I'm concerned – the direction of the game.

That has nothing to do with what i asked.

lol, try it reciprocal :p

being a little less cynical i try my answer. it is a number of issues that put me possibly in a very small gamer group, but nonetheless:

a) i want my multiplayer game time to be meaningful, to me that means interaction with humans. and not scanning to have interaction with humans or missing humans altogether.

b) in principal i have found humans more challenging in every aspect (specially role play, "band of bothers" type of experiences and obviously in combat, too)

c) attacking npc's is eventually mind boggling dumb, in every single game i have played. specially in games that are open world type of games.

d) i really love games without too many rules. they are in my book more honest, show the best & worst in people. it makes me feel alive, human :D

e) i do not give anything on status, inside a game or outside of it.

and the final answer for me is a question back to you, have you ever had "the shakes" fighting an npc? winning or loosing is not the matter here.

and just to make sure, the obfuscation is not about combat for me, even though i have been atop a few global ladders. just that ED is simply not that type of game.
 
Well for the record I don't want to force PvP upon anyone who isn't interested in it ;)

Then why argue so long for a mechanism to enable exactly that?


Yes, you are. You're proposing a mechanism whereby someone who views the game as their own personal battle-arena can pluck a human player out of the rest of the game universe simply because they're human.
 
You are hiding that quite well :)

You appear to be pushing for an environment where anyone who wants any sort of PvP interaction has to sign up to be cannon fodder, like it or not. Otherwise why do you keep telling us to shove off to play single player?

You keep doing this.. you keep suggesting things I am saying that are blatantly false. 'Cannon fodder' is your expression not mine. Nor am I saying people should 'shove off and play single-player'.. :rolleyes:

I'll ask again and this is getting tedious now. If you want to play not encountering other players with no potential for them being an adversary and don't even wish to be able to tell any difference then why not just play in a private group with your friends. Surely that would satisfy your desires?
 
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If there is no way to distinguish between NPCs and Players then whats the point in multiplayer unless the game is going to only be a co-op type of game? You could get the same experience you are after out of single player or private group modes..

I'd be very surprised if the respective statuses of players involved in in-station negotiations weren't pretty obvious. Turing test, anyone?
 
Personal immersion works hand in hand with what you've been given to play amongst.

personal immersion works with whatever suspense of disbelief you are opting into.

I don't care how immersive I can make MY game feel - if FD made square planets I'd feel it breaks my immersion - just as a game mechanic can.

and as you rightly state , you make & break your immersion, not FDEV


but this is surely OT :p
 
If you want to play not encountering other players with no potential for them being an adversary and don't even wish to be able to tell any difference

The bolded parts can easily be separated.
If I want the latter, that does not mean I want to avoid players at all and I'm scared by them.
If I want the former, simply I'm going to play SP.
 
Then why argue so long for a mechanism to enable exactly that?

This isn't about PvP (I'm not a pvper) it's about having a multiplayer game where I can't tell who the players are... (what's the point!)

That's why I'd settle for a basic scan, I wouldn't like the opt in because there will be players out there who you couldn't tell and it'd get played.
 
That's why I'd settle for a basic scan, I wouldn't like the opt in because there will be players out there who you couldn't tell and it'd get played.
I'd prefer an advanced scan, but I could settle for a basic scan too - and I don't like the 'opt in' idea either.
 
I'll ask again and this is getting tedious now. If you want to play not encountering other players with no potential for them being an adversary and don't even wish to be able to tell any difference then why not just play in a private group with your friends. Surely that would satisfy your desires?
You keep doing this.. you keep suggesting straw men that bear no resemblance to what I have regularly and consistently said that I wanted. I have said, many times, that I have no problem being attacked by a PC if that attack makes sense in-game. Do I need to say it again for you? Which bit of that have I failed to make clear? How many more times do I have to say that I do not want to be forced into single player? And a private group is effectively single player in the sense that there will not be any PC baddies.

The 'flashing blue light' facilitates me being attacked by people for out of game reasons. You say that the reason you want the immediate or insta-ID is not to facilitate such attacks, but have yet to articulate anything that I have understood that describes why you want it if that is not the reason (and I accept that you have denied that that is your reason multiple times). It is no surprise to me that multiple people on here keep asking why you want it, or assume that you want it to more easily attack people.

You have even floated the idea of a special area where PvP lovers can fight each other with reduced consequences. Well, we have such things already: they are called anarchical systems. There are no laws there, so anything goes. And the good news is that there are no bounties either: the consequences of fighting are no more than the cost of repairing your ship, if damaged, and of replacing it if destroyed. So, rather than suggesting that those that think like me should run away to play Single player, so that you can have the flashing blue light that is not because you want to attack people, why don't you and those that see the game your way go off to anarchy systems? FD don't have to write any special code, because it is there already. The player base does not get any more fragmented, because you are still in the same mode as everyone else. And if/when you want to play by the rules in lawful areas, all you have to do is a quick hyperspace jump.

I know you are fighting for your corner, and I would expect nothing else. But by trying to promote PvP for everyone, like it or not, you are also fighting against the game that FD are making. Note the quotes in this thread from David Braben, when he said that he expected kills to be uncommon. Note the consequences for doing naughty things: they cannot prevent you from doing them in a sandbox game, but the consequences are going to be severe: that are discouraging you from playing that way. Except in anarchies, that is.
 
This isn't about PvP (I'm not a pvper) it's about having a multiplayer game where I can't tell who the players are... (what's the point!)

Like i said before...there are two different dicussions going on here (which are happily mixed up when it suites for an argument).
 
You keep doing this.. you keep suggesting straw men that bear no resemblance to what I have regularly and consistently said that I wanted. .


Why are you constantly trying to goad me with personal attacks? I'm here to discuss the issues please stop trying to make it personal.
 
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This isn't about PvP (I'm not a pvper) it's about having a multiplayer game where I can't tell who the players are... (what's the point!)

That's why I'd settle for a basic scan, I wouldn't like the opt in because there will be players out there who you couldn't tell and it'd get played.

And it's great that you would't use PC ID as a targeting mechanic ,but you can be sure a lot would so it would for many be a PVP mater ,the OP even stated that he didn't like in game consequences for criminal acts

Its also worth remembering that should a player choose to perform a criminal act there are in game consequences for these actions and whilst I think its a bit over the top the result of this is that this also is going to act as a deterrent for certain behaviours.

Couple any easy PC ID Mechanic to the "cloaking" not stealth discussion that some of the same Cmndrs are pushing for and you get a perfect griefing exploit.

Maybe as some suggest after more than a basic scan ,we will just have to see how things progress. :)
 

Sandro Sammarco

Lead Designer
Frontier
Hello Folk!

Gosh, I don't think I've ever seen my name crop up so many times in a thread!

CAVEAT: do not expect an amazing solution, or even a confirmed direction. The truth is, I'm not sure there is one, and even if there is it will have to wait until after Alpha 4.

However, that being said, I do find this discussion very interesting (and sometimes a bit baffling, but hey - that's OK) and I wanted to make a couple of comments whilst I have a quick break.

(DDF folk, be warned, there may be some repetition here from that forum thread).

It seems there are at least three very distinct issues swimming through these murky waters:

1. The ability to switch between private groups and the "All players" group makes the game unfair.

2. ID requirements/fog of war are unnecessary barriers preventing players from playing together.

3. It's unfair to be magically singled out just because you're a human and not some lines of code.


Now, as far as I am concerned, and most of you guys and gals seem to agree, all three of these concerns are valid. No-one is more right or more wrong than anyone else; these concerns are simply subjective standpoints.

So I'm a little confused by the unyielding stances being adopted - why not have another read of the previous sentence. The point i'm trying to make is that I don't think advocates of one side are really going to persuade the other - and there's been some damn fine (and damn pleasant - thanks!) debate from both.

So what are we left with? To my mind, the decision is going to be about choosing one group over the other, or try to get a compromise. This then, is why in the DDF thread I was a mild advocate of an opt-in transponder mechanism. Just for the record, here's a brief run down:

* By default, no human players can be mechanically identified and labelled as such. There is no additional camouflage either - if you reveal that you're a human player or someone works it out, you can't rub this knowledge out.

* You can turn on a transponder signal in your ship. All players piloting transponder on ships always instantly know that each other are human. This device does not offer any additional detection capabilities - you still need to be able to detect the other player's ship as normal.

* If you are in a wing (a group of allied players) any member turning on the transponder turns it on for all members of the wing.

* Once you have turned on the transponder, turning it off has no effect on ships that have already made use of the information - in the current location. The knowledge would likely only reset once that particular session had collapsed (no one present in the locale).

Right, so why did I favour this? Because I think it offers *something* to both sides in this thread. Players who purport to want to have social/game play interaction will turn their transponder on. This doesn't paint a target on them, because only fellow transponder users will see them as human, and they will be visible as human in return.

Players that want to keep the mystery keep their transponder off. They will never know who's real beyond what they can discern from ship actions.

The win for me though is the fact that both sets of people are in the same space. They can still interact - nothing stops that. Sure, either side can be sore about the fact that not everyone is playing the game exactly the same as them. But I constantly see comments like "splitting the user base is bad!" and "we want to player together!" - and well, this would be happening. Importantly, it would be happening in a relatively fair way.

And this is important, because as far as I can see, taking these thoughts into account, the only folk that presumably would take real umbrage at this system would be those that want to detect other humans for player versus activities, to attack them in some manner. Before anyone jumps on me, let me state that there's nothing wrong with this desire - there's nothing wrong with player verus player at all.

But the bottom line here *seems* to be twofold:

1. Player versus player is still completely viable, just a bit more work sometimes, and
2. If a player doesn't want to be identified, by default you are being slightly adversarial in wanting them not to have the choice. If you want to socialise, you accept that not everyone will, turn on the transponder and meet all the other players that do (and you can freely replace the word "socialise" with any player-to-player interaction). Folk play the game the way they want to play the game. If not everyone wants to player the same way as you, forcing them to is equally as likely to stop them player as change their mind.

Of course, anyone who hasn't yet fallen asleep will note that I have not addressed issue number one: the concept of private and "all player" groups. that's because I think it's a big enough issue to stand on it's own, and just complicates matters when it's brought into this discussion (though I accept that it shares many of the same concepts). what a cop out eh? Sorry, just right now I just don't have enough steam in my boiler to take that one on!

And just to be absolutely clear: my personal preference would be to never truly know who was human with the following exceptions: player friends formed through an out of game world friend system could always be visible as such, and players in game could mechanically reveal their human nature to specific targets: both of these features would help towards social gaming in a safe and controlled manner where both parties consensually agreed to break immersion for the benefit of multiplayer interactions (and both would be reversible). This stance is similar but not identical to the transponder option.

The reason I don't advocate it as the right way is simply because it is less fair, favouring one camp over the other. That's not necessarily an issue, but in this particular case I feel the improvement I perceive it would offer to the game is less than the penalty of putting off more folk even more vehemently. That's just my perception mind.

Oh, and a final point to send you all back to sleep: although I make no mention of it in this discussion (because I think it simply confuses and complicates the debate) I want to state clearly that we certainly want to introduce game play events and mechnisms that help draw players together and let them work together (and against each other).

Right, hope you find that worth reading! Remember it's just all opinion, you don't have to agree with me but please, spread the love, not the hate! Peace out!
 
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Thanks for posting the clarification Sandro. Seems a very reasonable compromise you guys have in mind between two tricky perspectives.
 
So if I have my transponder on only other people with their transponder on can immediately know I am a human player without a scan? Or can anyone with their transponder off know I am a human too?

edit: And whats to stop people using this as an in game advantage?
 
Players who purport to want to have social/game play interaction will turn their transponder on. This doesn't paint a target on them, because only fellow transponder users will see them as human, and they will be visible as human in return.

Players that want to keep the mystery keep their transponder off. They will never know who's real beyond what they can discern from ship actions.

I think that is a sound proposal; however, how would a player then be displayed when targetted? Would all NPCs get the CMDR prefix then? Or only players you have identified (mutually) with the transponder?

And last but not least: What about players whose CMDR names are already known, through forum signatures, the current Alpha testing etc.? There is even a thread where people announced their CMDR names so that they can easily linked to forum accounts (I approve of this btw and participated). Those players would already be known, and have no way to "blend into the mass" any more.
 
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