Players have forgotten a fundamental concept, and that's why they're complaining about the difficulty.

That is a fact for you...and yes, please continue to offer us your individual point of view.

What the hell is a"fact for you"... Is that like gravity?
Risk vs reward IS the foundation of everything man does, be it work out play if you don't understand that then you have to learn some more "facts for you"
 
No I don't.

You know how I play the game?

http://i.imgur.com/0mnA1so.png

I sit on a mountain that's inside of a crater that's inside of a crater and watch the sun set.

Nothing I say has anything to do with how I play the game, it's just how the game is designed. Look at the game, don't look at me. I may be a bit sexier than Sandro but I have no loach, so you will not find any satisfaction here.

The parameters of Risk and Reward aren't defined by you, they're defined by the game. Whether they are acceptable or not is your decision. You can adjust the values of Risk and Reward, but you cannot change how it is calculated, because you aren't a Dev.

I'm not a dev, so it's not my fault you don't like the parameters. Nor is it FDev's fault that a lot of people keep choosing the high risk option and complain when they get what they bargained for.
See we can agree on something: I also think that the I-pod, looks good in Friday Black.
 
Ho ho. Did I mention I wasn't familiar with the Prisoner's Dilemma? Nope.

So, you've gone on wiki and looked up 'game theory', and found the PD. And then you've said I'm not familiar with it. There is - a little more - to game theory than PD.

Ouch! (that's ouch for you, not me - you silly sausage.)

Still waiting for the equations Smudge - if you can't type the quantifiers, you can create your own symbols and lexicon - I will understand.

You've already been given all you need in the Prisoner's Dilemma, it's a fundamental building block of any video game. Don't blame me if you can't apply it to ED.
 
Let's try for the FULL definition from that same link, shall we?



Playful and boisterous action.

See this?




http://www.sott.net/image/s13/272205/full/Mona_Lisa.jpg

That's amusement. That's what it is to be mildly entertained by the idea of someone asking to paint your likeness.

This is fun.

https://www.crosscountrytrains.co.uk/media/60669/drayton_manor_2012.gif

When was the last time you laughed, squealed screamed and squirmed while playing ED?

Oh, and please don't beat the English language up more than what's already been done. Poor lad has been through enough as it is....
Running through the mail slot at 350ms in my Clipper: Wanted and carrying a hold full of illegal goods.
 
What does all of that have to do with my points? I have made no claims on the difficulty level, or AI habits. My point is, if we can make a system that allows people to control whom they play along side, why can't we have a system where players can control the level of combat in their game? Just to appease the views of players with a different focus? That just seems punitive to me.

Let the sight seers have a place along side the combat aces. That's all I'm saying. We can find our challenge, find the risk v. reward values we seek, while leaving room for those with a different set of values.

For the sight seers there is Space Engine. Not to be rude about it but a game is a game and it's meant to be played. It's defined as a game specifically because you can either lose or win. If there are no win/lose states, it's not a game. If you don't want the possibility of losing in your game then it's not a matter of whether or not it's the right game for you, don't assume that's what I'm saying.

The question you would ask in that position is "Why are you playing games at all?" because a game simply cannot be a game by the definition of not having a risk of defeat. It simply does not meet the minimum requirements of what a game is.
 
It's hard to find accurate numbers but PoE doubles D3 in peak hours now.

Let me show you a picture of Path of Exile's skill tree so I can show you why it's more popular than Blizzard's sequel to their second most popular game of all time.
...

Yes, you can't even see it all on the screen at the same time.
Now you've reminded me how much fun I had with that game. Might be time to fire it back up. :)
 
This is fun.

What is "fun" is subjective - your picture to me does not look like it would be.

Risk v Reward is 1 tool a developer can use (sometimes badly) to increase the enjoyment of a game but its not the be all and end all. I like Soduko - no risk in that but its fun to play all the same ;)
 
Last edited:
Running through the mail slot at 350ms in my Clipper: Wanted and carrying a hold full of illegal goods.

There you go.

Now why were you flying at 350m/s through the mail slot?

Because the AI was good enough that if you didn't, you would've been caught and lost everything. You were playing a "game" and thus had the opportunity to have fun. You risked your payload and you were rewarded with a great experience.

Now, smuggling at high speed isn't for everyone just like combat isn't for everyone, but there are plenty of other ways to have fun in the game. Taking all of the opportunity for fun out of the game is counter-productive.

Taking all of the risk out of the game is the equivalent of taking all of the fun out of it.
 
What is "fun" is subjective - your picture to me does not look like it would be.

Risk v Reward is 1 tool a developer can use (sometimes badly) to increase the enjoyment of a game but its not the be all and end all. I like Soduko - no risk in that but its fun to play all the same ;)

Enjoyment and fun are also different.

And make no mistake I can't stand amusement park rides. I puke everywhere. However I can't deny that everyone in that picture has a big honking smile on their face. Can you?
 
Taking all of the risk out of the game is the equivalent of taking all of the fun out of it.

I suspect that if FD were to introduce an invulnerable ship many exploreres would jump at the chance. They simply want to enjoy and appreciate ED without the risk as for them exploration is fun. (whereas dying and being forced back to the bubble is not)

Risk is not required for people to have fun - its just a tool devs can use to enhance enjoyment for those who like RvR style play.

- - - - - Additional Content Posted / Auto Merge - - - - -

However I can't deny that everyone in that picture has a big honking smile on their face.
Irrelevant.
 
How do I win in Elite? I mean, we can all agree there are plenty of ways to lose in this game. But what is winning?

And no, "Not Losing" isn't a proper answer.
He's obviously not referring to the game as a whole, like it's some sort of single player campaign with a definitive end, but to the individual components within the game.
 
How do I win in Elite? I mean, we can all agree there are plenty of ways to lose in this game. But what is winning?

And no, "Not Losing" isn't a proper answer.

Actually it is. So long as there isn't a third state of "Nerp" or whatever you want to call it, any time you don't get penalized in ED you win. You keep your insurance payment, your cargo, and your objectives, all of which you stood to lose, and if the possible lose state was an interdiction or something similar you were given the opportunity for an exciting experience.

Some players don't like interdictions. If that's not your definition of fun then stop going out of your way to attract them.

I don't mine. It's not fun. I can't stand mining. As a result, one thing that I don't do in ED is go mining, and I certainly don't come onto the forums and write an "I quit" thread because mining is driving me out of the game since I don't enjoy it.
 
I suspect that if FD were to introduce an invulnerable ship many exploreres would jump at the chance. They simply want to enjoy and appreciate ED without the risk as for them exploration is fun. (whereas dying and being forced back to the bubble is not)

Risk is not required for people to have fun - its just a tool devs can use to enhance enjoyment for those who like RvR style play.

- - - - - Additional Content Posted / Auto Merge - - - - -


Irrelevant.


It is relevant.

All of those faces on the ride that're smiling? They chose to ride. They chose to do what they specifically find fun.

If you don't like getting interdicted it's your responsibility to take the appropriate steps to reduce the likelihood. Frontier gives you that option.

If you don't like combat you can just stay out of combat. Still a 100% legitimate option.
 
How do I win in Elite? I mean, we can all agree there are plenty of ways to lose in this game. But what is winning?

And no, "Not Losing" isn't a proper answer.

How is that not an answer? I either succeed in a task or I fail, be it surviving an attack, getting exploration data home successfully, completing a mission contract, evading an interdiction. We are constantly dealing with win/lose states in this game, constant mini games. Only difference between this and many other games is we don't have a final boss level followed by the game ending.
 
Last edited:
There you go.

Now why were you flying at 350m/s through the mail slot?

Because the AI was good enough that if you didn't, you would've been caught and lost everything. You were playing a "game" and thus had the opportunity to have fun. You risked your payload and you were rewarded with a great experience.

Now, smuggling at high speed isn't for everyone just like combat isn't for everyone, but there are plenty of other ways to have fun in the game. Taking all of the opportunity for fun out of the game is counter-productive.

Taking all of the risk out of the game is the equivalent of taking all of the fun out of it.
Again, you have a very, sorry, imply, a very singular definition of 'fun'.

I go through the slot at 350, because I can. I don't have to, 200ms+, is enough, the extra 150ms, is me pushing the envelop. Not because I have too.

Your risk v reward parameters , state that I MUST, fly my ship at top spec. I have to have my ship set-up to top spec, for every eventuality; because any NPC that attacks me, will be at top spec and will kill me, in anything less. That is no longer a game; that, is a task.
 
For the sight seers there is Space Engine. Not to be rude about it but a game is a game and it's meant to be played. It's defined as a game specifically because you can either lose or win. If there are no win/lose states, it's not a game. If you don't want the possibility of losing in your game then it's not a matter of whether or not it's the right game for you, don't assume that's what I'm saying.

The question you would ask in that position is "Why are you playing games at all?" because a game simply cannot be a game by the definition of not having a risk of defeat. It simply does not meet the minimum requirements of what a game is.

Game theory is there to help make sense of what the public would enjoy, not dictate the difference between entertainment and fun. You display a vital disconnect between what is theory and what is fact.

There is no reason to segregate what games are good for what, let alone assume what you say is true. You fundamentally are saying: My view of the issue is correct, everyone else has to agree. Nonsense on it's face.

If you don't mean to be rude, simply don't be rude.

There is no reason we can't make room for the noncombat oriented players. A great deal of the games design is based on being attractive to a broad spectrum of players. I just suggest the approach taken with the AI follow the same ideal.
 
Last edited:
Back
Top Bottom