Maybe they should stop trying to cater to the uncaterable.
Or maybe they should change the 5 year old deisgn that damages any content they try to create, when the foundation is broken, there is no point building a house on top of it, it will fall.
Maybe they should stop trying to cater to the uncaterable.
Or maybe they should change the 5 year old deisgn that damages any content they try to create, when the foundation is broken, there is no point building a house on top of it, it will fall.
Or maybe they should change the 5 year old deisgn that damages any content they try to create, when the foundation is broken, there is no point building a house on top of it, it will fall.
Maybe the fact that PowerPlay tags a player as a target for players pledged to an opposing Power in Open reduced its appeal to players that want to play in Open but don't like direct PvP. Similarly, Multi-Crew revolves around combat - and can leave one's ship vulnerable to the actions of random player crew - not all players choose to engage in combat on a regular basis.
I'd be interested to know where support for offline solo stands these days. I mean it's not going to happen, but I'm intrigued as to how many players from the "solo" spectrum want a true solo experience, and how many actually like this half-way-between-solo-and-multiplayer-thing they have going on.
Even as a PvP player if I could the release button on offline ED I'd do it in a heartbeat.
Algomatic has a point: it's safe to say that ED is constructed poorly as a multiplayer game, from content to networking.
Come on...I'm not even sure what you're getting at here, but whatever side of the fence you stand on, Algomatic has a point: it's safe to say that ED is constructed poorly as a multiplayer game, from content to networking.
It's no player base's fault, nor is it combat's fault. FD attempted to cater to two different player bases with the same solution, and it hasn't worked - with consequences that ultimately tick players off on either side. I've said it many times before that objectively speaking, the only way to achieve any level of resolution is cater to both groups in a fair way - but the player bases themselves aren't ready for that, let alone FD recognising it and making changes off the back of it.
That's a matter of subjective opinion. I think they have made a pretty good multiplayer game and I think the modes were a great idea. Some content i think could be different, but there again, everybody and their dog has their own opinion about every feature, so FD cannot cater to everyone anyway. Its insane to try.
If your desired gameplay requires other players, you need to be able to get along with them. FDev are under no obligation to provide you with random players to engage.
If you organise a soccer match & hire the field, but no-one else shows up, is that the field's fault?
I'm not talking about the modes or how the game is accessed, I'm talking about the game itself.
A multiplayer game ideally ties the players together in some way; i.e. it isn't just solo players doing their thing in the vicinity of other solo players, which is effectively the pit ED has fallen into.
The most multiplayer aspect of the game is the BGS and was a huge selling point for ED, but with no accountability or continuity it loses relevance heavily; for almost all players, I suspect you could replace the BGS with a fake substitute that generates its own data and they wouldn't be the wiser.
On top of the unaccountable BGS mechanics there is no real multiplayer content - you can smoosh together a few players with the label of "wing", you can jump in another player's fighter...so what? Where is the actual multiplayer content: the missions; the need for roles; the kind of enemies that would challenge a wing?
All of this of course topped with a P2P network architecture, which doesn't connect people properly.
It's not "open play only!" sentiment; remembering that PG too can accept multiplayer, I'm simply observing that ED is inherently attempting to be a multiplayer game, but in practice plays out like a solo game that smooshes people into playing it together.
Maybe they should stop trying to cater to the uncaterable.
Come on...I'm not even sure what you're getting at here
, but whatever side of the fence you stand on, Algomatic has a point: it's safe to say that ED is constructed poorly as a multiplayer game, from content to networking.
It's no player base's fault, nor is it combat's fault. FD attempted to cater to two different player bases with the same solution, and it hasn't worked - with consequences that ultimately tick players off on either side.
I've said it many times before that objectively speaking, the only way to achieve any level of resolution is cater to both groups in a fair way - but the player bases themselves aren't ready for that, let alone FD recognising it and making changes off the back of it.
Any features added by FDEV to create some multiplayer content failed miserably (PP, Multicrew), maybe, just maybe, this design is not working for them?
First define fair, in this context, please - given that players would seem to have very different views with regard to direct PvP.
Powerplay failed due to the lack of variety in gaining merits, and because Frontier didn't integrate it into the main game. Players had to choose between playing the game, or playing Powerplay. Because Frontier chose to tie merits to AB cargo runs and combat farming only, players who didn't enjoy either of those activities...
Do you actually have any substance to this argument or is "people don't like unconsensual PvP" about the crux of it again? I made it abundantly clear my last post was not about PvP/PvE but multiplayer, across all game modes, PG included. Hell, even solo included. Time and time again these debates boil down to "I don't like gankors" regardless of the topic; it is no wonder we haven't prpgressed anywhere![]()
Manufactured content by itself typically is PvE; it's a bit of a no-brainer that without other players, PvP can't happen. But it doesn't mean that content is created labelled as either PvE or PvP and has to be one or the other: if you are competing against another player, that is PvP.
The construction of PP is very much conducive to PvP mechanics. There's a PvE aspect but let's be honest: it features no new content. It ties together existing mechanics to allow a paramilitary competition to occur between powers, driven by players. Whether you progress your power by pushing leaflets or killing you are still competing with other players, which is the sole reason for PP.
So PP being PvE content....sure, if you consider it so because it features PvE activities. But the activity on the whole is sheer PvP as you're competing with factions driven by other players; it just isn't directly confrontational via your ship, you're playing the BGS against each other.
So in summary, the BGS can be PvP, and PP is about as PvP as it gets. Unfortunately the continuity of it is dissolved by PG/Solo play, and is what actually gets debated...good to make matters clear, aye?![]()
In summary, "I don't like gankors" is a perfectly valid observation in relation to the discussion
Powerplay failed due to the lack of variety in gaining merits, and because Frontier didn't integrate it into the main game. Players had to choose between playing the game, or playing Powerplay. Because Frontier chose to tie merits to AB cargo runs and combat farming only, players who didn't enjoy either of those activities simply kept playing the main game.
As for Multi-Crew, between the lack of non-combat utility, the inability to serially crew a ship, no NPC crew members, and *groan* "telepresence," is it any wonder why it isn't popular? It targeted a niche audience, rather than the broader player base.
Unfortunately when it is the ONLY observation some can make, these conversations wear thin.
Mining too is optional, as is smuggling - it is the soul of "blaze your own trail" - and yet I don't repeat constantly that as mining is optional, we should pay no heed to it.
To answer your question fair would be improvements that work for solo and multiplayer style players. For instance, Ziggy's suggestion that PP has open only events and seperate BGS driven events is awesome; ignoring either entirely would hurt the power and yet noone is forced to either.
I have made plenty of reasonable suggestions in the past as it goes for improving continuity but I am bored of constructing coherent points to be answered by a flock of parrots that have learned a single phrase, but will chant it as though their lives depend on it.
I'm simply observing that ED is inherently attempting to be a multiplayer game, but in practice plays out like a solo game that smooshes people into playing it together.
Here is why PP failed:
Copy pasta from reddit from an actual PP player:
Aaaah the lure of Powerplay. If only "duking it out" means actual space combat.
After 42 weeks enlisted in the Federation Navy, I've hung my uniformed. Never again. I listed for the PvP, not space trucking in Solo mode.
Disclaimer: 90% of what I opted to do when listed was undermining, which is combat, in the hopes that SOMEHOW, somewhere, someone would show up in Open Play too and we can "duke it out".
Out of nearly 40 weeks active undermining, I encountered real life Commanders from the opposing faction no more than 10 times, and maybe 3 - 4 times a fight actually happen.
The rest of the time?
"Oh.... I didn't realize I'm in Open mode." - logout.....
I just listed to princess Smurfette for 4 weeks to get the shields while I'm on a trip to Sag A. I got my shield last week so I've ditched her in the gutter. Got my rails and pacifiers. Next Grom maybe? or APA?
FDEV should take note.