Another recent thread whose OP premise was specifically scoped to discuss only the current interdiction mechanics versus the proposed future interdiction mechanics and its effect on all gameplay modes of ED kept getting sidetracked by many commentators into a discussion about the "right" of players who prefer to play a "pirate" playstyle to not have the game changed in a way that prevents them having a fair chance to catch their "prey", who can currently evade capture with nearly 100% success via submit-then-FSD tactics that the current submission mechanics allow for.
Let's get one thing absolutely clear before I continue: these players are right. I agree with them. There should indeed be a fair chance to catch one's prey. Got that? I agree.
But what I found interesting was the pervasive notion by nearly all the "pirates" throughout the thread that somehow ED is fundamentally designed around a "food chain" concept, whereby the balance between traders and pirates is that (paraphrasing) "the risk-reward balance between traders and pirates is that traders get the reward of making the most money, and run the risk of being hijacked by pirates. It's like the food chain: prey animals provide energy for the predators at the top of the food chain." (citation: here, here, and here, for just a few examples)
I do not agree with this "food chain" argument, and I feel it is fundamentally flawed. There are many other ways to entice players to interact with each other in a competitive way without creating bad blood and fractiousness among the playerbase. Which is clearly evident now in the huge amount of conversation (and outright trolling and flaming) about the legitimacy of the pirate playstyle/role/choice as a "core mechanic". But more fundamentally and realistically, I believe that a "food chain" design whereby some class of "predators" is entitled to feed off the time and effort of their "prey" has already been proven as flawed. In a word, the cautionary tale I want to point out to the FD designers and all the players involved in this argument is...
ArcheAge.
If you are not familiar with ArcheAge, it is a sandbox MMO (much anticipated here in the west and hailed as the second coming of real sandbox MMO gameplay) where a huge amount of player activity revolves around crafting, farming, mining, and commodity trading mechanics. There are two primary ways to make money and progress:
A. You can do a lot of time-intensive farming/mining with it's own long, grindy "crafter-style" progression on your own plot(s) of expensive land, which you then bundle into "trade packs", which you then cart some distance and sell to a vendor for profit. The farther and more dangerous your destination, the more money you make on the sale. The best money involves a long, expensive grind to build seafaring ships and try to make it to a vendor safely on the other side of the sea, sailing through dangerous waters filled with pirates.
B. Or, you can be a "pirate" who ambushes/attacks traders, fights them to the death, and then takes their trade pack to sell for yourself. They don't get the profit for their time and effort: you do.
C. The design argument behind this core mechanic of player interaction goes like this: "It's all about the fun risk versus reward of trading! Beat those evil pirates and win big! Feeling outmatched by all the hungry pirates trying to steal your time and hard work? No problem! Get a group of traders together in a convoy of big, expensive warships and beat down those nasty pirates! It's fun! Everyone has a blast! It's balanced! Hey, the pirates stand to lose just as much as you do! You might sink their expensive ships! It's amazing asymetrical gameplay! C'mon, we'll all have a great time together!
Except.... No. That's not really any kind of "balance", because the fundamental equation is this:
1. Player A spends 2 hours or more to prepare a trade pack in expectation of making X amount of money.
2. Player B shoots and kills Player A and makes that 2 hours worth of money for themselves. In one act of "piracy" that lasts 5 minutes at most.
But wait! You say. The pirate stands to lose just as much as the trader! The trader might win the fight and kill the pirate! They trader's ship might sink the pirate's ship! The smart and skilled traders will sail in huge convoys that outweigh the pirate convoys, and sink entire convoys of expensive pirate ships!
Except that's not what's imbalanced. The actual combat between a pirate and trader, or between a pirate ship and a trader ship, or between a pirate convoy and a trader convoy IS INDEED fundamentally balanced. (Unlike in ED today, where such combat between an interdicting pirate in a fast maneuverable ship geared specifically for interdiction and targeted component damage and a slower, less maneuverable trade ship with less firepower is an inherently unbalanced fight between pirate and trader.) But back to ArcheAge: what's still fundamentally imbalanced is the core "food chain" notion whereby Player A spends 2 hours in hope of X gain, while Player B spends 5 minutes to achieve the same gain while also totally denying the trader any gain for their 2 hours of effort.
Okay, so what's wrong with ArcheAge? You say. That actually sounds like fun!
Well, it might indeed be some players' idea of fun. But overall, not enough to be even close to financially successful for the developer. ArcheAge is a great cautionary tale both for FD and for us. Let's examine why:
1. Google "archeage financials". It's not a pretty picture either for XLGames nor for Trion Worlds.
2. When the devs don't make money because the game is simply not popular enough in the marketplace, the few players who do actually enjoy the game lose too.
3. "Predatory" competitive games where one side wins big and the other side loses big tend to attract the hackers and the people who love to cheat and use hacks. Because the stakes are so high. Possibly the stakes are high in terms of real world financial incentive, too, if the game allows for any RMT between players. (Fortunately FD at least knows enough to avoid RMT trading.)
4. Because of points 2 and 3, the player community tends to become vitrolic and divisive. Much bad blood is created on both sides. The players asking for better balance are trolled and flamed as "carebears" and "losers", and the players who enjoy the predator role and the "challenge" of the inherent imbalances are trolled and flamed as "jerks" and worse.
Again, there are _better_ ways to incentivize and reward players to interact competitively. ED doesn't have to be a "food chain" type of game.
And with that said, let's look more closely at the general declaration of what FD itself thinks ED is all about. This quote is the mission statement of the game directly from the home page of the site:
"Start with a small starship and a few credits, and do whatever it takes to get the skill, knowledge, wealth and power to stand among the ranks of the Elite.
400 Billion Star Systems. Infinite Freedom. Blaze Your Own Trail
In the year 3300, across the vast expanse of an epic, full-scale recreation of our Milky Way, interstellar rivalries flare as galactic superpowers fight proxy wars. Some may know you as an ally; others will call you a pirate, a bounty hunter, a smuggler, an explorer, an assassin, a hero... Fly alone or with friends, fight for a cause or go it alone; your actions change the galaxy around you in an ever unfolding story."
Please, tell me where, exactly, in this quote, is there ANY implication that:
* "Food chain" design is the core of the game
* Players who choose to roleplay a pirate are guaranteed the same income stream as players who chose to trade
* Players who choose to roleplay a pirate should have a mechanical and/or gear-based advantage over traders they prey upon
* Players who choose to roleplay a trader or explorer should not be able to successfully avoid pirates or to have the tools needed to succesfully run away from pirates.
Again, I am NOT NOT NOT claiming that traders should be able to escape pirates with 100% certainty. I am arguing only that in an interaction between a "pirate" and a "trader", NEITHER SIDE SHOULD HAVE AN INHERENT ADVANTAGE OVER THE OTHER. Balanced and equal gear options MUST exist in such exchanges. Whether or not a "trader" can successfully avoid or run from pirates should be 100% skill-based.
Let's get one thing absolutely clear before I continue: these players are right. I agree with them. There should indeed be a fair chance to catch one's prey. Got that? I agree.
But what I found interesting was the pervasive notion by nearly all the "pirates" throughout the thread that somehow ED is fundamentally designed around a "food chain" concept, whereby the balance between traders and pirates is that (paraphrasing) "the risk-reward balance between traders and pirates is that traders get the reward of making the most money, and run the risk of being hijacked by pirates. It's like the food chain: prey animals provide energy for the predators at the top of the food chain." (citation: here, here, and here, for just a few examples)
I do not agree with this "food chain" argument, and I feel it is fundamentally flawed. There are many other ways to entice players to interact with each other in a competitive way without creating bad blood and fractiousness among the playerbase. Which is clearly evident now in the huge amount of conversation (and outright trolling and flaming) about the legitimacy of the pirate playstyle/role/choice as a "core mechanic". But more fundamentally and realistically, I believe that a "food chain" design whereby some class of "predators" is entitled to feed off the time and effort of their "prey" has already been proven as flawed. In a word, the cautionary tale I want to point out to the FD designers and all the players involved in this argument is...
ArcheAge.
If you are not familiar with ArcheAge, it is a sandbox MMO (much anticipated here in the west and hailed as the second coming of real sandbox MMO gameplay) where a huge amount of player activity revolves around crafting, farming, mining, and commodity trading mechanics. There are two primary ways to make money and progress:
A. You can do a lot of time-intensive farming/mining with it's own long, grindy "crafter-style" progression on your own plot(s) of expensive land, which you then bundle into "trade packs", which you then cart some distance and sell to a vendor for profit. The farther and more dangerous your destination, the more money you make on the sale. The best money involves a long, expensive grind to build seafaring ships and try to make it to a vendor safely on the other side of the sea, sailing through dangerous waters filled with pirates.
B. Or, you can be a "pirate" who ambushes/attacks traders, fights them to the death, and then takes their trade pack to sell for yourself. They don't get the profit for their time and effort: you do.
C. The design argument behind this core mechanic of player interaction goes like this: "It's all about the fun risk versus reward of trading! Beat those evil pirates and win big! Feeling outmatched by all the hungry pirates trying to steal your time and hard work? No problem! Get a group of traders together in a convoy of big, expensive warships and beat down those nasty pirates! It's fun! Everyone has a blast! It's balanced! Hey, the pirates stand to lose just as much as you do! You might sink their expensive ships! It's amazing asymetrical gameplay! C'mon, we'll all have a great time together!
Except.... No. That's not really any kind of "balance", because the fundamental equation is this:
1. Player A spends 2 hours or more to prepare a trade pack in expectation of making X amount of money.
2. Player B shoots and kills Player A and makes that 2 hours worth of money for themselves. In one act of "piracy" that lasts 5 minutes at most.
But wait! You say. The pirate stands to lose just as much as the trader! The trader might win the fight and kill the pirate! They trader's ship might sink the pirate's ship! The smart and skilled traders will sail in huge convoys that outweigh the pirate convoys, and sink entire convoys of expensive pirate ships!
Except that's not what's imbalanced. The actual combat between a pirate and trader, or between a pirate ship and a trader ship, or between a pirate convoy and a trader convoy IS INDEED fundamentally balanced. (Unlike in ED today, where such combat between an interdicting pirate in a fast maneuverable ship geared specifically for interdiction and targeted component damage and a slower, less maneuverable trade ship with less firepower is an inherently unbalanced fight between pirate and trader.) But back to ArcheAge: what's still fundamentally imbalanced is the core "food chain" notion whereby Player A spends 2 hours in hope of X gain, while Player B spends 5 minutes to achieve the same gain while also totally denying the trader any gain for their 2 hours of effort.
Okay, so what's wrong with ArcheAge? You say. That actually sounds like fun!
Well, it might indeed be some players' idea of fun. But overall, not enough to be even close to financially successful for the developer. ArcheAge is a great cautionary tale both for FD and for us. Let's examine why:
1. Google "archeage financials". It's not a pretty picture either for XLGames nor for Trion Worlds.
2. When the devs don't make money because the game is simply not popular enough in the marketplace, the few players who do actually enjoy the game lose too.
3. "Predatory" competitive games where one side wins big and the other side loses big tend to attract the hackers and the people who love to cheat and use hacks. Because the stakes are so high. Possibly the stakes are high in terms of real world financial incentive, too, if the game allows for any RMT between players. (Fortunately FD at least knows enough to avoid RMT trading.)
4. Because of points 2 and 3, the player community tends to become vitrolic and divisive. Much bad blood is created on both sides. The players asking for better balance are trolled and flamed as "carebears" and "losers", and the players who enjoy the predator role and the "challenge" of the inherent imbalances are trolled and flamed as "jerks" and worse.
Again, there are _better_ ways to incentivize and reward players to interact competitively. ED doesn't have to be a "food chain" type of game.
And with that said, let's look more closely at the general declaration of what FD itself thinks ED is all about. This quote is the mission statement of the game directly from the home page of the site:
"Start with a small starship and a few credits, and do whatever it takes to get the skill, knowledge, wealth and power to stand among the ranks of the Elite.
400 Billion Star Systems. Infinite Freedom. Blaze Your Own Trail
In the year 3300, across the vast expanse of an epic, full-scale recreation of our Milky Way, interstellar rivalries flare as galactic superpowers fight proxy wars. Some may know you as an ally; others will call you a pirate, a bounty hunter, a smuggler, an explorer, an assassin, a hero... Fly alone or with friends, fight for a cause or go it alone; your actions change the galaxy around you in an ever unfolding story."
Please, tell me where, exactly, in this quote, is there ANY implication that:
* "Food chain" design is the core of the game
* Players who choose to roleplay a pirate are guaranteed the same income stream as players who chose to trade
* Players who choose to roleplay a pirate should have a mechanical and/or gear-based advantage over traders they prey upon
* Players who choose to roleplay a trader or explorer should not be able to successfully avoid pirates or to have the tools needed to succesfully run away from pirates.
Again, I am NOT NOT NOT claiming that traders should be able to escape pirates with 100% certainty. I am arguing only that in an interaction between a "pirate" and a "trader", NEITHER SIDE SHOULD HAVE AN INHERENT ADVANTAGE OVER THE OTHER. Balanced and equal gear options MUST exist in such exchanges. Whether or not a "trader" can successfully avoid or run from pirates should be 100% skill-based.
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