Design 101 - Players must ALWAYS have choice to avoid or run instead of fight

I've been thinking for a while about FD's statements about intended changes to "make interdictions harder to avoid", and how to concisely say what I think is very fundamentally wrong about that from a design and player retention standpoint. I'm going to sidestep all the constant arguments about whether "pirate" mechanics should be in the game or whether the game is too easy to hack and grief with it's P2P networking design. Let's just focus on basic _design_ fundamentals that are firmly within FD's control.

Every single game I've ever seen, not just "massive multiplayer" ones, always revolve around a basic design fundamental that I seriously wonder if FD is planning to circumvent:

"A player should _always_ have the option to either run from a potential fight or to avoid a fight altogether"

Players need agency. They need choice. They need decisions. One such fundamental decision is whether to get into a fight or not. With other players. With NPCs. It doesn't matter. Fights can be "fun". They can also be "costly". The "fun" should be balanced against the "cost", and that balancing should be left 100% in the hands of the player, not the game.

Some simple examples from the history of MMOs:

* In games where aggressive CC mechanics like stuns, etc. were largely _unavoidable_ and _uncounterable_, the players very often speak with their feet and their wallets and either leave or stay away. And those that stay complain bitterly.

* In every MMO since the genre began, the game gives you plenty of visual cues or even visible mini-map "blips" to see potential trouble ahead _before you are detected by the game AI_ and you have the choice to try to find a different path to avoid the fight entirely. Or, some games might force you into "surprise attacks", but you always have the option and tools to simply try to run away successfully.

Interdictions as they stand today still give players agency and choice. You can simply submit, boost/evade for a very short time, and then FSD away. Or, you can stay and fight. Choice. It's good.

But what FD has been hinting at is an upcoming change whereby (as I interpret their comments), players will essentially be _forced_ into interdictions and their FSD will be forcibly disabled for much longer than it is now. This is VERY bad, IMO. I don't care whether we're talking about player pirates or NPC pirates: there are too many ship-ship matchups where the interdicting ship has a strong and unfair advantage against the interdicted ship. In many such matchups, the interdicted ship might be able to get away, but with a certain amount of hull damage which is far too costly. If you do not give the interdicted ship a chance to decide for themselves that the matchup is not in their favor, and you do not give them the tools to effectively run from such an imbalanced fight, then you are _doing design wrong_.

It's that simple.

EDIT: Copying up here some additional points I made on page 19 of the thread.

Let's look at the following _particular_ statements by Sandro. This is where I think they get it _fundamentally_ wrong from a design and player retention standpoint. Highlighting is mine for emphasis. I'm going to comment on a few different aspects of Sandro's thinking:




I'm not overly interested in the whole "who wins the encounter" discussion, especially when the encounters can be very lopsided. I'm interested in how game play is served for both parties:


I look at the combat ship. Regardless of what their intent is, at this point in the game play they have a material advantage. But I want to make sure that the length and options of the encounter mean that both parties have at least *some* tricks to employ (hence I want to make sure that the trader could have fitted modules that make life more difficult if used well, and that the combat ship has the means to potentially prevent instant escape and actually attack). If you fly a stripped down trader with no shields or means to defend yourself, I contend that you are taking a calculated risk and can't complain too much when you get interdicted.
I'll just point out here that Sandro already knows that the interdicting player (or NPC) has a _material advantage_ over the interdicted player. This is a fundamental PvP imbalance right from the start.

I'll also remind Sandro that even when properly equipped with shields and a crap ton of turrets, along with PvP know-how to keep the interdicting ship in range of all turrets with 95% uptime, any _NPC_ ship from an Asp upwards can inflict at least 12% hull damage on a Python "trader with teeth" configuration, and that's 200K in repair cost right there. 250K if I put an A-class powerplant in the ship (everything else is already A-classed) Shields get stripped quickly, and hull damage happens. Now: against a _player_ in a viper or cobra, you can expect the same hull damage or more if you stick around to fight like a porcupine. Get it, Sandro? THERE is NO winning or break even scenario for a trader in your vision of lopsided, imbalanced PvP. The only winning or break even scenario is to successfully run away before shields are lost. Even in solo mode.




All in all, the end result of this encounter is mostly likely that the trader suffers some amount of material loss (the extreme being that they are destroyed) and that the combat ship more than likely has a bounty. Depending on player skill and materials involved the result can swing one way or another, but this is most likely outcome.
Isolated summary by Sandro for emphasis. This is fundamentally imbalanced and a total, complete LOSING proposition for traders. This is every bit as bad as the fundamental pirate-trader imbalance in ArcheAge. And if you want to see how well that's working out for Trion Worlds, reach out to them, developer to developer, and ask them how happy their playerbase is and how their financials are doing these days.




At this point, the trader needs to recoup their losses (being traders, they'll likely trade to do this). I believe we currently have some issues linked to the severity of their potential loss, but I suspect we may be able to find ways of softening the extreme cases a little better (tweaks to the credit line, for example is something we're looking at, or some changes to overall ship costs). Importantly, to me it makes no sense for the trader to perceive that they somehow "lost" this encounter - because the deck was stacked against them from the start.
Now you're on the right track, but this _directly_ contradicts what you've stated above. You have _contradictory_ design goals at play here.




The only sensible way for traders to assess how well they did is to consider how much they lost. And in a nutshell, this is where we have to make sure that traders can *if they wish* alter their ships to mitigate the loss caused by loss. Tough shields, armour, point defence, weapons - these all make a difference. For sure it's no guarantee that the trader can defeat the combat ship, but - if we get the numbers to the right place - it may well mean the difference between some hull/module damage and complete ship loss, depending on the equipment and *how well* it's used.
Where in all this line of thinking is the notion of "what does the pirate risk losing versus what the player risks losing"? Right now, all risk is on the trader, and zero risk is on the pirate:

* The pirate is flying a smaller, cheaper ship so their monetary loss from a fight is much smaller than the trader.
* The trader stands to also lose their investment in cargo cost. What does the pirate stand to lose to balance this cost risk?

A complete viper loss is 6 minutes of tradiing to recoup for the average player in an A-classed Viper, who also has a T6 or Asp on the side for cargo hauling. Meanwhile the trader in an A-classed Python is looking at 102 minutes of trading to recoup the monentary loss of the ship replacement alone. Add another 60 minutes on top of that to recoup the loss of lost cargo. And the numbers get WORSE from there for a T9 or Anaconda.

This is utterly, fundamentally imbalanced.




And I have to say that this is a core concept for the trader's basic journey. It really has nothing to do with them "beating" or "losing" to ships that are designed specifically for combat. It's about the dangers and efficiencies of haulage.
I have no problem with this design principle as long as the risk/reward is BALANCED for both parties. Right now, the game is nowhere near that state.
 
Last edited:
I agree that a player should always have the option to run - but not always have the option to avoid the fight if they choose. To avoid the fight you have to run faster than the person who is attacking you...
 
OP is on point!

It is bad development to force any player to be stuck in any situation that game mechanics don't somehow allow an escape for. Simply saying get a better FSD, more shields, better armor is not the solution either.


Perhaps making it so that after so many interdictions the FSD takes gradually longer to cool down instead of a blanket standard cool down period regardless. Do it smart FD if your going this route!
 
I agree that a player should always have the option to run - but not always have the option to avoid the fight if they choose. To avoid the fight you have to run faster than the person who is attacking you...

+1 Absolutely Correct.
 
Well if that is how it's going to be then allow players to recruit NPC mercenaries or escorts for trading ships like Type 6/9. If your going to force someone to fight at least offer an option for escort so the unarmed ship is not by itself.
 
It is bad development to force any player to be stuck in any situation that game mechanics don't somehow allow an escape for.

Not necessarily. There should always be the potential for a player to be completely outmatched and be in a no-win situation. Now normally this should be due to their own stupidity or lack of preparedness (e.g. flying a T9 without shields, full of palladium into a pirate base, an anarchy system), rather than a bug in the mechanics or too much random chance and poor luck, but the possibility must exist to make the game dangerous.
.
Sometimes life just hands you lemons, a decent simulation shouldn't shy away from that.

Well if that is how it's going to be then allow players to recruit NPC mercenaries or escorts for trading ships like Type 6/9. If your going to force someone to fight at least offer an option for escort so the unarmed ship is not by itself.

Agreed - the sooner FDev can get escorts and crew in game, the sooner we can get all of this mess 'balanced' out with more options. :)
 
Last edited:
Hmm - if i remember that part of beeing forced right, it was "only" said that the FSD cooldown for submitting to the interdiction will be / might become the same as it would be in case you botched the minigame to escape the interdiction.
 
Finally a game that innovates! Way to go FD!

OS 2 Warp was innovative. Microsoft's "Bob" was innovative. Hydrogen blimps were innovative. Betamax was innovative. Just saying...

Yeah, I've never liked the interdiction mechanism as it currently is. It's aggressive and one sided with the advantage totally for the attacker, and to the OP's point there's no purchasble counter-mechanism (why? one buys the tool to "do this" so why is there nothing to purchase to resist this?). IMO this adds little to the game that something elses couldn't do better. The standard reply is "but... but... this is Elite : Dangerous" to somehow imply interdictions add danger to the game. Really? Are these really dangerous? They're annoying. And it simply drives players away as folks have posted. Would bet that this element alone probably keeps many players away from open play.

But FD seems to be quite proud of this unique irritating-to-many game mechanic - as one of the few pieces of dynamic content in the game - and they keep cranking it up to only dial it back down when enough players complain. Think about that: what other online game has something that the devs keep increasing on purpose until the users complain? They'd be better off designing some new mechanism. If the plan is to change to force this to always happen then it will likely be (another) big mistake.
 
Last edited:
I agree that a player should always have the option to run - but not always have the option to avoid the fight if they choose. To avoid the fight you have to run faster than the person who is attacking you...

+1 Absolutely Correct.

I suspect we're having a problem with semantics here, so let me clarify:

* In ED, there is NO possibility to truly avoid an interdiction _attempt_ by another player or NPC. To _avoid_, you must be able to _see_ potential danger ahead and change your route to simply not run into the danger in the first place. The ship radar display is far too cluttered and imprecise to clearly _see_ potential blips that might be trying to interdict you. In many cases, the radar give ZERO warning: no blips anywhere near by. You are just suddenly in the middle of an interdiction attempt.

So, in ED, the only option left to players is to "run" when they are snared in an interdiction attempt. Let's see how that plays out:

A. You could fight the interdiction itself and play the "escape interdiction" minigame. However, this has a huge cost: if you are less maneuverable than the ship interdicting you, you will lose, be yanked out of SC, and incur an automatic 10% hull damage. This is VERY costly, especially in the larger ships.

B. You could submit instantly to escape the potential cost of losing the interdiction mini-game, dodge some shots while boosting, and quickly jump back into FSD. Zero cost incurred, other than some lost time to the interdiction attempt.

In this current state of things, choosing response A is essentially choosing "to fight". Choosing response B is essentially choosing "to run".
 
"A player should _always_ have the option to either run from a potential fight or to avoid a fight altogether"
Well, you have a choice and you will have a choice. Now, how easy this should be is fundamentaly different matter which i think is the real reason for this thread.

Btw i really like how you worded this! Hillarious! :)
 
ALWAYS avoid no. Sometimes life sucks.
Players must have a mechanism to avoid even if that mechanism is "don't go into that system, there be dragons".

Some people will vote with their feet no matter what. Right now ED has a lot of bored people voting with their feet. If you are the type who will vote with their feet if they are not 100% in complete safety playing a game with "dangerous" in the title, I want you to leave.
 
Last edited by a moderator:
I've been thinking for a while about FD's statements about intended changes to "make interdictions harder to avoid", and how to concisely say what I think is very fundamentally wrong about that from a design and player retention standpoint. I'm going to sidestep all the constant arguments about whether "pirate" mechanics should be in the game or whether the game is too easy to hack and grief with it's P2P networking design. Let's just focus on basic _design_ fundamentals that are firmly within FD's control.

Every single game I've ever seen, not just "massive multiplayer" ones, always revolve around a basic design fundamental that I seriously wonder if FD is planning to circumvent:

"A player should _always_ have the option to either run from a potential fight or to avoid a fight altogether"

Players need agency. They need choice. They need decisions. One such fundamental decision is whether to get into a fight or not. With other players. With NPCs. It doesn't matter. Fights can be "fun". They can also be "costly". The "fun" should be balanced against the "cost", and that balancing should be left 100% in the hands of the player, not the game.

Some simple examples from the history of MMOs:

* In games where aggressive CC mechanics like stuns, etc. were largely _unavoidable_ and _uncounterable_, the players very often speak with their feet and their wallets and either leave or stay away. And those that stay complain bitterly.

* In every MMO since the genre began, the game gives you plenty of visual cues or even visible mini-map "blips" to see potential trouble ahead _before you are detected by the game AI_ and you have the choice to try to find a different path to avoid the fight entirely. Or, some games might force you into "surprise attacks", but you always have the option and tools to simply try to run away successfully.

Interdictions as they stand today still give players agency and choice. You can simply submit, boost/evade for a very short time, and then FSD away. Or, you can stay and fight. Choice. It's good.

But what FD has been hinting at is an upcoming change whereby (as I interpret their comments), players will essentially be _forced_ into interdictions and their FSD will be forcibly disabled for much longer than it is now. This is VERY bad, IMO. I don't care whether we're talking about player pirates or NPC pirates: there are too many ship-ship matchups where the interdicting ship has a strong and unfair advantage against the interdicted ship. In many such matchups, the interdicted ship might be able to get away, but with a certain amount of hull damage which is far too costly. If you do not give the interdicted ship a chance to decide for themselves that the matchup is not in their favor, and you do not give them the tools to effectively run from such an imbalanced fight, then you are _doing design wrong_.

It's that simple.

respect your opinion, but you are wrong.
 
I just posted this in another thread discussing pirate interdictions but I think it belongs here to.

This is what it boils down to. Most traders are not PvP savvy, heck I bet most of them don't particularly want to be, but even so they have to have an option in a PvP encounter where they can come out on top (ie, get away with their cargo intact).

I think it was in fact Sandro who said that traders have the option of beefing their ships up with armour, weapons, countermeasures and making a show against the pirate. Fine in theory but he is thinking with the mind of a combat pilot. Even with all the best armour, all the countermeasures and the biggest guns it can carry a type 6 or a hauler is NOT going to have a chance, especially if the trader just isn't into PvP anyway.

The only practical solution for most traders is to escape. So, ok, fix this submit/boost/FSD exploit but if you don't replace it with something that gives the trader a chance to escape instead of fighting a battle they cannot win then all the little space trucks and vans will be tottering off to Solo and Private Groups and the pirates will be left playing with themselves.

It has been said many times before. If traders are wanted in Open Play then they have to have a chance of surviving there.
 
* In every MMO since the genre began, the game gives you plenty of visual cues or even visible mini-map "blips" to see potential trouble ahead _before you are detected by the game AI_ and you have the choice to try to find a different path to avoid the fight entirely. Or, some games might force you into "surprise attacks", but you always have the option and tools to simply try to run away successfully.
EVE.

'nuff said.
 
Well if that is how it's going to be then allow players to recruit NPC mercenaries or escorts for trading ships like Type 6/9. If your going to force someone to fight at least offer an option for escort so the unarmed ship is not by itself.

With 1.2 that will be possible, at least in terms of hiring other players to protect you. As to the OP, I feel like if you are in a situation where you get successfully interdicted by another ship you have already lost but right now even if you lose the interdiction you have too many options to escape. By increasing the cooldown on FSD or disabling it entirely if you get interdicted, you give pirates a much fairer chance of doing their role. As things stand, the options for escape after getting interdicted are so easy and numerous that the pirates are forced to immediately open fire on their victim in order to disable their ship before they escape. By increasing the cooldown on the FSD this won't be necessary and will therefore open up more opportunities for negotiation, player interaction and roleplay, things that right now are lacking in the game.

Yes you want to give players the option of avoiding a fight but they already have that with the interdiction mini-game and right now, even if you lose that game it's far too easy to escape. That is what FD are looking at changing, and I think it's the correct decision.
 
I just posted this in another thread discussing pirate interdictions but I think it belongs here to.

This is what it boils down to. Most traders are not PvP savvy, heck I bet most of them don't particularly want to be, but even so they have to have an option in a PvP encounter where they can come out on top (ie, get away with their cargo intact).

I think it was in fact Sandro who said that traders have the option of beefing their ships up with armour, weapons, countermeasures and making a show against the pirate. Fine in theory but he is thinking with the mind of a combat pilot. Even with all the best armour, all the countermeasures and the biggest guns it can carry a type 6 or a hauler is NOT going to have a chance, especially if the trader just isn't into PvP anyway.

The only practical solution for most traders is to escape. So, ok, fix this submit/boost/FSD exploit but if you don't replace it with something that gives the trader a chance to escape instead of fighting a battle they cannot win then all the little space trucks and vans will be tottering off to Solo and Private Groups and the pirates will be left playing with themselves.

It has been said many times before. If traders are wanted in Open Play then they have to have a chance of surviving there.

op says nothing about PVP.

if you want to avoid PVP: play solo. its so simple.
 
Back
Top Bottom