Silly question probably, but how would you know where 'stuff' was earned?I can see the calls in multiplayer down the road now that a player earned all his stuff in single player and becomes a pariah.
Silly question probably, but how would you know where 'stuff' was earned?I can see the calls in multiplayer down the road now that a player earned all his stuff in single player and becomes a pariah.
Read the KS T&Cs...
You make promises, you keep them...
And the best part - you can do all this online with your friends, or other "Elite" pilots like yourself, or even alone. The choice is yours...
Multiplayer: you will be able to control who else you might encounter in your game – perhaps limit it to just your friends? Cooperate on adventures or chase your friends down to get that booty. The game will work in a seamless, lobby-less way, with the ability to rendezvous with friends as you choose. This technology is already working, using a combination of peer-to-peer (to reduce lag) and server connections.
I saw the design discussion forum post on this issue. Did they follow that up and say they were going to allow purchase of credits? or are we still not 100% sure if it'll be cosmetic based?I mentioned this before but maybe it was swamped, but I really do not see how a perceived tiny advantage matters when some of us have huge starting bonuses and also there will probably be a cash for credits shop. Once you add that in, any other tiny advantages are moot IMO
Thanks for responding, I strongly disagree with you re the KS but good to hear your thoughts.
I'm actually very curious as to what they decide. I've known about Elite for a long time, but as soon as I saw they star map and that you could fly throughout the entire thing and even known stars and planets would be there I bought in to PB. Once I did I've literally watched or read anything official I could get my hands on.Unless you are explicit in what you put during the KS then many things can be open to interpretation.
For example - the grouping mechanics:
It doesn't technically say how it's going to work just that you can play the game with different subsets of people - Given that you can have 3 commanders to your account it could mean "pick a group mode and your commander is locked to it" or "pick a group mode and your commander can change at will between them all"![]()
It doesn't matter if people know exactly where people got it. Players that are committed to multiplayer progression will undoubtedly think it. Which will more than likely lead to a toxic community because everyone is fractured. Allowing players to create characters in any mode (SPon/SPoff/AP/Hardcore) but not allowing that commander to readily switch back and forth would go a long way to solving that. Based on all the official material I've seen it's unclear if open group switching will be allowed. This seems like general forum mussings at the moment until we hear more from Frontier.Silly question probably, but how would you know where 'stuff' was earned?
It doesn't matter if people know exactly where people got it. Players that are committed to multiplayer progression will undoubtedly think it. Which will more than likely lead to a toxic community because everyone is fractured. Allowing players to create characters in any mode (SPon/SPoff/AP/Hardcore) but not allowing that commander to readily switch back and forth would go a long way to solving that. Based on all the official material I've seen it's unclear if open group switching will be allowed. This seems like general forum mussings at the moment until we hear more from Frontier.
Erimus said:I haven't read the entire thread, but it looks like a rehash of the "closed all group" proposal from last year:
http://forums.frontier.co.uk/showthr...693#post149693
Since then though I've come to look at ED a little differently.
I no longer see it as a traditional multiplayer game where single player sub-groups could be exploited and generally don't fit in with the multiplayer worlds we've grown used to in the past.
The reason is is because since playing it I don't actually feel ED will be a competitive world for me (and therefore 'unfairness' no longer matters) . I'm not competing against players for resources, because there will most likely be an abundance everywhere. I'm not competing against players for territory, because there isn't any ownership. I'm not competing for space, because its pretty much infinite. My avatar isn't competing in some skill race against other avatars, because there are no skills. And the thought of competing against other players for wealth is a non-issue since there will most likely be a credits for cash option in the Frontier store.
But more than anything else, and especially if the transponder ID feature is added, I see every other blip on the radar as an NPC, not another player. That's how I'm going into ED - its me alone against a whole galaxy of "radar blips". I care not what those blips are doing in their daily lives, just that some of them are 'intelligent', can be unpredictable and interesting to interact with, and do funny unscripted things in and around docking bays - like banging into stuff, exploding and spilling free cargo. And that's why I won't play singleplayer. I like the unpredictable behavior of the other spaceships around me.
So from someone who was banging the no sub-group drum a long time ago, I no longer care. This game will be too big for me to care whether player x uses a parallel universe to farm in, and the global group to fight in since the likelihood of me ever encountering him is negligible anyway.
As far as I'm concerned the only "blips" that will effect my mood and in-game time are the few select blips I'm invited to interact with - the rest I'll view as mere entities coming and going doing their own thing. And I wouldn't care if they're npc or human. This is one of the reasons why I hope we get the transponder feature as it will allow me to immerse myself into a world of "blips" and not be constantly reminded that I'm in a game "competing" against human players.
I want you all to look like npcs - because that's how I'm going to treat you. And since I began thinking along those lines I've grown even more excited at what the game will be all about for me. It no longer bothers me what others will do on their adventures, as its only my own personal adventures that count and how I go about them.
Teiwaz said:The problem is that currently, there's no real reason to play online if you're just looking to engage the basic mechanics of the game.
Want to mine? Safer in solo.
Want to do combat bonds? Safer in solo.
Want to trade? Safer in solo.
Want to visit unknown signals? Safer in solo.
Want to explore? Safer in solo.
Solo play is optimal for every non-adversarial gameplay type. So if you give people the option, they'll use it, it's just the smart thing to do, it's the path of least resistance. Which leaves the only people actually playing in all the people looking for adversarial gameplay, which increases outflow to solo.
Honestly, don't you think people actually working together are more likely to progress faster than the lone-wolf in any mode? Playing in the all/all group, setting friend lists and creating alliances? Players working together will be far more powerful. It seems a rather odd viewpoint to think a lone-wolf in single player can make faster progress than anyone else, even with AI wingmen.
From previous comments from FD we know the first beta will allow single player, and to switch you will need to log out, same thing I see in Shroud of the Avatar where this hasn't raised its head yet afaik.
Is there an ulterior motive to this thread? Force people into one or another for other reasons? Only thing I can think of is if a group of players, an alliance of sorts which will try to block a system, its unlikely that it will be as effective as it has been in Eve, but that we don't know. Being able to drop into friends only, or single player negates the effects of a player run blockade because people can slip past. Now, is this emergent play we should allow?
RaynMaykr said:I agree that creating an alliance is the way to go 100%. But I've always felt multi-player in any game or genre should be based on equal opportunity and equal risk. Slipping in to SP to avoid any in game activity is not equal risk. But regarding slipping in to SP mode to get past some sort of a blockade doesn't appear to be confirmed as possible. I've spent the last week consuming EVERY bit of official announcements/content I could get my hands on and they basically don't say how it will work. Open switching seems to be a forum generated rumor unless someone can link a dev post or video of some kind I haven't been able to scour from the interwebs.
Regarding emergent game play, open world multi player games are made infinitely better by this concept. And it doesn't have to be like eve. Eve has broken systems and macro level systems that wouldn't work here. It's all about having the back ground simulation change around the player base and having that drive player motivations and actions. If a player or group of players deem it makes sense for them in game to protect or defend something for whatever the reason... the game is made better for allowing them to try. It's not even that I want to do that, but multiplayer open worlds that allow that generate so much awesome gaming stories that SP games can't.
I'm not making my arguements to benefit griefers or the like, I'm making my arguements because player generated content/stories will be freakin amazing against the awesome simulation FD has in-store for us. I believe some of the points I've raised would detract from this..
Yes I read those dev responses. It is still up in the air. So not confirmed but thinking about it. I still hope they choose to keep the private/SP seperate from the multiplayer group. I know it comes off as I'm trying to restrict other people, but on the flip side of the coin multi-player dedicated players may not have as much fun knowing their mode of choice isn't all in. So while the impacts are different it DOES impact both sides in a potentially negative way.I don't think its fully finalized:
"Now, it's completely possible that I have the wrong end of the stick, and you are more worried about players having the option to use private groups to avoid player versus player activity. whilst this concern is valid (we are always considering the ramifications at the office), The obvious counter is: if you force player versus player, potentially these folk will not play the game at all. You really can't force people to all enjoy the same thing - private groups are a way of keeping more people playing the game. And the more people play the game, the more chance there is that they will decide to give the full multiplayer experience a go."
You can find it here. It maybe about PVP, but its still relevant.
Another one here:
"Hello Commander Peter Powers!
So this is an interesting dilemma we're dealing with. It's my current opinion that if we totally separated all private group avatars from the "all player" environment, we would reduce the incentive to "dip in".
As an aside, I believe the first implementation of of private groups will require a commander to log out and log back in with the new setting. We're still investigating the final rules that should govern such multiplayer changes, as these will obviously impact on a player's decision making process. "
You can find it here.
So, the upcoming beta tests will likely finalize the end result for gamma/retail release, once Frontier have metrics to go on and with useful feedback.
Yes, it doesn't have to be like Eve (that was just an example) and the background simulation in Elite will change for all players that are online (I know you probably know this, this is for brevity), it is the grouping which dictates where they're in a single group:
"Solo Group – Players in this group won’t be matched with anyone else ever (effectively a private group with no one else invited) with the following properties:
Players in this group are effectively indicating they want to be left alone and not disturbed by anyone else
By default group and friend invites are ignored but this can be enabled if desired
By default a player’s online status is hidden (set to offline) from others but this can be change if desired
A player in this group can still see when other friends come online and can message them
A player in this group can still receive messages from friends (possibly revealing the fact that they are online by virtue of return messages but still indicated as being offline)"
There will likely be times when I want to play Elite without having to deal anyone, yet I don't want to have another commander just for this purpose (we change roles far more than group settings).
Indeed the simulated galaxy changing and player content will be there for all groups to see, but the issue of simply forcing (as has been mentioned) into either all/all or single player without the ability to change between is also an issue, and honestly the biggest "heck no" for quite a number of people, not because they think of any advantage, but rather they want the Freedom to choose and not to be locked into a restricted mode at character generation
Now, adding another category to all/all perhaps 'always to be online and to never be able to switch' not sure how they'd deal with precluding others who have switched between group settings as it could simply end up like a private group. I think this is what the OP is really asking for, just another setting where people who choose to always be online never have to deal with those who have switched, his premise that there is any unfair advantage doesn't necessarily hold water (imho). Perhaps private groups maybe too advantageous? You can get the benefit of all/all without the trials of being alone...This will be tested and refined over the course of the beta, which is what we're here for.
I saw the design discussion forum post on this issue. Did they follow that up and say they were going to allow purchase of credits? or are we still not 100% sure if it'll be cosmetic based?
I'd rather deal with gold spammers and people getting bans than Frontier selling credits outright. I hope that hasn't been decided yet.
Unless you are explicit in what you put during the KS then many things can be open to interpretation.
For example - the grouping mechanics:
It doesn't technically say how it's going to work just that you can play the game with different subsets of people - Given that you can have 3 commanders to your account it could mean "pick a group mode and your commander is locked to it" or "pick a group mode and your commander can change at will between them all"![]()
Unless you are explicit in what you put during the KS then many things can be open to interpretation.
....
It doesn't technically say how it's going to work just that you can play the game with different subsets of people - Given that you can have 3 commanders to your account it could mean "pick a group mode and your commander is locked to it" or "pick a group mode and your commander can change at will between them all"![]()
How does multiplayer work?
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance. All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.
You will be able to save your position in certain key places (probably just in space stations, but possibly while in hyperspace too, if we feel it is needed). A save-and-quit option will be freely available at those points, as will the subsequent reload, but there will be a game cost for a reload following player death. Your ship will still be intact in the condition it was when the save occurred, but there will be a game currency charge (referred to as an insurance policy) for this. This is to prevent the obvious exploit of friends cooperating and killing each other to get each other’s cargo. If you can’t pay, then it will accumulate as an in-game debt, and the police may chase you!
There are no multiplayer lobbies, and the game will be played across many servers, augmented by peer-to-peer traffic for fast responses. Session creation and destruction happens during the long-range hyperspace countdown and hyperspace effect (which is a few seconds only), so is transparent to the player.
We have the concept of “groups”. They can be private groups just of your friends or open groups (that form part of the game) based on the play styles people prefer, and the rules in each can be different. Players will begin in the group “All” but can change groups at will, though it will be possible to be banned from groups due to antisocial behaviour, and you will only meet others in that group.
Last updated: Wed, Nov 14 2012 12:52 PM BST
Unless you are explicit in what you put during the KS then many things can be open to interpretation.
For example - the grouping mechanics:
It doesn't technically say how it's going to work just that you can play the game with different subsets of people - Given that you can have 3 commanders to your account it could mean "pick a group mode and your commander is locked to it" or "pick a group mode and your commander can change at will between them all"![]()
What does this mean for the all-group? It means until Elite gets extremely successful, the player population in the all-group is going to be so sparse that it renders the all-group completely meaningless as a measure for player encounters in the context of pilot skill. That is, unless, we consider absurdly rare encounters to be a measure of pilot skill.
If the goal is to define a group's worthiness by way of player interaction, more factors will have to be considered than simply sharing settled space, such as system restrictions to busy systems (Lave, etc).
Elite is big.
Not sure I follow your logic, why should we be offering any advantages and/or faster development rates to players with less real life time to play the game?
I am strictly speaking of in game time. Play styles are not a black or white thing, they are not a Yes or No, not a boolean thing. And they will for the most part not be strictly either Solo or Multi. There will be tons of grey in between. I, for one, will probably spend roughly half my time in Solo or Co op and half in PVP.
The fact remains that playing Solo may have faster in game development rates than Multi (still to be proven). If that is the case AND if group switching is alllowed, once Solo players come to Multi then there will be an objective and measurable imbalance based on development rates.
Weather it is when these players end up facing each other, or when it comes to a Solo player, now in Multi, entering a PVE mission that would have not been possible had he/she been playing Multi instead given his current development state.
Either way, IF development rates are proven significantly different, there will be an objective and measurable game imbalance (my hypothesis is that development rates in Multi will be slower given the added PVP risk).
This potential imbalance has nothing to do with players real life time availabilities or actual play style preferences. It has to do simply with a potential game design that makes players development objectively imbalanced.
That development rate imbalance would be caused by a game design decision that can be addressed by developers based on measurable metrics in game. Things like player age or aptitude that you mention have nothing to do with objective game design and are strictly an "out of the game" issue. Furthermore, those aspects have distributions that are probably relatively similar in both the Multi and Solo communities, and anything in between, and therefore rendering them moot.
Unless Frontier is very successful, the population density per system in settled space is going to be much lower than we're currently experiencing in PB2!
...
Elite is big.