Basic question about ED is it MMO or Co-op single player.

Robert Maynard

Volunteer Moderator
We have a winner.

Those buying the game inspecting a dynamic and rewarding MMO experience will be left disappointed.

Adversarial play should be encouraged by Frontier, not stifled - this would not affect solo/PG players who don't want to get involved.

Those expecting direct PvP to dominate the game will be left disappointed.

Adversarial play is encouraged (but not forced) by Frontier - and who said that Solo / PG players don't want to get involved in the indirect PvP (through the BGS, PowerPlay, Factions, CGs, etc.)?
 

Goose4291

Banned
Simply because combat does not need to be against another CMDR....

yhKdUVE.gif
 
I think the sweet spot of Star Wars Galaxies where we hadnt had the simpleton overhaul, but jump.to lightspeed had been released is a good example of what youre asking

I wholeheartedly agree,
glorious times indeed.
It even did have the military
careers worked out, being exclusive!!!
 
We have a winner.

Those buying the game inspecting a dynamic and rewarding MMO experience will be left disappointed.

Adversarial play should be encouraged by Frontier, not stifled - this would not affect solo/PG players who don't want to get involved.

Yeah, I am curious what you mean here by 'dynamic and rewarding'?

I find it all very dynamic, in fact sometimes it is too much and people complain about sudden changes in BGS, about people playing in Solo to subvert their work for their faction etc.

If you want to mean that it should be all direct, all visible, all EvE-ish....well no, ED is not that. And I am happy because of it.
 
I think the sweet spot of Star Wars Galaxies where we hadnt had the simpleton overhaul, but jump.to lightspeed had been released is a good example of what youre asking

I don't know what any of this means and neither does Frontier, sorry.
Again, what is a dynamic and rewarding MMO experience?
 

Goose4291

Banned
I don't know what any of this means and neither does Frontier, sorry.
Again, what is a dynamic and rewarding MMO experience?

I was going for an example I could have sworn blind you'd played. Apologies.

Im not writing a massive treatise on it, whilst on my phone
 
I backed the Beta on the premise that this would be an MMO and have played it as an MMO ever since.

In my view, the game is obviously an MMO and always has been. It's a heavily instanced MMO, but that's not particularly unusual, nor particularly relevant to the definition of MMO.

Outside of the single player training Elite: Dangerous is always on-line, and all players, utilizing any of the three modes, influence and are influenced by the same shared background simulation. Players and CMDRs can cooperate with, and oppose, others without ever having to encounter them in an instance. Of course, in Open and Private Group, more direct, less abstract, interactions are possible.
 
I think its a bad idea to attempt to define Elite : Dangerous in terms of one genre or another. Frontier themselves have said on multiple occasions that this game is pretty much whatever you want it to be. The only niche that it does fit into is that its a Space simulator.

To me, its a Multiplayer Real time space simulation Sandbox. It fits into a very similar niche as GTA V - that again had limited player instancing on large maps, and the pvp would only happen if and when you could find other players.

So, yeah, this game is in some ways a little like GTA V (not a lot like), with a bit of Space engine, and some space barbie elements. Thats about as far as it goes.
 
Those expecting direct PvP to dominate the game will be left disappointed.

Also those who like to defend what they've been working for..

Adversarial play is encouraged (but not forced) by Frontier - and who said that Solo / PG players don't want to get involved in the indirect PvP (through the BGS, PowerPlay, Factions, CGs, etc.)?

Don't make me laugh. Every FDEV decision has made adversarial play less significant as the game has developed:


  • Bounties capped at 1,000,000cr, essentially killing the PvP bounty hunter career
  • Most wanted boards were left broken for about 3 patches from 1.3 - 2.0
  • Less Powerplay merits for player kills than NPCs (this is supposed to be voluntary PvP)
  • Instance blocking and inaction on combat logging makes most of forms of open-world PvP redundant as motivated playstyles, limiting it to duels which have little in-game progression value
  • Piracy barely given any focus from developers.. was bugged for the whole of 2.2 & half of 2.3
 
You can play against the environment without combat. Be a trader and escape a pirate doesn't involve combat, it involves the absence of it.

I'd argue that escape and evasion are most certainly parts of combat, critical ones at that.

People singlehandedly flipping systems and boosting factions they support - like me in Rauras - would like to have a word with you.

I accidentally made one of systems I reside in and trade and transport passengers in anarchy.

In my very first attempt at deliberate BGS manipulation, I was trying to help my CMDR's starting faction (the faction that controlled the sation he started at in Gamma) and inadvertently initiated and then lost a war for them, costing them my CMDR's home base. All by myself, in a core systems with tens of millions of population!

This failure was quite the learning experience and added some color to my CMDR's back story. If he ever gets called out for 'griefing' in the area, I have three years of video journals as provenance that will make it clear this is a long running narrative on my part, and any actions taken in pursuit of it have got exactly nothing to do with any players on the other end of any CMDR vessels that may or may not have been melted to slag in pursuit of my desired resolution to, or maintenance of, said narrative.
 
Its a kind of MMO, just not a traditional one.

Its massively multierplayer online game.

It just doesn't have some traditional MMORPG mechanics which some people want/expect and measure ED by that yardstick.

Besides, its just labels. Main question is whether you enjoy the game or not. If yes, great. If not, play a game you do enjoy.

Amazing the amout of people who play the game non-stop yet complain non-stop as well. Because they claim they love the game. My take is they are in love with the idea of what they want the game to be, not what it actually is and what it will never actually be.
 
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  • Piracy barely given any focus from developers.. was bugged for the whole of 2.2 & half of 2.3

People constantly quoting FD to dismiss the dev focus should be on anything but indirect solo activity like to forget things like PvP piracy were outlined in the original dev discussions/notes.

Regardless of your stance on what players should have to do or not, one cannot deny that piracy has had the least attention of perhaps all playstyles.
 

Robert Maynard

Volunteer Moderator
Also those who like to defend what they've been working for..

Using PvP to defend against PvE actions relies on ones opponent also engaging in an entirely optional play-style.

Don't make me laugh. Every FDEV decision has made adversarial play less significant as the game has developed:


  • Bounties capped at 1,000,000cr, essentially killing the PvP bounty hunter career
  • Most wanted boards were left broken for about 3 patches from 1.3 - 2.0
  • Less Powerplay merits for player kills than NPCs (this is supposed to be voluntary PvP)
  • Instance blocking and inaction on combat logging makes most of forms of open-world PvP redundant as motivated playstyles, limiting it to duels which have little in-game progression value
  • Piracy barely given any focus from developers.. was bugged for the whole of 2.2 & half of 2.3

Bounty cap: it's 1M Cr. because players were colluding to generate large bounties to be harvested.

Offering rewards for any PvP encounter that is meant to be contested is open to collusion by players - hence fewer PowerPlay merits being on offer for CMDR kills in comparison to NPC kills.

The block feature would seem to be necessary from Frontier's perspective - see Sandro's posts on the topic.

Piracy in general or PvP piracy?
 
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Must be PvP. PvE piracy works quite well. Just wish FD would fix the ability of NPCs to jump while they should still be in cooldown.

I don't agree.

PvE piracy requires specific missions for specific cargo to be profitable, as commodity prices are too low in the current 'economy' to support more opportunistic theft that should be the mainstay of most pirates. Even where it does mostly work, it's still hobbled by the lack of entity persistence from instance to instance, unless very specific tools are used in very specific ways.
 
Must be PvP. PvE piracy works quite well. Just wish FD would fix the ability of NPCs to jump while they should still be in cooldown.

PvE piracy is another exercise in mindless repetition, reinforced by poor and broken mechanics.

"identify system with correct attributes, jump there, identify T9s to interdict, look for LTDs".

Missions are laughably paid, each one generally surrounded by data or cargo delivery that pay several times more.

Any notion that crime as a playstyle is well developed - and talking PvE here - is effectively objectively wrong.
 
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Its a kind of MMO, just not a traditional one.

Its massively multierplayer online game.

It just doesn't have some traditional MMORPG mechanics which some people want/expect and measure ED by that yardstick.

Besides, its just labels. ....


... and this is the point where i am going. MMO is not just label but type of game where players create their own content. MMO is a type of game where content created by players is a main one leaving content created by developer as a background.This make a playerbase busy with themseves as content they are creaitng is dynamic one due to its competitive nature and at the same time it gives a time to developer to create more background content without players constant pressure... but this will be another thread.... soon... ;)
 
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