Why is being a "prey" of a pirate in open a bad game design...

How is the flight model in Eve? It was something I was considering, alongside NMS, before I got ED.

What you describe to me is what I consider good game design, and why I consider solo mining/trading against NPC a bad game design. It's too easy - you are 100% guaranteed to return safely without any real possibility for any interruption (NPC interdictions is an annoyance at most).

This game owns the flight model-period and end of story P.

BUT...I found there is far far more to enjoy in gameplay than a flight model. Microsoft 2020 will have quite the flight model but I so far have no motivation to engage it
 
Well, forgive me if I'm wrong, but in all my time playing the game since 2014, I've never once encountered a PvP pirate. All of my PvP encounters have been against people who just want to shoot, kill and move on to their next victim.

It's probably down to the game lacking any really good pirate mechanics for players. I wouldn't mind getting interdicted if there was any real point to what the other player was doing besides blowing people up for s**ts and giggles. The way that piracy should work is the pirate should need your cargo to sell it to make money that they can use on improving their ship or pay levies to the pirate cartels they're part of. The game should be better designed so the pirate can scan their intended victim to see what they're carrying. Then, if they're a viable target, interdict them and make their demand of X number of whatever cargo is being carried. If the interdicted player has no cargo then a credit transfer should be viable. If the victim refuses or attempts to run away, then gunplay should ensue. I'd be quite willing to give up some cargo in return for free passage.

Probably an unpopular idea, but maybe ships systems, including the most powerful weapons (because they use more power, smaller weapons would be unaffected) and FSD, should have a cooldown period after an interdiction for both pirate and victim to allow for the cargo/credits demand to be sent.
Well I pirate as you described, and if you go to a high sell price system for LTDs you are almost guaranteed to find a pirate, plus unfortunately a ganker is a distinct possibility. It only takes a small number of them to get themselves noticed. However I should add that they can be evaded fairly easily and could even make fun of them :D
 
You can provide this opportunity. Inside the game mode. Back to the "license" offer. This can be a license of the "civil Federation of pilots" and "combat Federation of pilots", which can be purchased at any time, but for a significant amount of credits.
The problem with this is that it then limits the licence to advanced and experienced players. New players who cannot afford the licence are unable to make the choice.
 
Well, sort of. My trade ships have always been robust enough to survive a few shots. And then a few more shots for good measure to ensure that I can escape with full cargo without being disabled.

But thats sensible precautions though. A lot of traders fly the bare minimum (at NPC level).

A shield-hull balance much more in favour of hull would have been needed across the board.

Trader hulls were upped not so long ago, but it should have been that way (as well as delicate thrusters) to make it so its easy to disable- and that repair was also possible at the same time for those who were disabled.

This assumes that everyone only does one thing, though. Trade to get money, pirate to spend it, would become the approach. Piracy and hunting need to be profitable professions in their own right.

If traders had to venture into pirate space to score big, then you'd have that specialisation- i.e, dangerous places ramp up the profit (and set natural places to pirate). The scores come to the pirates, driven by the BGS / CGs. Its a better place than now where everyone mines to make money, gets top end ships with unending rebuys, and ganks in them because they are disposable.

Piracy shouldn't need to rely on the trader voluntarily pressing the "dump cargo" button. The mechanics would need to be set up so that:
  • trader is trying to escape and will probably succeed in doing so with their ship (mostly) intact
  • pirate is trying to blast a large enough chunk out of them to release plenty of cargo before they do

Indeed, its what was wrong to begin with- stopping a trader was hitting engines but the hull went pop beforehand.

No need for comms beyond the implicit "You are being interdicted, this is a hostile act, prepare to fight or flee". Trader doesn't need to care whether this is a "pirate" or a "griefer" because from their point of view both will open fire and try to do large amounts of damage to their ship.

In an ideal world pirate tools would indicate intention, just as seeing a prowling FdL with an interdictor spells trouble. Seeing a pirate with cytos, hatchbreakers etc is at least a sign its a pirate and not someone out to kill them for no reason- not that it stops people logging anyway.

The big catch with getting a pirate-trader ecosystem to work is that it also needs to work both ways in PvE. Player-player encounters are just generally rare, in most systems, so if the NPC pirates are pushovers then it doesn't really matter what the player pirates try to do. That would be the really big change - if traders expected to take some losses to piracy (in the same way that bounty hunters expect to pay a bit for ammunition) as part of the career, then it might be workable.

NPCs don't work throughout the game anyway :D As you know NPCs are window dressing for the abstracted BGS. The biggest change would be having NPCs that are actually outfitted to be pirates- cytos, hatchbreakers etc, fast ships and are prevalent all over based on sec level (much more than now, surrounding stations etc for a sneaky theft, that is, if drop zones were pathetically short, another mistake).

It's obviously far too late to change Elite Dangerous to being that, and given the role of pirates in previous Elite games I'm not sure it'd necessarily look much like an Elite sequel if they had (because "armed trader fighting off under-equipped pirates" is so much of an archetype)

Its far too late sadly, which is a shame. The problem is under equipping and making credits scarce drives innovation, guile and teamwork. Pirates should be parasites that leech from greedy traders, the median pirate ship being something cheap to run and fuel (and fast).
 
How is the flight model in Eve? It was something I was considering, alongside NMS, before I got ED.

What you describe to me is what I consider good game design, and why I consider solo mining/trading against NPC a bad game design. It's too easy - you are 100% guaranteed to return safely without any real possibility for any interruption (NPC interdictions is an annoyance at most).
There is none. It's literal point-and-click.
 

Robert Maynard

Volunteer Moderator
Pirates should be parasites that leech from greedy traders, the median pirate ship being something cheap to run and fuel (and fast).
They try to be that already - however this thread seems to revolve around the fact that they're not much fun to play with for a not insignificant number of players - as being subjected to a parasitical encounter is not every players idea of "fun", more of an acquired taste.
 
Indeed - which is why calls to change menu exit or the block feature are likely to go unfulfilled.

The safest outcome for piracy should be the mark dropping cargo to placate the pirate. If you can't get that (i.e. traders see logging as the safest outcome) then the design is a failure.

Any player can fund their habit for one role by playing in another role at any time.

Indeed they can, such as mining now. But to have actual 24:7 careers you need to establish workable game loops. A thrifty pirate who knows his ship and mark (that does not magic out of existence) should be able to prosper.

When things "should happen" or not remains out of the control of players, other than their ability to make their own choices.

Pirate encounters should mean something- if a pirate player loses for out of game reasons, thats silly. The pirate won and did things right, but lost. Thats rewarding bad habits and punishing playing.

If the matchmaker is to be used to group like minded players together then it sounds like it needs a few more flags to use as the basis of its grouping "decisions".

Yes and no- for generic open play I agree, Powerplay however in an open context would be 100% full fat. The main thing is that once this is decided pre game, you can't alter your choices and for that session have to abide by them.

I expect that only those who expect to be at or near the top of that foodchain really want it to exist. There is no apparent incentive from the majority who would be at or near the bottom.

I just want Open to be what was envisioned, a dangerous place that if you fly right is just about survivable and grows with you. Do you score large by flying into hostile space full of gangs, or keep to safe places with the occasional weak pirate? That simply does not exist in ED, its all topsy turvy.
 
Check out how Fallout 76 handles it - it's awful and completely breaks immersion as players who have the toggle enabled appear to be invincible, but still share the same gaming space with you. It's just weird.
Quit trying to gank/murderhobo and it won't be a problem
 
That first one would never get implemented of that I am sure since many players would not consider this to be a better way to play, me included. Personally I don't play Elite because it is difficult but in order to relax.

Also there is the problem of degree. What is "difficult" for you would probably be "utterly impossible" for me. I have enough problems with NPC interdictions and attacks and thus Elite with Solo, PG and Open suits me just fine.

I would be happy with other modes being introduced, the open PVE that RM favours as well as the mandatory iron-man mode but personally I don't think that one-size fit all mode with Flagged exceptions or licences is a good solution as is either pay-for-play or doesn't stop the PVP for PVE players. There are just too many ways, it seems, that a player can force PVP play.
The only OPEN ONLY mode we should have is an Iron man mode. That would shut gankers up real fast as they lose all their creds and precious g5 engineering
 
The block feature and menu exit likely exist simply because "people" and the fact that Frontier don't force any player to play with others whose playstyle they may not find to be "fun".

We do all play to the same rules. That those rules are not accepted by all players is of no moment. If there was no block feature or menu exit then there'd likely be fewer players playing in Open, in my opinion.

Persuading players to play as "the herd" for attackers / defenders to play around is a tough sell.

Frontier obviously don't choose to corral players - not even in Open - and a players' consent regarding the continuance of any interaction can be withdrawn at any time.

.... and we're back to selective acceptance of the rules of Open.

And for some occasions I don't mind the block- however in certain features its misused (Powerplay) and distorts a mode.

Having too many rules means every player plays to a different game, and when those collide we get these well trodden problems.

If ED had an ecosystem that encouraged co-op play like convoys for protection, hired wing members etc being in a herd would not be a death sentence.
 
And for some occasions I don't mind the block- however in certain features its misused (Powerplay) and distorts a mode.

Having too many rules means every player plays to a different game, and when those collide we get these well trodden problems.

If ED had an ecosystem that encouraged co-op play like convoys for protection, hired wing members etc being in a herd would not be a death sentence.
Too bad, other players don't like playing with you. I'm sure there's players that don't like playing with me, tough. It's a game, don't take it so seriously
 
No, flaws are the result of the game being played by people. If you want perfection, then you are in for a very long wait. No-one can forsee the exact results of a particular decision. and no-one knows what players will want years down the line.

I consider your comment to be fallacious at best.

No, good design is good design. Look at Powerplay, within five minutes people saw the blatant problems that can be ironed out if only the designers sat down and thought about it. People predicted 5C, collusion piracy, foretold the future Powerplay we live in.
 
The problem with this is that it then limits the licence to advanced and experienced players. New players who cannot afford the licence are unable to make the choice.

I agree. This is a problem. We need to think about how to solve this. You can implement an increase in the price of the "license" depending on the growth of the "combat rank". (this is for example and there are other possible solutions)
 
Well you said it as if it were
No, that's your interpretation.

Despite having finished my coffee today, I'm having some difficulty in understanding quite what it is that MadSinUN is getting at and I thought that this time I understood, thanks to him simplifying it for me.
 
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