How could players be encouraged to put themselves into dangerous pvp scenarios, even when they don't have to?

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Why is the barrier for gear shooting rocks? What is the risk involved in shooting them? Why do we need to shoot a certain number of them? Why do we need to shoot different types of rocks that are functionally identical in all ways to all other rocks?
 
By "gameplay" you mean completely unrelated low skill time sinks?
That's most games for common things. Especially resource gathering. That said the initial unlocks could have been a lot better than doing random things you may or may not have already been doing till you hit an arbitrary number of actions.

You mean you don't like a challenge where winning is worse than not taking the challenge?

What can I do to encourage you to remove your spam filter?
Hard to say because any idea I can come up with requires some overhaul of how interdiction works aside from making cooldown of an FSD significantly longer if you activated an interdictor.
 
That's most games for common things. Especially resource gathering. That said the initial unlocks could have been a lot better than doing random things you may or may not have already been doing till you hit an arbitrary number of actions.
Most games don't let beginners collect endgame materials. The materials are gated behind gameplay of increasing difficulty.
 
Most games don't let beginners collect endgame materials. The materials are gated behind gameplay of increasing difficulty.
Many consider the lack of "gear check" gating a good thing here. May be irreconcilable despite the also much bemoaned ease of getting credits for new players. Personally I think the freedom to take on content at choice is an asset of sandbox design, but I'm not sure how you balance that with the prevailing philosophy that the game needs to be just as open in an adder as it is is a cutter.

So problem is that any peasant can get materials instead just über elite edgelords....
Seems less than fair as an interpretation as I see it. Gear usually mitigates excess difficulty from advanced content creating a ladder rather than holding people down.
 
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Many consider the lack of "gear check" gating a good thing here. May be irreconcilable despite the also much bemoaned ease of getting credits for new players. Personally I think the freedom to take on content at choice is an asset of sandbox design, but I'm not sure how you balance that with the prevailing philosophy that the game needs to be just as open in a cobra as it is is a cutter.
A "gear check" for types of activities shouldn't exit. But, there should be a gear check for harder types of those activities.
So problem is that any peasant can get materials instead just über elite edgelords....
No, the problem is that implementing a system where you have a rising level of difficulty is impossible in a system where there are no methods to meter power.
I dont care if everyone gets a free anaconda the moment they leave the starting area, I just care that after someone gets g5 on it, there is still available content of all types that is challenging for them
 
A "gear check" for types of activities shouldn't exit. But, there should be a gear check for harder types of those activities.
In order for that to work there would have to be a real differentiation in content between obtaining certain types of resources. But mining is mining and the most gear gated form of mining is still very accessible early on.
 
Some might characterise playing the game that way - for others it's just playing the game with the added benefit of unlocking stuff.
People think lots of things

What do you think and why?

Do you think that all players would be interested in cookie clicker level gameplay? Do you even think the majority of players would be interested in it?
Do you think when basing the entire power structure of the game around it, you could ever hope to create a game that offered anything more than that challenge level?
 

Robert Maynard

Volunteer Moderator
People think lots of things
Indeed.
What do you think and why?
That some can't accept the nature of the game we all bought and seek to change it to suit their personal preference with little regard for those who would be adversely affected.
Do you think that all players would be interested in cookie clicker level gameplay? Do you even think the majority of players would be interested in it?
Do you think when basing the entire power structure of the game around it, you could ever hope to create a game that offered anything more than that challenge level?
I doubt it - but then that's not what we have. The challenge posed by the game is the same for all players - we all play in the same galaxy - and Frontier consider all players when setting that challenge, noting that it will not be enough for some - but also noting that excessive challenge is likely to make more players leave the game rather than lack of challenge, especially in a game where players can choose to engage in PvP with the challenge that that poses.
 
Why is the barrier for gear shooting rocks? What is the risk involved in shooting them? Why do we need to shoot a certain number of them? Why do we need to shoot different types of rocks that are functionally identical in all ways to all other rocks?
Why do we need to waggle a controller in a way that's equivalent to other similar waggles which arbitrarily turn out to have completely different effects?

At a rough guess, you don't enjoy playing ED?
 
The problem with "increasing difficulty" games is that this was all there was when Elite bucked the trend in 1984. You get to a certain level and either:

A. You are bored out of your skull and play something else

B. You can't progress any more and you give up and play something else

Frontier knows that to keep as many people as possible there must be as many paths to endgame as there are playstyles. Hence, Open/PG/Solo exist in a philosophy that maximizes player interest, and in a way that is true to the trend-bucking origins of 1984 Elite.

Some people are so narrow minded they can't get their head round that and we end up with many threads like this. It's never going to change because it's always going to be the same philosophy. If it did, it would be dead within a year. It's not about what players want, or how many players want, it's about maximising the player-base beyond pew-pew, get-good or get-dead, reach-level-99, endgame thinking.
 
Why do we need to waggle a controller in a way that's equivalent to other similar waggles which arbitrarily turn out to have completely different effects?

At a rough guess, you don't enjoy playing ED?
No. I enjoy flying spaceships and doing stuff. What I don't like doing is the same zero consequence task over and over again so that I may receive my rewards.

Still, it seems like I haven't played in over a month... maybe I'm just not a player anymore...
 
A "gear check" for types of activities shouldn't exit. But, there should be a gear check for harder types of those activities.

No, the problem is that implementing a system where you have a rising level of difficulty is impossible in a system where there are no methods to meter power.
I dont care if everyone gets a free anaconda the moment they leave the starting area, I just care that after someone gets g5 on it, there is still available content of all types that is challenging for them
Here's the variety of outlooks which ED cleverly caters to. I G5 my ships deliberately so that NPCs I meet won't be a challenge. :)
 
Here's the variety of outlooks which ED cleverly caters to. I G5 my ships deliberately so that NPCs I meet won't be a challenge. :)
Why make you encounter npcs then?

Wouldn't it just be better if you just didn't encounter them at all? Wouldn't the game be basically the same, just less wasted time?
 
A "gear check" for types of activities shouldn't exit. But, there should be a gear check for harder types of those activities.

No, the problem is that implementing a system where you have a rising level of difficulty is impossible in a system where there are no methods to meter power.
I dont care if everyone gets a free anaconda the moment they leave the starting area, I just care that after someone gets g5 on it, there is still available content of all types that is challenging for them
There is. CZ's and AX, and PVP....
 
Why make you encounter npcs then?

Wouldn't it just be better if you just didn't encounter them at all? Wouldn't the game be basically the same, just less wasted time?
Go beyond a certain point and you don't encounter NPCs...

And as many a PVPer will tell you, NPCs don't provided a challenge. They are cleverly scaled on each encounter to match your skill. Don't engage them, they don't increase in skill.
 
There is. CZ's and AX, and PVP....
I feel like we have had this exact same exchange.

Pve and pvp are two vastly different types of gameplay. Pvp isn't equivalent to "hard pvp"

Ax combat is painfully boring. You build a cookie cutter and follow a specific pattern and you win or lose. The cookie cutter demands a ton of zero effort time sinks and the fun derived is not worth the effort.

Czs are ok, but you can outclassed them still.

Why can't I do other things that are hard? What about that whole own path stuff?
Why is my only option to have a challenge to get into a weaker ship and pretend I don't have something better in the dock.

Why can't I fly my shiny ship and engage in difficult gameplay of the type I want?
Go beyond a certain point and you don't encounter NPCs...

And as many a PVPer will tell you, NPCs don't provided a challenge. They are cleverly scaled on each encounter to match your skill. Don't engage them, they don't increase in skill.
I agree. So. Why do they even exist?
If they aren't contributing to the fun, why include them where they are?
 
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