My Main Concern with ED

How do you keep a PvE player in the open game when they could play in greater safety in solo/private?
By making habitual non-consensual PvP painful for the caffeine-crazy sociopathic teenage duckhead.

Edit: I like that better than 'aggressor'...
 
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By encouragement and making it a fun place to play.

One would hope so, but I guess I'm more cynical than you.

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

Why do you consider shooting a player spaceship in a game that is in large part about spaceships shooting other spaceships a "caffeine-crazy sociopathic teenage duckhead"?

By making habitual non-consensual PvP painful for the agressor.

That doesn't actually answer the question though. Make it as painful as you like, some will still do it. How do we keep the victims of it in open play afterwards?
 
That doesn't actually answer the question though. Make it as painful as you like, some will still do it. How do we keep the victims of it in open play afterwards?
Id like to believe that most people would want to be in Open play unless driven away. The idea is to keep the biggest Duckheads in fringe space where they can nibble each other to death repeatedly.
 
How do you keep a PvE player in the open game when they could play in greater safety in solo/private?

By offering a big wide Galaxy to do interesting things in; a Galaxy so large that even in All Online, encounters with other players will be rare unless they're specifically sought after.

Now, if the question instead is "How do you keep a PvE player in the open game where I can easily reach them as a target?"... then the answer is in the game design as it stands. The answer is that you can't.
:)
 

Robert Maynard

Volunteer Moderator
One would hope so, but I guess I'm more cynical than you.

I doubt it.... ;)

The problem that is encountered when trying to make open-online "fun" for all players is that no two players have exactly the same idea of what "fun" is - trying to satisfy tens or hundreds of thousands of players, simultaneously, is quite the challenge.

When more combative players are insisting that their definition is "the" only reasonable definition then this will probably cause the less combative players to vote with their feet as they retire to solo-online or private groups.

The word "compromise" springs to mind - however that is probably a vain hope.
 
By behaving like a decent human instead of a caffeine-crazy sociopathic teenage duckhead.

The vast majority have very little about their upper regions that are duck like. The minority drive people away.

What is available in Open that is not available in Solo? The future holds potential for player based interactions but they aren't there today so for some it is more difficult to see or have faith.

When these things do come through, if there is nothing in Open that is not available in Solo then there really isn't a great deal of point having Open at all is there?

So to the poster's question, " How do you keep a PvE player in the open game when they could play in greater safety in solo/private?"

Surely the answer is to make it challenging, interesting, and above all, a worthwhile experience. The differentiator for Open is other players so the challenge, the interest, and the worth needs to involve players.
 
I wonder if we could persuade a Mod to create a board entitled "Whiny ex-Eve players hangout when they should really pinning their hopes on Valkyrie as that is likely to be their kind of gank-fest"?

May need a snappier title though.
 
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.

I don't think there's an easy answer to that as different people will have different reasons for wanting to play solo or private. I'm curious as to why are you so concerned with how others want to play the game. Will the fact that a multiverse really exists bother you? Will it affect your gameplay? I really like the fact that there are different options to choose from. I like to play in open play, but then there are times that I just want to do my own thing and play solo. I think the different choices the game offers is one of its greatest attractions and really isn't an issue.
 
I don't think there's an easy answer to that as different people will have different reasons for wanting to play solo or private. I'm curious as to why are you so concerned with how others want to play the game. Will the fact that a multiverse really exists bother you? Will it affect your gameplay? I really like the fact that there are different options to choose from. I like to play in open play, but then there are times that I just want to do my own thing and play solo. I think the different choices the game offers is one of its greatest attractions and really isn't an issue.

What difference does Open give you versus Solo today, what do you expect to get from it in the future, and what makes you decide between one or the other?
 
When more combative players are insisting that their definition is "the" only reasonable definition then this will probably cause the less combative players to vote with their feet as they retire to solo-online or private groups.

What kind of combative? The "My way is the only way." argument to the death type of combative, or the ones that want to enjoy combat with other players? Consider that these are not necessarily the same people.

I make this distinction because lots of people are being painted with the same brush, and lots of others painted with the wrong one.
 
By offering a big wide Galaxy to do interesting things in; a Galaxy so large that even in All Online, encounters with other players will be rare unless they're specifically sought after.

That's what I've always said about a great many player worries concerning ED open online. It will be a massive galaxy and unless players stick to only one part, it will be rare that they will encounter another player.

But as for how the game should be played and what it will end up like. I'm afraid that will be for the players to decide. I commented on this a while ago on the Star Citizen forums. My conclusion was that MMOs are like ancient Rome - The mob rules. Or in this case "The MMOB rules"

By that, I mean the largest portion of players who prefer one playing style over another will start to dictate how the game will evolve. FD aren't going to ignore them, whoever they turn out to be, because they'll be the largest revenue source.

We'll have to wait and see which group does come out on top.

Personally, I hope it will be the hardcore, free-for-all, PvPers :D
 

Robert Maynard

Volunteer Moderator
What kind of combative? The "My way is the only way." argument to the death type of combative, or the ones that want to enjoy combat with other players? Consider that these are not necessarily the same people.

I make this distinction because lots of people are being painted with the same brush, and lots of others painted with the wrong one.

Simply the ones who imply that the fact that it is multi-player and we have ships with weapons then the game *must* be all about PvP (totally disregarding all other game mechanics and billions of NPCs)....
 
So to the poster's question, " How do you keep a PvE player in the open game when they could play in greater safety in solo/private?"

Surely the answer is to make it challenging, interesting, and above all, a worthwhile experience. The differentiator for Open is other players so the challenge, the interest, and the worth needs to involve players.

People don't play games for safety, now do PvE preferring players see other players as a "challenge". They are just people they encounter. Some are friendly, and maybe worth a line or two, or a quick voice chat. Some you cooperate with, maybe help them out when there's a pirate attack. Some are comrades in arms for bounty hunting or joining a warzone.

Playing with other players can be a lot of fun, and enhance the game for PvE focused gamers. The fun isn't in melting their faces with a beam laser though, and they aren't there "to make things more challenging", except maybe when they are racing you for the same mission or time-limited trade opportunity.

What can spoil it is if PvP combat, especially attacks motivated by nothing else than a ganker seeing a hollow symbol on his or her scanner, gets out of hand. That adds absolutely nothing for the PvE focus player, and is just a slap in the face of anybody seeking immersion. "There was no point in that attack, I wasn't carrying any cargo, I had no bounty..."

It's the senseless part of senseless violence that I and many others object to. There are plenty of reason to let the guns do the talking in Elite, but just seeing another human player isn't one of them.
 

Robert Maynard

Volunteer Moderator
We'll have to wait and see which group does come out on top.

Personally, I hope it will be the hardcore, free-for-all, PvPers :D

Indeed - open-online may become devoid of anyone remotely interested in all of the other game roles (except the pirate / bounty hunter synergy).

I expect private groups to thrive, with controlled access, of course, and for less pugnacious players to enjoy the game there.

Maybe the more important aspect of the question is:

"What feature does open-online possess that makes it better than private groups?"
 
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