They're only cannon fodder for those who choose to become experienced in combat
Yes I said that in the post you replied to.
They're only cannon fodder for those who choose to become experienced in combat
Comments from a couple of players, in another thread, would seem to support this - something along the lines of "this would affect how I play so you can't have it" - even though they would not require to play in such a game mode.
Here's how I see it...
If you like killin' stuff there's plenty of games such as CS:GO, L4D, War Thunder - or even ED's own CQC - to choose from.
In those games you sign up with the expectation that you'll be involved in shootin' stuff and getting shot at - and little else.
There are then other games which promise more diverse, complex, immersive, forms of entertainment.
When you're hoping to play a game for diverse, complex and immersive entertainment and you find that other people can play it as it it was a simplistic deathmatch game, it only serves to undermine the experience.
A bit tenuous - as there are no life-threatening consequences to playing a video game, safe and warm in ones preferred gaming environment - all that one can really lose is time (spent recouping losses).That's only true because, at some point, somebody created a set of rules that dictate what sort of behaviour is acceptable within the shared environment.
You see the parallel, right?![]()
I expect that what we have is the compromise position.As I said, I'm pretty sure that's precisely why some people are playing ED rather than War Thunder, CG:GO or whatever.
Whether they're okay with that, or not, is something else FDev should probably be asking themselves.
Given that CMDRs are "different" from NPCs, I'd agree.Subjecting NPCs and CMDRs to exactly the same rules is something I'd oppose simply because NPCs and CMDRs don't act in similar ways or adhere to the same code of conduct.
Frankly, I always felt that PvE "C&P" was fine as it was and all the new C&P stuff should have been presented as being the will of the Pilot's Federation, thus allowing it to police player activity alone.
It'd be interesting to observe - not that I expect them to, for the reasons explained by DBOBE in the Engineers launch stream.Fundamentally, when it comes to this stuff, the only question you really need to ask is what'd happen to Open if FDev created an official PvE mode.
Oh - I think I did. Players who rely on the "unwilling" as part of their gameplay might see their gameplay changed if the "unwilling" did not need to accept potential PvP as part and parcel of playing in a game mode with an unlimited population. Basically, the single game mode with an unlimited population is PvP enabled - and some players don't want to lose that.I think you just didn't understand the point being made then.
"Undermine *your experience"
Do people feel that ganking hurt the sales/longevity of the Dark Souls franchise considering it's invasion mechanics?
Oh - I think I did. Players who rely on the "unwilling" as part of their gameplay might see their gameplay changed if the "unwilling" did not need to accept potential PvP as part and parcel of playing in a game mode with an unlimited population. Basically, the single game mode with an unlimited population is PvP enabled - and some players don't want to lose that.
That "existential threat" would remain - in Open. The addition of an Open-PvE game mode would not change that - although it might increase the probability of a player encountered in Open being hostile - which is a variable in the first place.You didn't.
Not knowing whether another player is a threat or not, or how much of a threat they represent is a key part of the playstyle of a lot of players in Open. I would not want to lose that existential threat. Actually being shot at is vanishingly rare outside of a few hotspot systems.
I am not an Open only advocate, although I would encourage any player to try it for themselves. I like the game I bought.
Players prone to skill-less attacks exist - and seem to revel in their endeavours.When the natural home for meaningful PvP (yes, im talking about Powerplay) has any chance of evolved PvP encounters neuteured by modes, its a wonder that more dont engage in meaningless PvP, as a poor substitute.
Some people will sit in their bedrooms giggling hysterically as they imagine ruining someones day. Characters like that exist in Solo too, ofc, ive had to try negotiating peace deals with those types a few times too.
Weeding-out those who gank for want of something better to do, by providing something better, can only help everyone.
That "existential threat" would remain - in Open. The addition of an Open-PvE game mode would change that - although it might increase the probability of a player encountered in Open being hostile - which is a variable in the first place.
I expect that many have already tried playing in Open - with the interactions they experienced there informing their opinion as to which game mode best meets their gameplay expectations.
Some players like the frisson of potential PvP - some, obviously, do not. It's up to each player to work out for themselves which they prefer. For some, PvP is a tax on socialisation in this game.
Not knowing whether another player is a threat or not, or how much of a threat they represent is a key part of the playstyle of a lot of players in Open. I would not want to lose that existential threat. Actually being shot at is vanishingly rare outside of a few hotspot systems.
See, I do agree with this but it also provides an example of the problem too.
If you're, say, a trader or a miner then there's the element of risk as to whether or not you're going to get exploded by those hollow blobs on your scanner.
Sure, that adds a bit of interest to the game.
Trouble is, where's the similar sense of risk for a combat pilot?
Shouldn't a combat pilot also be subject to some sense of risk at the possibility that they might have, say, chosen to attack somebody who's well-connected to the local law-enforcement, or an underworld figure who has dangerous connections or an oligarch who has the resources to ruin your life?
The vast majority of risk is always in favour of somebody who's intent on combat rather than any other activity.
Player managed PGs are population limited - 20K on PC and 1K on consoles. Some of the PvE oriented Private Group rules" I put forward some time ago would go a long way to limiting the effects of protagonists in an Open-PvE game mode - if coupled with "if it's a player then no damage is done":I agree that having a separate 'open PvE' mode would not change how I play in Open, any more than having lots of PvE groups does now.
However a player managed group can kick any player for any reason, an official one would be subject to appeals & justification disputes that would take up resources FDev are apparently tight on.
I suspect that an awful lot of PvE players just assume 'here be dragons' without actually checking. I have no more evidence to back that up than your own assertion of course![]()
Not everyone participates in PowerPlay, so unless it was made mandatory then it is totally ineffective as any form of determent or anti-crime mechanic.Isn't this where Powerplay should come in?
See, I do agree with this but it also provides an example of the problem too.
If you're, say, a trader or a miner then there's the element of risk as to whether or not you're going to get exploded by those hollow blobs on your scanner.
Sure, that adds a bit of interest to the game.
Trouble is, where's the similar sense of risk for a combat pilot?
Shouldn't a combat pilot also be subject to some sense of risk at the possibility that they might have, say, chosen to attack somebody who's well-connected to the local law-enforcement, or an underworld figure who has dangerous connections or an oligarch who has the resources to ruin your life?
The vast majority of risk is always in favour of somebody who's intent on combat rather than any other activity.
See, I do agree with this but it also provides an example of the problem too.
If you're, say, a trader or a miner then there's the element of risk as to whether or not you're going to get exploded by those hollow blobs on your scanner.
Sure, that adds a bit of interest to the game.
Trouble is, where's the similar sense of risk for a combat pilot?
Shouldn't a combat pilot also be subject to some sense of risk at the possibility that they might have, say, chosen to attack somebody who's well-connected to the local law-enforcement, or an underworld figure who has dangerous connections or an oligarch who has the resources to ruin your life?
The vast majority of risk is always in favour of somebody who's intent on combat rather than any other activity.
Nah - it's where effective Security protection of clean CMDRs, provided by the Pilots' Federation (of which we are all members) should come in.Isn't this where Powerplay should come in?
I would expect that any Open PvE mode would be subject to the same control and dispute resolution as the existing Open mode. In other words, no extra work to Frontier. I would expect that it would be impossible to kick people from Open PvE unless it was something serious enough that it would get them kicked from the current Open, i.e. harassment, doxxing, whatever. The existing player block function would still be available.However a player managed group can kick any player for any reason, an official one would be subject to appeals & justification disputes that would take up resources FDev are apparently tight on.