When a bunch of PvPers see a group of explorers, why not wing up with them and head out into the black?
I think I will and kill the shrill noises from the explorers with my guns.
When a bunch of PvPers see a group of explorers, why not wing up with them and head out into the black?
I think I will and kill the shrill noises from the explorers with my guns.
it does seem logical that you should be able to span at the nearest port with a shipyard.
Do they have motivations? Really? Seems to me like they throw stuff at the wall to find out what sticks.
I got a much better idea.
Remove exploration data loss from destruction in any case. But keep the current rebuy options, with a notable difference. If you choose the free option, you respawn in the last docked station with your current fully fitted ship. But if you choose to pay the full rebuy cost, you'll get to respawn in orbit of the nearest planet/moon you lost your ship at, or at least at the main star.
When an explorer dies, they should drop a scannable data cache that their attacker can turn in for credits and first discoveries.
When an explorer dies, they should drop a scannable data cache that their attacker can turn in for credits and first discoveries.
DW2 has reintroduced the argument of PVE Open to the forums in a big way.
FDEV seems unwilling or unable to embrace a PVE Open server.
So the PVE community is stuck with the Private Group solution, with the overflow being grist for the mill in Open.
One of the core features of a collaborative PVE experience is that it shared between players with similar goals and expectations.
PG population caps, related instancing restrictions, and being pk targets all reduce the basic biochemical reward for positive social interaction that is a reasonable expectation of an MMO experience.
PVP players are simply playing within the rules outlined by FDEV when they attack any other player within Open instances.
The PVP players are NOT the reason that PVE players are restricted from a collaborative positve social experience.
The game design has established these conditions.
Currently, the consequences for PVP character death represent an insurance rebuy, loss of all exploration data, loss of cargo, loss of all missions, loss of all bounties, loss of all combat bonds, and a reset of your ship to the last station visited.
It is fair to say that the threat of character death at the hands of NPCs or pilot error is VASTLY LOWER than the threat of character death by an actual PVP player.
The consequences of charater death seem appropriately punishing given the minimal threat in solo or PG.
So the calculation a player must make is:
Is my desire for collaborative positive social interaction worth the loss of personal time the threat of PVP death represents?
FDEV has demonstrated a passion for design that prolongs player time on repetitive tasks.
FDEV has embraced the model that players will accept the character death risk because the biochemcial reward is such a positive incentive.
FDEV likes pvp player death because it demands a players invest more time in the game to recover from the setback.
In my opinion, this is an extremely sinister and mean spirited design.
My plea to FDEV is that they reconsider the heavy handed rebuy and character losses for PVP deaths.
It is probably too late to develop a PVE Open offering, but it is certainly not too late to reduce the costs of PVP death.
Your missing the real point. FDEV is using the human need for positive social interaction to extract more playtime. The PVP players are simply a tool used by FDEV to take away progress and extract more play time. The argument is about FDEVs motivations - not about game difficulty.
The problem here Dannicus, is that you are completely forgetting (or ignoring) that we are ALL PvE'ers in this game.
What makes your time any more valuable than mine?
You have all of the same tools at your disposal as any "PvP'er", yet still you're here complaining about a non-issue.
Further exacerbating this is the fact that you've been around long enough to have seen all of the major C&P changes. Yet still you persist.
Maybe you could consider learning to play the game before clamoring for it to be changed.
Braben knows... you've had enough time.
Not everyone enjoys PvP, just as not everyone enjoys combat - in a game where PvP is an optional extra and two of the three paths to Elite rank don't require the player to fire a shot.
I find it weird that the conclusion the OP comes to is that PVP death needs to be less punishing, when everything they describe should lead one to conclude that it is PVE deaths that are way too easy to avoid.
It's not that players are inherently more dangerous that is the problem, it's that the rest of the game isn't.
When an explorer dies, they should drop a scannable data cache that their attacker can turn in for credits and first discoveries.
When an explorer dies, they should drop a scannable data cache that their attacker can turn in for credits and first discoveries.
Would a better idea instead of all this is to provide a social combat feature such as Open Powerplay?
Not everyone enjoys PvP, just as not everyone enjoys combat - in a game where PvP is an optional extra and two of the three paths to Elite rank don't require the player to fire a shot.
Ah - the PVPr does PVE activities to advance the quality of the PVP experience. The PVE experience does not "reset" PVP progress at any point. The PVP experience to a dedicated PVE player represents a significant time setback. FDEV likes that.
It is fair to say that PVE for the PVP player could be perceived as a time tax since the game is not dedicated as at PVP game.