Sometimes I'm tempted to think that way too, but then ED almost certainly wouldn't have sold as many copies if it had been single player only. And if we want those expansions to be funded, FD need as many sales as they can get.I completely agree. In fact I'd go further. I wish they'd never put multi player in at all.
As I have heard from many people... and I agree with them... that just because the exploits exist and somebody chooses to use it, SHOULDNT take away from YOUR gaming experience. You and I have chosen to make money legitamtely, and therefor our accomplishments in the game feel more real, and more valuable.
BUT (and that is a huge butt)... I am only human. And if these guys can make 20m in a night with an exploit, just KNOWING that... automatically puts a damper on what I feel I have accomplished in the game. I just got my Anaconda this weekend, and I started playing on release day. I have busted my TAIL getting that ship, spending countless hours of my free time to get there... just to learn there are guys that do it in a couple days by an exploit that isn't considered cheating, that FD knows about but doesn't care to do anything about. It's been in the game WAY back into the beta... still nothing.
I love this game, but if FD thinks that cheaters and exploiters wont hurt their bottom line, they have another thing coming. As much as I love this game, I can't wait to find the next game.
So last night I got tired of hanging around Lave looking for pirates. <snip>
After a half hour or so, after a bigger skirmish, I notice the new sidewinder player is now wanted. The poor guy accidentally shot one of the unwanted ships in the battle, and inadvertently purchased a fine and a bounty. So I started keeping an eye on the cobra player... and sure enough.. after 10 or 20 seconds, the cobra starts stalking him, and starts to shoot him. The little sidewinder pilot is running, and the cobra is going after the kill. It's obvious that the little new sidey player wasn't trying to attack me, or him, it was one of your typical accidental friendly fire incidences that we have all been complaining about, ad-nausium. The cobra player obviously saw this as a target of opportunity (no pun intended) to attack a player risk free.
Well, he forgot to take into account CMDR Holycow following right on his 6, no more than 200meters away in my trusty A rated clipper. As soon as I realized what he was doing.. I let him have it. Took only 10 or 15 seconds to melt his shields and get through his hull. He had now pealed away from the sidewinder, and was trying to manouver his way through the rocks and use the speed of his cobra to his advantage, to try and save his own butt... but my clipper does 440 m/s, so he wasn't getting away. BOOM... cobra pilot is dead, sidewinder pilot saved, and I now had a bounty on my head as well.
The sidey player thanked me, I advised him to be careful with that friendly fire in the future, and I suggested he go pay off his bounty asap, as I would be doing the same. <snip>
Sure, some games sell millions. Space sims, however, aren't something that the mass community has ever even played before, mostly. It's essentially a new, and largely untested in the modern gaming environment until now, type of thing. It's about as close to its own market segment as you can get, really. It's not a niche. It's aimed at a very specific market and it's captured a fairly large number of sales, considering its relative youth. But, hey, what do I know? I've only played games for 33 years and worked in the space for over a decade. Yeah, I actually worked in the games world while at Microsoft, before moving to a more enterprise type of role.Modern Warfare 3, which is a really popular mainstream game, sold 6.5 mill in 12 hours. Elite sold 0.5 mill in 12 months (I suppose that half mil includes beta and alpha backers) compare. But there is more. StarCraft 2, another popular title, sold 3 mill in 1 month. Minecraft, a nice indi game sold 17 mill so far. Star Trek Online, a niche MMO with 10USD subscription was at the half mill mark when they went Free to play. Heck Gratuitous Space Battles, a one trick pony from a single indie dev sold 0.2 mill units without marketing.
Yeah, they chose this path. I can't say why, as I wasn't really around then. But they did, and such is life. They eschewed the larger server costs for this type of thing and, while that might limit the game's appeal, that's how it goes sometimes. Haven't ever taken a calculated risk yourself, huh?If you say so. But that doesn't change the fact that several games in the past managed to come up with an instanced, non P2P based game that is way more cheat resiliant and still free to play. Frontier could or choose not, appearantly.
And that means you have any clue how games and the associated network code really work? Yeah, not so much. You may know code but let's see you whip up, say a Microsoft Office clone. Wanna bet you wouldn't be able to without making massive mistakes along the way? I would.I know it is not much, just a simple server client application that lets you turn any image into a working touchscreen control panel with unlimited scripting and works on Windows, Android and the old WinCE.
https://www.youtube.com/watch?v=19z-rNx7R_Q
But that is ancient past. After this, I moved on to work on the software that makes your passport, and now I work on the software that makes your credit cards. No biggie, just the same old.
So walk the heck away then! Or, oh I dunno, play solo! Heck, a massive part of why I don't generally play multiplayer games is because a lot of gamers are ats. That doesn't mean the entire game's ruined! Even in Elite where Open still affects SOlo to a degree, and vice versa, you can still do just fine playing by yourself. If that isn't for you, well maybe you should toddle off and find a game that is.Regarding cheating.
I played Star Craft over battlenet. I stopped when the cheater count became to big to bear.
Then I played Counter Strike. Cheaters drove me away.
Then Battlefield 42. That was actually fun even with slight cheating. I continued the series until BF2 turned into full Cheaterville. That was the signal to walk away.
Rampant cheating just spoils the fun.
It's the culture of instant gratification, making this young boys perpetually impatient: "I need it now!"
Sure, some games sell millions. Space sims, however, aren't something that the mass community has ever even played before, mostly. It's essentially a new, and largely untested in the modern gaming environment until now, type of thing. It's about as close to its own market segment as you can get, really. It's not a niche. It's aimed at a very specific market and it's captured a fairly large number of sales, considering its relative youth. But, hey, what do I know? I've only played games for 33 years and worked in the space for over a decade. Yeah, I actually worked in the games world while at Microsoft, before moving to a more enterprise type of role.
Yeah, they chose this path. I can't say why, as I wasn't really around then. But they did, and such is life. They eschewed the larger server costs for this type of thing and, while that might limit the game's appeal, that's how it goes sometimes. Haven't ever taken a calculated risk yourself, huh?
And that means you have any clue how games and the associated network code really work? Yeah, not so much. You may know code but let's see you whip up, say a Microsoft Office clone. Wanna bet you wouldn't be able to without making massive mistakes along the way? I would.
Seriously, everything you're saying here amounts to hubris on your part because "well, I could have done better". Hindsight's 20/20, as they say, so that's pretty easy now.
I would hazard a guess that there are more old school (Elite, Frontier, Privateer, Freelancer etc) players here than "new" ones. Also the X series was/is still available and it has a massively better background economy simulation.Space sims, however, aren't something that the mass community has ever even played before, mostly. It's essentially a new, and largely untested in the modern gaming environment until now, type of thing.
I really can't afford that lately. When I take a calculated risk and fail, a bank may lose some tens of millions of Euros.Haven't ever taken a calculated risk yourself, huh?
I would for sure if I was doing it next to my daily job as a garage project. However, if I had a developer team, with 10+ years experience in the industry and you threw 3 million USD toward me as well, you would get a very decent office clone. Frontier is not a garage start up with 10k loan from a friend. From pros, you expect, you know, professionalism.Wanna bet you wouldn't be able to without making massive mistakes along the way?
I would, if the AI posed some challenge, the background simulation was working, the economy was not a bad joke or it had a soul in general. The PVP pirating is the only thing that is borderline interesting.Or, oh I dunno, play solo!
My first PC game ever was X-Wing. Since then, I played or completed every half decent space flight game. I have fond memories of I-War and Freespace. The Frontier/Encounter games showed tremendous promise, but the control was such a massive letdown, I just could't force myself to play it much. I built a freakin trade empire in X3 with my own capships without using any cheat or exploit. If this game is not for me, then there is a problem.If that isn't for you, well maybe you should toddle off and find a game that is.
"well, I could have done better". Hindsight's 20/20, as they say, so that's pretty easy now.
If I could make the call, I would never go for P2P. Plus I would borrow the economy mechanics from the X series, the flight from I-War and the immersion from the Frontier/Encounters. Plus implement a way to add user generated content in some form to keep things fresh.
I am sure that FD are working on a fix, most game developers are quiet when it comes to this thing, so that hackers don't go quiet or stop hacking don't they?
And your game would almost certainly require a large infrastructure of servers around the world, carry a hefty subscription, and still ultimately be instanced and have some of the same issues with marrying user content to instancing without it resulting in an inconsistent mess.If I could make the call, I would never go for P2P. Plus I would borrow the economy mechanics from the X series, the flight from I-War and the immersion from the Frontier/Encounters. Plus implement a way to add user generated content in some form to keep things fresh.
Setting up another layer of in-house moderation bureaucracy sounds like a great way to burn money.People here are quite capable to learn the code, write some content, send it in for approval and if everything is cool, FD would simply add it to the mission pool.
So it's you that's responsible for the mess the entire world is in! BURN HIM! BURRRRRRN HIMMMMM!!!! *waves a pitchfork about menacingly*I really can't afford that lately. When I take a calculated risk and fail, a bank may lose some tens of millions of Euros.
Nope. No checks. Nothing, Purely P2P.I would have presumed that there was set parameters in place, and that damage equations during combat were sent to the main server for authenticity or checking?
As in, you fire a weapon, it has a RNG factor of 10-15 damage, it does 4000 damage instead, a warning goes off and the account is investigated / kicked from server. Or if you are in this star system, you jump 100Ly to a new one and you're kicked from server.