Yes, but all this kind of discussions was started by some crying mature guy who was destroyed in Open. This is nonsense.
Both sides are right.
Both sides are wrong.
And the wheel turns and turns again.
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Yes, but all this kind of discussions was started by some crying mature guy who was destroyed in Open. This is nonsense.
"Consent" is a poor choice of words when discussing encounters in Open.
It's inaccurate to say that players who fly in Open automatically consent to being attacked.
It is accurate to say that when players fly in Open that they accept the risk of running into other players who may act aggressively towards them.
Accepting risk and giving consent are not the same thing.
It is accurate to say that when players fly in Open that they accept the risk of running into other players who may act aggressively towards them.
Notably NPCs don't ask your "consent". Hell, I certainly don't remember the ghosts in pac-man asking my consent to end the life of everyone's fave yellow critter.
Frontier are in control of NPCs - that's the difference, I expect, for a lot of people.
The difference is that NPC vessels seldom pose half a threat. The times that NPCs have posed half a threat, we had just as many complaints, if not considerably more.
.... or, put a different way, Frontier set the challenge of AI in relation to the player-base as a whole, not just for the top N% of players.
There were multiple reasons for the main nerf to NPCs, but this is irrelevant. FD can set the challenge of the AI in relation to the entire player base at once.
Among the handful of times this actually happens though, interdictions are incidentally one such circumstance - they're already scaled to the player. So players are being interdicted by NPCs that are deliberately well under their skill level on an individual basis.
.... or, put a different way, Frontier set the challenge of AI in relation to the player-base as a whole, not just for the top N% of players.
How does the game ascertain player skill?
You dont need to be top N% player to survive a gank attempt. Proper outfitting, common sence and basic skill to high wake.
.... or, put a different way, Frontier set the challenge of AI in relation to the player-base as a whole, not just for the top N% of players.
Many players don't visit forums. The high wake get out of a fight card, or even submitting to interdiction seems obvious to us because it has been said again and again here. I can understand that a casual non combat player would try to low wake out of a fight.
Plus I myself never submit. Feels like a cheap cop-out.
But then again, I am a real man with actual balls. Not one of those submit monkeys playing it safe.
<cheshire>
It utilises combat rank. Rudimentary, and has lead to circumstances where non-combat players with a reasonable rank in combat (for whatever reason) are interdicted and destroyed because the NPC was too much for them. The complaints from that alone lead to an entire established process of emailing FD to have one's combat rank lowered.
As I said, while there are definitely negative connotations towards murderers, in general players will get upset wherever they lose.
You dont need to be top N% player to survive a gank attempt. Proper outfitting, common sence and basic skill to high wake.
When I played C64 I never looked into magazine. Same goes for the early PC games. I remember being stuck in Monkey Island for weeks because I wasn't aware of the English term: "Monkey wrench". So I didn't know I needed to use a monkey on a bolt. And it's not something you'd try on a hunch.While you're technically right, since forever, gaming had depended more or less on external resources. When I played Atari we had these magazines, later there was Nintendo magazine (forgot the name) and with the advent of internet it's very rare that a player won't seek help.
Or, put yet another way, they catered to the lowest possible denominator within the playerbase.
No, they catered for the average, not the lowest. Important difference.
I'm sorry GreyArea, but I have some disheartening news for you...