic, it makes no sense.
Im struggling to see exactly how the opting-in or out process would work - would players essentially be invulnerable to pvp attack? That would be kind of dumb. If they just didn't appear as 'players' then they would be fair game like any npcAnd playing a multiplayer game where I can't tell it's a multiplayer game just seems like a waste of bandwidth, networking issues and the rest for me.
If this opt in and opt out compromise gets implemented I WILL be playing singleplayer online. No itch..
....would players essentially be invulnerable to pvp attack? That would be kind of dumb. If they just didnt appear as players then they would be fair game like any npc![]()
You shouldn't get away with randomly killing many people - you'd be dealt with way before then. So, at most you commit a few random acts of violence, get caned for it and then you have debts/bounties to pay off. Tie those debts to an account, rather than character and it's sorted.
So, do you really want immersion as you claim - blurring the lines between human and NPC for the sake of a "believable" galaxy - or do you just want to use it for game purposes?
As much as I don't empathise with it, I can understand the pure view of those who never really want to know who is human and who is AI. Just using it as another game device "I'm going to pretend to be an NPC" isn't really anything to do with immersion though - it's just gaming the system.
If you opt-in, then you immediately see all other opted-in players as PCs - perhaps like the alpha where PCs have hollow squares or triangles, and NPCs have solid ones. You see opted-out players as if they were PCs. If you opted out, everyone sees you as if you were an NPC, and you see everyone as if they are NPCs.Im struggling to see exactly how the opting-in or out process would work - would players essentially be invulnerable to pvp attack? That would be kind of dumb. If they just didnt appear as players then they would be fair game like any npc![]()
I really can't understand the support for the other side of this argument, but that might be my failing.
Just to make sure we're all on the same page, can you confirm you're aware most people that would turn their transponder off still want the capability to identify (and be identified by) other players, but would prefer something more involved and skill-lead than just being told? Not asking you to agree, just that I couldn't tell from your posts what you were trying to say.
If an analogy would help, I get the impression people see it as like saying "all weapons should be gimballed all the time, or you might as well not have combat - why would you want to shoot at someone if you didn't want to hit them?". To be honest even now I still don't have a strong opinion about that argument, but hopefully understanding it will help![]()
And you may be misunderstanding something, too. If you sometimes respond like a PC, and sometimes like an NPC, then you are gaming the system. If you always respond as an NPC would (which is what I would do if hailed directly) then you are merely trying to keep the 'all ships are the same' thing going for as long as possible,Er, you may be misunderstanding something here. The "not knowing whether somebody is human or NPC" will not survive an actual conversation.
If somebody messages me in game, and I write back or accept voice coms I will out myself as human. If I'm feeling sociable, I will do that. If not, I will just send back whatever reply an NPC ship could do.
The idea that PC status is not readily apparent is about not being picked for target or avoided because of the flashing sign. It's not about never communicating with the other players at all, of course.