Except the other guy and I were specifically talking about player interaction.No it is addressing the point that player interaction isn’t the only reason players choose a mode.
Of course other reasons exist.
Except the other guy and I were specifically talking about player interaction.No it is addressing the point that player interaction isn’t the only reason players choose a mode.
You can't really make open appealing to people not interested in it from the start. . .
Ah, but do you mean the full player interaction you can have in Mobius, or the very limited kind of "interaction" available in Open?Except the other guy and I were specifically talking about player interaction.
Of course other reasons exist.
Mobius is by definition not full interaction.Ah, but do you mean the full player interaction you can have in Mobius, or the very limited kind of "interaction" available in Open?![]()
I won't question what "objectively" means, but I know that all the best conversations, poking around and ad-hoc grouping which have made memorable game experiences for me have been in Mobius. In Open it's just fight or flight all the time - only one kind of interaction. OK, that's fun sometimes, but full social interaction it isn't.Mobius is by definition not full interaction.
Full is all of it, the good and the bad. You can only get the good in Mobius, but I can get that in Open with my buddies and our squadron’s allies. I can also go play blockade runner at the CG, which is against the rules in that group because nobody can play the aggressor.
People are of course free to play in Mobius, but the idea that that’s the more “complete” version of the game when it’s removing certain interactions and certain build considerations as necessary is objectively untrue.
This is why I think we need those common instances. Some people see the thrill of the hunt as stress/unfun and avoid it. If they want to skip that part of the game, they have that option. But at the same time, the game doesn't really do enough (at least in my opinion) to give people shared "local goals", like a dungeon (fantasy RPG term but it's what's commonly used). CGs are fine, but instanced missions would be a pretty big boost to community building if I had to guess.I won't question what "objectively" means, but I know that all the best conversations, poking around and ad-hoc grouping which have made memorable game experiences for me have been in Mobius. In Open it's just fight or flight all the time - only one kind of interaction. OK, that's fun sometimes, but full social interaction it isn't.
They're not unharmed though are they? Their ship is "hot", so are the modules. And also SWAT or whatever they're called are meant to show up when they misbehave.That's the nice cozy theory, but my point is that it doesn't work at all in the game context, so it fails utterly to give the victim what they actually wanted: the non-existence of the ganker. Real-world deterrence has multiple advantages, of which the two most important I think are.
1) Society is not designed around people who instantly reappear unharmed some distance away if they die, or have easy access to levels of firepower exceeding that of most national militaries.
Throwing an idea out there as a possible solution, and that is to leave the concourses as they are but have a pilot's lounge type area that is accessible by the elevator, which also happens to switch instances. This area would not have any external windows so as to circumvent pad clogging issues, it could be a good area where people can meet up and join wings etc., which would then act as a market to instance everyone together when heading back to the concourse/hangar. This could also be a thing for Fleet Carriers.The tricky thing here is that the "inside of station" is in the same instance as the rest of the station, so you can see player ships outside the concourse too - and even wave to them if they line up with the window. So each general instance needs its own station interior for that to work.
Big deal. Gankers can use exactly the same "make money fast" super earners as the rest of us. That's what I mean by "unharmed" - unlike a normal person in the real world, we can't shrug off the loss of a million pounds, or transfer our consciousness to a legally new person if we get into trouble, or guarantee that our every business venture will gain 100-1 returns in a day and therefore recover from any finite loss in a short space of time.They're not unharmed though are they? Their ship is "hot", so are the modules.
Which is again retrospective - they can't stop someone being destroyed by an attacker.And also SWAT or whatever they're called are meant to show up when they misbehave.
Right. If that happens I'll laugh at the consequences from the safety of Solo until Frontier finally get around to turning it off again.The problem is the punishments are way too light. A hot ship should cost hundreds of millions or billions to clean up or get rid of. Imprisonment shouldn't mean you get let out of the detention centre instantly. You should have to stay in for a few weeks, or until notoriety goes to zero, or similar. Or make the most valuable impounded ship be permanently confiscated.
players hiding out in solo or private instances to avoid PvP