My Main Concern with ED

The real question at the heart of all this is what is your average player going to do when I and 3-4 friends shoot down or ransom haulers, miners, and ratters (pve bounty collecting) all day.

That's not the REAL question at all :/

The REAL question is what will you get out of your activity ultimately? There won't be a flood of fresh gun fodder, there won't be huge bounties on anyone but you and apart from making yourself desirable for me and my 5-6 mates to come collect your heads, YOU my friend will achieve nothing.

Seriously, think it through :cool: the avg user won't return any positive value and the experienced user will happily out gun you and get rewarded for it too :cool:

This title offers the mindless few very little and that's what makes this contentious. Talk is cheap but at the end of the day, pull up a chair, call your buddies and do your worst...

Supporters will see you out there and for every one of you there will be several of us ~ it really is that simple!

Let the battle rage amongst the stars, isn't that MP Elite!
 
That's not the REAL question at all :/

The REAL question is what will you get out of your activity ultimately? There won't be a flood of fresh gun fodder, there won't be huge bounties on anyone but you and apart from making yourself desirable for me and my 5-6 mates to come collect your heads, YOU my friend will achieve nothing.

That question could be turned around. What would you get out of farming credits. Flying the biggest ships, having it all. Then what ? You got it all, you master the trading, the NPC are just that NPC acting the same way every time... What then ? Exploring ?? A dead world... empty, 1.000.000 players spread out over 400 billions star systems. You cant own systems, you cant build productions lines. You cant compete with the marked in any way. You are for ever forced to be a human NPC mimicking them in every way possible.

The game need human competition, human desires, human plotting against (and for) a future goal. The game need risk, reward and consequences. Thats what a good MMO space game could be. If David don't see that he is getting to old...
 
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The real question at the heart of all this is what is your average player going to do when I and 3-4 friends shoot down or ransom haulers, miners, and ratters (pve bounty collecting) all day. You say that won't be allowed, half the DDA's say otherwise as do most interviews that mention pvp. We are getting the tools to do precisely this type of thing. We might have huge bounties on us, police chasing us everywhere and it might not be very profitable (sidewinder for life :D) but it will be possible.

Players like me are here and will arrive in far greater numbers once proper tools for this type of play are added. What will be the result? If there is no compelling reason to play online for any reason other than killing player ships, then this game instantly becomes primarily a single player game. In effect, it's Skyrim in space.
Your attitude is astonishing, even though I've encountered it before.

You want to run in a gang, and prey on the weak. You acknowledge that the people you target will not like it, and your solution is that the devs should make them put up with it somwhow, rather than giving them the tools to avoid such.

It's likw you acknowledge that this is at least close to griefer behaviour, but instead of addressing it as a problem, you want it institutionalised. Sounds like EVE again.

***

I'm not personally too worried over your "sidey for life" gang who are always on the run and in debt. If you behave too badly for long enough the hellbanning feature ahould take care of it.

As for your vision of this being a common play style... I guess we'll see what kind of people are attracted by the game. I have a feeling Elite won't pull in that type as much as you think. The Goonswarm will probably try to wreck it, of course.
 
Your attitude is astonishing, even though I've encountered it before.

You want to run in a gang, and prey on the weak. You acknowledge that the people you target will not like it, and your solution is that the devs should make them put up with it somwhow, rather than giving them the tools to avoid such.

It's likw you acknowledge that this is at least close to griefer behaviour, but instead of addressing it as a problem, you want it institutionalised. Sounds like EVE again.

***

I'm not personally too worried over your "sidey for life" gang who are always on the run and in debt. If you behave too badly for long enough the hellbanning feature ahould take care of it.

As for your vision of this being a common play style... I guess we'll see what kind of people are attracted by the game. I have a feeling Elite won't pull in that type as much as you think. The Goonswarm will probably try to wreck it, of course.

So much for the claim that this is a sandbox game.
 
That question could be turned around. What would you get out of farming credits. Flying the biggest ships, having it all. Then what ? You got it all, you master the trading, the NPC are just that NPC acting the same way every time... What then ? Exploring ?? A dead world... empty, 1.000.000 players spread out over 400 billions star systems. You cant own systems, you cant build productions lines. You cant compete with the marked in any way. You are for ever forced to be a human NPC mimicking them in every way possible.

Your facts are wrong, and what you parody above actually aounds pretty awesome. I still suspect you have bought the wrong game.

A million players spread accross a hundred thousand worlds + the unexplored border sounds awesome.

You want clan warfare? There are other games like that. I want to get into the cokd war between the Empire and the Federation, and the politics of the small independent worlds and pocket empires they are both looking to annex. I want to bump NPCs to tier 2 and build networkds of associates from them... and best of all I want to share this with my friends.

It's the promise of an amazing Sci-Fi experience I can really sink my teeth into. When I want PvP clan stuff, I log into World of Tanks and play strongholds.
 
The real question at the heart of all this is what is your average player going to do when I and 3-4 friends shoot down or ransom haulers, miners, and ratters (pve bounty collecting) all day. You say that won't be allowed, half the DDA's say otherwise as do most interviews that mention pvp. We are getting the tools to do precisely this type of thing. We might have huge bounties on us, police chasing us everywhere and it might not be very profitable (sidewinder for life :D) but it will be possible.

When you shoot them down? Well I suppose it all depends. If they were involved in a fight that they enjoyed then I doubt he or she will 'do' anything. If, on the other hand, they are left with the feeling that they were griefed then they may block you and hope that they never meet you again. They may also wander off to group play or even single player... kinda depends on what mood they are in I suppose. Ummm... ransom? Not sure what you mean there. Ransom how?

Now, as for the huge bounties etc. that you mention you will accrue. These will indeed keep on getting bigger and bigger until you will find yourself unwelcome at a whole lot of stations and have NPC police and bounty hunters on your ass from just about the moment you log on. As a PvP type, you may find this rather annoying? Still, your choice.

Players like me are here and will arrive in far greater numbers once proper tools for this type of play are added. What will be the result? If there is no compelling reason to play online for any reason other than killing player ships, then this game instantly becomes primarily a single player game. In effect, it's Skyrim in space.

Players like you certainly will arrive. Hopefully though, they will have taken the time to discover what the game is all about and how PvP centric it isn't. Hopefully they will have decided to give this new way of playing in an MMO a chance and stick around long enough to discover that there is more to online gaming than killing other players. I say hopefully but I rather doubt it will happen. They will come, they will get bored with the lack of meaningful PvP and the hard work they have to do to find it... and they will go away again. With luck, at some point in the future after more open minded people discover from reviews and word of mouth that there IS a new gaming concept that works and is fun and immersive, those people who left will come back... after all, they've already paid for the game.

What's all this nonsense about 'this game instantly becomes primarily single player game'? No it doesn't. It stays what it is and what it has always been. An MMO where player co-operation rules and PvP is a very tiny part of it. It only becomes single player to those Neanderthals who go around banging their heads against the system looking for somebody to shoot. For them, loneliness seems inevitable.

Now I like Skyrim and Skyrim in space does actually sound pretty cool. But that isn't what this game is marketed as. It's advertised as an MMO. My concern isn't eve style territory control, it isn't even player piracy. What happens when a sizable chunk of the community plays as I just described? Will people continue to play in all mode or fracture off into solo/private groups leaving all mode as little more than a pvp arena around preset war zones?

If the latter happens, why have it as an MMO at all? Why not advertise it as a SP game and then focus the MP aspect around little arena's (much like CoD)? Many here keep wishing away these concerns saying "it doesn't work that way" and yet it does and will continue to do so judging by official statements. Wishful thinking won't make these types of issues go away.

Yes, YES it IS advertised as an MMO, but your definition of an MMO is soooo out of date. It no longer just means an enormous gankfest of kill-crazed, er... weapon comparers. Even just take a look at Wikipedia and scroll down to 'comparison with other games'. The definition and role of an MMO is changing and games like ED are leading the way.

"... sizable chunk of the community plays as I just descri..." I'll tell you what happens. they will become very very bored. With all the game mechanics like groups, solo, instances and ignore, not to mention the immense size of the play area to spread out into... all these guys are going to be chasing their tails looking for targets, ergo... boredom. So what happens then? Well, they can either leave, disappointed. Or... they can look around and see what the game actually has to offer.


If the MMO aspect is to be kept viable, then there must be a way to encourage players to play in the intrinsically more dangerous open universe instead of hopping off onto solo mode or private groups. There are a variety of methods for doing this. I think a compromise method could be developed that would be acceptable to most players.

That's your MMO aspect. The old fashioned MMO, the dinosaur MMO, yesterday's game. Welcome to the age of intelligent mammals who want more from their game than pew, pew, pew, my gun's bigger than yours.
 
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So much for the claim that this is a sandbox game.

It is. The EVE definition of a sandbox is just one of them, and far from universally accepted. Go look into Wikipedia.

When you were a toddler, did you fight the others and try to push them out of "your" sandbox? I think I shared toys and had fun.
 
The real question at the heart of all this is what is your average player going to do when I and 3-4 friends shoot down or ransom haulers, miners, and ratters (pve bounty collecting) all day. You say that won't be allowed, half the DDA's say otherwise as do most interviews that mention pvp. We are getting the tools to do precisely this type of thing. We might have huge bounties on us, police chasing us everywhere and it might not be very profitable (sidewinder for life :D) but it will be possible.

(snip)

If the MMO aspect is to be kept viable, then there must be a way to encourage players to play in the intrinsically more dangerous open universe instead of hopping off onto solo mode or private groups. There are a variety of methods for doing this. I think a compromise method could be developed that would be acceptable to most players.

It's a fair question, but I think you're still in a mindset where you're imagining all players interacting in a relatively small area. Your wing of pirates (or assassins, whatever) is looking for a concentrated group of targets, so you can have fun all night firing at other players' ships instead of NPC's.

The scale of the game will work against that. Players aren't going to just hang around the starting systems. They'll quickly disperse across Known Space and then push the boundaries. Miners will be looking for the best areas to mine, traders will be looking for routes that balance profit with safety, smugglers will be doing something similar, and explorers will be players you'll probably never run into at all.

You and your group will want to be "where the action is," and the only places where that will be guaranteed (assuming the starting systems are heavily policed to prevent ganking new players) will be the faction Conflict Zones. Choose a faction, build rep, and fight other players who chose the other faction (the scum).

If you don't want to do that, and you want to target other players who aren't drawn to these conflicts out in the wider Galaxy, then you're going to spend a lot of time combing systems to find that one PC among many NPC's. You might find a few traders who enjoy high risk in the core systems, but you can't force them to trade in those areas.

Nothing on the game's promotion site promises that players would be concentrated in a small area, like most MMO's. It promises the opposite. That may simply mean that while certain play styles like piracy are possible in the game, it's not guaranteeing a fenced-in corral to make it easy. You might have to spend a lot of time pirating NPC's and just a few players here and there, to make it pay.
 
And it seems every single person who responded to my post missed the point completely. My guess is, other than Zenicetus, everyone just skipped the second half of the post.

The point was never my own personal actions or how I might achieve in game goals, it was the actions of the average non-pvp oriented player in response to them. Some of you got right to it without even realizing it. The natural response is going into solo/private mode thus leaving the open mode to die with its handful of aggressive players.

The question I posed is how should open mode be made more appealing to those who would otherwise leave it. Even deeper, should it be made appealing at all? Should it exist? If so, how should it exist? As I said previously, burying one's head in the sand isn't going to make it go away. It is something that requires thought. I would be surprised if the devs haven't thought about these questions, but so far I haven't seen any answers to them.
 
The question I posed is how should open mode be made more appealing to those who would otherwise leave it. Even deeper, should it be made appealing at all? Should it exist? If so, how should it exist?
All good questions.

A couple points that need to be part of such a discussion...

1) All Pilots are members of the Pilot Federation.
2) All unsanctioned attacks on Pilots by Pilots are criminal acts.
 
And it seems every single person who responded to my post missed the point completely. My guess is, other than Zenicetus, everyone just skipped the second half of the post.

The point was never my own personal actions or how I might achieve in game goals, it was the actions of the average non-pvp oriented player in response to them. Some of you got right to it without even realizing it. The natural response is going into solo/private mode thus leaving the open mode to die with its handful of aggressive players.

The question I posed is how should open mode be made more appealing to those who would otherwise leave it. Even deeper, should it be made appealing at all? Should it exist? If so, how should it exist? As I said previously, burying one's head in the sand isn't going to make it go away. It is something that requires thought. I would be surprised if the devs haven't thought about these questions, but so far I haven't seen any answers to them.

Ohhhh I think we not only got your point but answered it clearly and concisely.
 
The point was never my own personal actions or how I might achieve in game goals, it was the actions of the average non-pvp oriented player in response to them. Some of you got right to it without even realizing it. The natural response is going into solo/private mode thus leaving the open mode to die with its handful of aggressive players.

Your crystal ball is not very convincing. The answer of FD is to implement quite a few features which make the reaver / newbie ganker playstyle unsustainable. It's not the peaceful co-op types who end up leaving the Open group, it's much more likely that the PvP dominance fuelled players will not find enough to engage their interest long term, and will move on.

The smarter ones will stay, and will engage on the arena faction politics and fighting in the hotspots where the cold war turns hot. People who can enjoy a deep universe with lots of things to do, with the occasional exciting PvP clash will enjoy the game. Those looking to own territory and pwn player face will probably move on rather quickly.

Basically, those types who you think are going to come here and take over... well, they won't take over. They just don't have the tools, and the game doesn't support that play style.
 
Ohhhh I think we not only got your point but answered it clearly and concisely.

Really? Where? All I saw were comments about how it couldn't happen. You've taken it as an article of faith that it can't happen. I'm asking about what happens if you are wrong.

Your crystal ball is not very convincing. The answer of FD is to implement quite a few features which make the reaver / newbie ganker playstyle unsustainable. It's not the peaceful co-op types who end up leaving the Open group, it's much more likely that the PvP dominance fuelled players will not find enough to engage their interest long term, and will move on.

The smarter ones will stay, and will engage on the arena faction politics and fighting in the hotspots where the cold war turns hot. People who can enjoy a deep universe with lots of things to do, with the occasional exciting PvP clash will enjoy the game. Those looking to own territory and pwn player face will probably move on rather quickly.

Basically, those types who you think are going to come here and take over... well, they won't take over. They just don't have the tools, and the game doesn't support that play style.

You're making unfounded assumptions. We will have the tools to attack other players. The ability to shoot our guns anywhere (even if it's suicidal to do so) and the ability to suck people out of SC. In fact, a lot of the DDA's describe the effects in game of various hostile actions against other players. But what isn't gone into is how to keep the pve centric players in the open universe when there isn't a single advantage to being in the open universe, but lots of disadvantages. That's the question I keep asking and none of you will even acknowledge. So...

How do you keep a PvE player in the open game when they could play in greater safety in solo/private?

Sorry for the giant text, but I'm tired of everyone skipping right over that bit.
 
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How do you keep a PvE player in the open game when they could play in greater safety in solo/private?

Sorry for the giant text, but I'm tired of everyone skipping right over that bit.

By behaving like a decent human instead of a caffeine-crazy sociopathic teenage duckhead.
 
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