Taken as intended. Again, nothing unexpected.
Rep given.
And returned my friend. Thank you for having a sense of humor and keeping it respectful
Taken as intended. Again, nothing unexpected.
Rep given.
I'll have to get back with a lengthy response as I just shot my wad on Rampant, but I flat out reject the design. As far as I'm concerned it sucks canal water, and the reason for implementing it wasn't some master plan, or DB knowing better, or creative genius, but rather a cheap, gimicky way to try and appease all the players who hated the idea of being corralled with PvPers in Open. It's a hack, similar to the over reliance of CG's to tell a story or introduce more content.
I specifically did not say "none" - as it is entirely situation / location dependent.
The issue seems to be that direct PvP is chosen by some as the preferred method of countering actions of others - when, due to the fact that direct PvP is entirely optional, there are other ways of doing so.
Ditto, and I shall be joining you with the hat tipping...So, tip of the hat to Frontier, who made it possible for an occasional reclusive as me to enjoy an MMO on my terms, and even be tempted to dip my toes in social events in that MMO.
https://m.popkey.co/369be0/Gy0e_f-maxage-0.gif
The only thing missing is a "do not disturb" comms message. But that's not the modes fault.
By the way, the mods are brilliant as well!
And sometimes, even the mood is brilliant.
Direct pvp is not optional, its meaningless, its the biggest threat in the game yet its completely avoidable renedering its being useless.
Also open mode as a whole has a disadvantage over othet modes.
It has the most risk but the rewards are the same as in the easier modes. That makes things unbalanced and render open useless.
If Fdev wanted to eliminate a mode with their design, they certainly succeeded. They killed player piracy, player bounty hunting and many other features.
There is no incentive for a trader to trade in OPEN.
There is no incentive for a PP to haul in open.
The mode design created safe places but forgot to reward the dangerous ones.
Direct pvp is not optional, its meaningless, its the biggest threat in the game yet its completely avoidable renedering its being useless.
Direct pvp is not optional
yet its completely avoidable
Direct pvp is not optional, its meaningless, its the biggest threat in the game yet its completely avoidable renedering its being useless.
Also open mode as a whole has a disadvantage over othet modes.
It has the most risk but the rewards are the same as in the easier modes. That makes things unbalanced and render open useless.
If Fdev wanted to eliminate a mode with their design, they certainly succeeded. They killed player piracy, player bounty hunting and many other features.
There is no incentive for a trader to trade in OPEN.
There is no incentive for a PP to haul in open.
The mode design created safe places but forgot to reward the dangerous ones.
You want a reward? I've got your reward right here:The mode design created safe places but forgot to reward the dangerous ones.
I don't think the modes are brilliant at all. I think they are a cheap, low effort way to try and appease everybody. Ultimately what has been created is a Frankenstein's monstrosity where small segments of the game's community segregate themselves yet can still effect players in other modes, an anchor tethered to the game's neck that will never allow it to actually thrive as a multiplayer experience. God only knows how many potential players take a look at this quality of the ED experience and go choose something else to spend their money on instead. My own enjoyment for ED exists despite this mess, but I recognize it as a mess nonetheless.
I love it when people try to recommend playing a certain way by telling us all just how long ago they gave up on playing.
I've just lost patience with FD over all this and havent played in six months. I don't see anything drawing me back either and the mode fiasco and the never ending whining about 'griefers'.. Its like the game was designed with the philosiphy of Mary Whitehouse. The folks at FD strike me as terminally uptight
It wouldn't be so bad if the PvE game was great and wasnt just grinding and filling up xp bars with tedious generic template missions and bots to shoot at.
Playing ED is like dating a brain dead glamour model. It looks good and its fun to have a go for a while but you soon realise its an empty vessel; all style and no substance.
I've just lost patience with FD over all this and havent played in six months. I don't see anything drawing me back either and the mode fiasco and the never ending whining about 'griefers'.. Its like the game was designed with the philosiphy of Mary Whitehouse. The folks at FD strike me as terminally uptight
It wouldn't be so bad if the PvE game was great and wasnt just grinding and filling up xp bars with tedious generic template missions and bots to shoot at.
Playing ED is like dating a brain dead glamour model. It looks good and its fun to have a go for a while but you soon realise its an empty vessel; all style and no substance.
Irony squared. Well done young sir!I've just lost patience with FD over all this and havent played in six months. I don't see anything drawing me back either and the mode fiasco and the never ending whining about 'griefers'.. Its like the game was designed with the philosophy of Mary Whitehouse. The folks at FD strike me as terminally uptight
I've watched the players you fly with sit around a CG station and FdL wing-attack singleton players just outside the No Fire Zone as they leave.
As you say - *that* form of PvP IS meaningless. It is meaningless because there is no in-game reason to do so. It isn't a "blockade" if you target players *leaving* the station, they've already delivered to the CG. It gets no bounty credits, it gets no PP merits (and if that were the "reason" I also noticed that amongst the FdL wings there were different pledged Powers represented, so would be more profitable shooting each other if that was the motive). The only in game profit that I can think of would be to rack up the murder bounties and then take turns at destroying their wing-mate's sidewinders. Which would be a pretty low-life exploit and one reason why player bounties were capped...
Also, *that* form of PvP, allied to the distasteful comms broadcast on local chat, just means that other players will either block the players responsible; or move modes to undock and leave the station; or simply move to another mode for good, which is what actually appears to have happened.
Correct me if you think any of my observations are incorrect.
Since I have seen you with the type of player described above, and since I've seen the type if thing you broadcast in local chat, I associate you as a player who comes onto rhese threads simply because other players can opt to avoid the style of "play" described above.
I associate you as one of the players who have actively *made* PvP meaningless.
I associate you with the type if player who, by engaging in "meaningless" PvP, have directly persuaded other players to avoid Open.
I associate your claim that PvP is the "biggest threat in game" with a desire to further pursue *meaningless* PvP. The reason being that PvP is only a "threat" to less well equipped players being indiscriminately stomped on by FdL wings for the sole reason that they are another player. On those terms this *is* the PvP that is *meaningless*.
I associate you with players who I conclude, rightly or wrongly, that employ the multiple-murder-bounty-mutual-sidewinder-exploit. I associate you with the players who were directly responsible for the player bounty cap due to their voracious appetite to wring as much as they can from any exploit they can find.
Please be aware that I'm not saying that you personally do any of these things. But I have witnessed you in the game associating with players in game who clearly do do these things.
Bearing all this in mind, I'm not surprised that the mode system is a cause for upset for players that I have described.
No amount of transparent smokescreen "reasons" can hide the fact that the players whom I have described only want a steady stream of stomp-able players. Not gameplay. Not a challenge. Simply exploitation. Again, I'm not saying this is your reason, but you *must* acknowledge the point to be true. I know that you know it is true, because I have seen you associating with players who do these things. As such, even if a change in the mode system were embodied, those players would still do those things. You mentioned yourself, I think, the "path of least resistance". Well, those players I described would still get their fun from station camping, they would not abandon it entirely, regardless of what other opportunities became available in a new mode system.
Which actually proves the points:
1. Reap what ye sow.
2. The mode system provides benefit.
Simply put, if there were no players who used low exploits, then the modes system would actually become redundant.
There are. Therefore it isn't redundant.
Finally, I can't remember how many times I have replied to the "reward" thing before, but here goes again. There are many players who play only in Open because it makes the game more interesting to them. The constant requirement to stay alert for other players is exciting for them. This is the reason they choose Open. This is their incentive and therefore their "reward".
Peace at ya
Mark H
.
What I have a problem with is when people who play in open in PP or BGS wars and purposely take the path with the least resistance to avoid the biggest challange in the game which is direct opposition from other players. When such mechanic exists, the game openly states that it is more beneficial to play in SOLO even if you are playing with a multiplayer content.
Open should be made more profitable, more lucrative and provide a reward for people who chose to use skill and fly in this mode.
Teaders should be rewarded, pirates should be rewarded, player bounty hunters should be rewarded and even criminals should be rewarded.