You may have to explain that post. It doesn't seem connected to my comment.
I'm sorry. This is my mistake, most likely it really doesn't apply to your comment.
You may have to explain that post. It doesn't seem connected to my comment.
I agree with you. In an open multiplayer game, everyone doesn't have to like everything that everyone else do. Especially here where multiplayer is also optional.Anyone not interested in that type of play, can avoid it completely. If it is good game play for some, that is enough.
I'm sure you can find or make another thread which discuss PvE vs PvP and get loads of discussion on it!Darn!
I was enjoying that![]()
What is "interesting", or not, varies from player to player, therefore the things that might make the game more interesting likely vary from player to player.I happen to think that anything that can make my gameplay more interesting is positive.
Which is missing an "in my opinion" at the end as what is uninteresting for one player may be a desired game experience for another player.Now, I understand if all you want to do is laser asteroids and gain mad cash while watching netflix, that isn't that interesting.
Whether a player enjoys the game as they choose to play it, or not, is for them to decide. Whether the player is sufficiently engaged, or not, is up to them - this doesn't seem to be a game that one requires to play in a manner that would result in a rush of adrenaline - and not all players are seeking such a rush from the game.But then, are you really enjoying a game, or just grinding? I'd argue the later, and that's not good game design in my eyes. Good game design engages you.
The topic of the OP relates to player interactions - specifically combative interactions, i.e. "Being a "prey" of a pirate is not fun, gives no reward for the risk taken, and is usually a very not-fun experience.". The whole topic is about particular PvP encounters not being "fun" for all of those targeted - and as it refers to Open (a mode shared by all play-styles) that means that those who prefer PvE might well have an interest in the discussion, especially as players who prefer PvE might well be the players who don't find that type of PvP encounter to be "fun".I'm sure you can find or make another thread which discuss PvE vs PvP and get loads of discussion on it!
And that last would affect me as a trader, even in Solo, so I would have an interest in that sort of change.There are two different aspects to the main them of this thread: one is that being the victim is not “fun”, the other is that there is no reward.
The first point is entirely subjective: fun for some (for me it is), not for others, so not much more can be said.
The second point is worth discussing as plenty of tweaks could be made to the game to change it: harsher penalties for killing combined with a greater profit on low security trade routes would give the trader the choice between a safer less proftable trade and a dangerous high profit one.
Would you see it as positive?And that last would affect me as a trader, even in Solo, so I would have an interest in that sort of change.
What is "interesting", or not, varies from player to player, therefore the things that might make the game more interesting likely vary from player to player.
So you agree with me opening statement but put it in a way where it sounds like I don't agree with you?I agree with you. In an open multiplayer game, everyone doesn't have to like everything that everyone else do. Especially here where multiplayer is also optional.
Which is missing an "in my opinion" as what is uninteresting for one player may be a desired outcome for another player.
No it wasn't.I happen to think that anything that can make my gameplay more interesting is positive.
Whether a player enjoys the game, or not, is for them to decide.
As I already said.... everyone doesn't have to like everything that everyone else do. Especially here where multiplayer is also optional.
I never said it couldn't be an interesting topic for those who prefer PvE - but the topic still isn't PvE vs PvP - it's why being a "prey" to a pirate would be bad game design. Why is it bad -game design- in your opinion?The topic of the OP relates to player interactions - specifically combative interactions, i.e. "Being a "prey" of a pirate is not fun, gives no reward for the risk taken, and is usually a very not-fun experience.". The whole topic is about particular PvP encounters not being "fun" - and as it refers to Open (a mode shared by all play-styles) that means that those who prefer PvE might well have an interest in the discussion.
Not necessarily. It would depend on just how much it affected my game.Would you see it as positive?
So are you just saying that you don’t want your experience of the game to change in any way?Not necessarily. It would depend on just how much it affected my game.
We don't agree - as I don't share the opinion that players should be subjected to player encounters that they find unenjoyable just because they want to play among other players. I'd prefer that players had an additional choice of multi-player game mode with an unlimited population where players who don't enjoy particular player interactions could play co-operatively.So you agree with me opening statement but put it in a way where it sounds like I don't agree with you?
The game design permits players to interdict and attack any player they instance with. A consequence of that game design is that some players choose to use those features to instigate interactions with other players, whether those other players want to engage in the interaction, or not. Not all players find being subject to an interaction that only the other party wants to engage in to be "fun", noting that some players may enjoy such encounters - but this topic isn't really about them.I never said it couldn't be an interesting topic for those who prefer PvE - but the topic still isn't PvE vs PvP - it's why being a "prey" to a pirate would be bad game design. Why is it bad -game design- in your opinion?
Not at all.So are you just saying that you don’t want your experience of the game to change in any way?
Quite.But you can't ask for a blanket "would you approve" when I don't know what it is you are asking me to approve. It may be a positive change as far as you are concerned but that may not apply to me and my game play.
You're not reading my posts correctly.We don't agree - as I don't share the opinion that players should be subjected to player encounters that they find unenjoyable just because they want to play among other players. I'd prefer that players had an additional choice of multi-player game mode with an unlimited population where players who don't enjoy particular player interactions could play co-operatively.
I know. Pretty sure almost everyone knows. So why is that in your opinion bad game design? Which is the topic of this thread.The game design permits players to interdict and attack any player they instance with. A consequence of that game design is that some players choose to use those features to instigate interactions with other players, whether those other players want to engage in the interaction, or not. Not all players find being subject to an interaction that only the other party wants to engage in to be "fun", noting that some players may enjoy such encounters - but this topic isn't really about them.
.... which is probably why the game design also permits any player to leave an encounter with another player at any time, subject to a delay, and also block the instigator, if they wish.
Ok, I will try and explain: I am proposing that the BGS takes security level into account when adjusting prices for commodities in demand, so that their price will be higher the lower the level of security. At the same time the security response would be stronger than it is now in higher sec systems. This would create a reward for a trader who risks being pirated.Not at all.
If a change so negatively affects my game that I am unable to play, then I would oppose it. And vice versa, of course. But you can't ask for a blanket "would you approve" when I don't know what it is you are asking me to approve. It may be a positive change as far as you are concerned but that may not apply to me and my game play.
I agree with you. In an open multiplayer game, everyone doesn't have to like everything that everyone else do. Especially here where multiplayer is also optional.
I happen to think that anything that can make my gameplay more interesting is positive. Now, I wouldn't think it was interesting if I got some control of the outcome, but a ([potential) encounter with a pirate or even ganker is something we can control the outcome of.
It starts before you even set of: What ship should I fly, and how should I outfit it? After you have picked your ship, next thing is determining how you play. Do you prepare an emergency high-wake system or not? If you have reason to believe there may be pirates or gankers at your destination, this would be a good idea. Once you arrive in the system, you have a look for any players (NPC pirates are really not a problem, as it's so easy to escape in any ship...). If there are players, you have several choices: Do I stay in system, or high-wake away? Do I look at the other players to see if anyone seem like a ganker or pirate? Do I start flying evasive regardless and try to avoid anyone getting in behind me, even if it's another miner/trader who happen to be behind you by chance?
All these choices go on until you either safely deliver your cargo or decide to go somewhere else, and that's what's interesting. I have to think about all these things to decide what to do. Some are planning ahead, while others are judging the current situation and making choices. Without all the planning and choices you might have to make, the entire thing is a lot more boring. Now, I understand if all you want to do is laser asteroids and gain mad cash while watching netflix, that isn't that interesting. But then, are you really enjoying a game, or just grinding? I'd argue the later, and that's not good game design in my eyes. Good game design engages you.
I'm sure you can find or make another thread which discuss PvE vs PvP and get loads of discussion on it!
On the face of it I would consider that a positive change. Provided, that is, that the change affected exactly what you have stated and nothing else.Ok, I will try and explain: I am proposing that the BGS takes security level into account when adjusting prices for commodities in demand, so that their price will be higher the lower the level of security. At the same time the security response would be stronger than it is now in higher sec systems. This would create a reward for a trader who risks being pirated.
The thread is about discussing why being attacked by a (player) pirate in Open is bad game design. I disagree and stated why I disagree. Ofcourse what interest someone is subjective. But you don't know me, or what interests me, so I said what does interests me, and why I find it good game design.What interests and/or engages someone is completely subjective. All of that explanation is wasted on players that have 'Been there, Done that". Right? I don't need a primer on how that game play works, or why someone might enjoy it. It's self evident. Making all of that (referring to your treatise above) available to any and all players makes E|D great. Just as FD carving out a niche for other styles of play is awesome as well.
Your narrow view of other player's interests or what involves them is pretty much indicative of a lack of imagination. You don't have to concern yourself about how well entertained others are, they'll take care of that for themselves. My ships are built to enjoy the wide the range of content E|D offers. They are not finely tuned for combat. All of my random PvP engagements revolved around my escape, for the most part. That got tiresome quickly. Evading a Commander isn't all that hard, and is all but guaranteed after one gains the experience. But, it does get boring after a while.
So, some of us just decided to leave all of that posturing behind by using a Private Group. Some of us decide to use the Block list so they may enjoy the benefits of open. In general any trouble with this arrangement arises from people attempting to control the way other Commanders play. I call foul on that on any occasion I come across it.
If you say evading from cmdrs has got boring I assume you haveWhat interests and/or engages someone is completely subjective. All of that explanation is wasted on players that have 'Been there, Done that". Right? I don't need a primer on how that game play works, or why someone might enjoy it. It's self evident. Making all of that (referring to your treatise above) available to any and all players makes E|D great. Just as FD carving out a niche for other styles of play is awesome as well.
Your narrow view of other player's interests or what involves them is pretty much indicative of a lack of imagination. You don't have to concern yourself about how well entertained others are, they'll take care of that for themselves. My ships are built to enjoy the wide the range of content E|D offers. They are not finely tuned for combat. All of my random PvP engagements revolved around my escape, for the most part. That got tiresome quickly. Evading a Commander isn't all that hard, and is all but guaranteed after one gains the experience. But, it does get boring after a while.
So, some of us just decided to leave all of that posturing behind by using a Private Group. Some of us decide to use the Block list so they may enjoy the benefits of open. In general any trouble with this arrangement arises from people attempting to control the way other Commanders play. I call foul on that on any occasion I come across it.
aak the same thing to ten people, you get ten responses: do we really need to discuss the obvious?On the face of it I would consider that a positive change. Provided, that is, that the change affected exactly what you have stated and nothing else.
However, if you were to ask other players, then you get a different response.
The thread is about discussing why being attacked by a (player) pirate in Open is bad game design. I disagree and stated why I disagree. Ofcourse what interest someone is subjective. But you don't know me, or what interests me, so I said what does interests me, and why I find it good game design.
As you don't know me, you have no idea on what I think about other players interest or other personality traits I may or may not have. Please refrain from further personal insults and attacks.
If you say evading from cmdrs has got boring I assume you have