This is the last of my "Design XYZ" posts. I have always intended these three, and in this order, and spread out by a day or more each. I knew full well before starting that I would:
A. Probably rub the ED devs (especially Sandro) the wrong way, and
B. Incite a lot of debate over Open PvP (primarily "pirate" playstyle) and allowing players to escape or be driven to Solo/Group mode.
The FD staff are pro devs. No pro likes to be told by their audience that "you're doing it wrong" or "here's a better approach". I know this. I've been on the receiving end of this. My apologies to you as a human being and a pro, and ultimately, thank you for a very cool game so far, despite the rough edges at present. I know exactly how hard and thankless your job can be. I can only hope you'll look past my haughty and pedantic tone (it's not intended that way, it's just precise and matter of fact so I understand that it comes off that way to some people) and just at least _consider_ what I'm saying.
With that up front apology out of the way, on to the topic of this "103" assertion....
Humans are unfortunately designed by evolution to have a very narrow and short risk horizon. Both literally, in what we focus on in our visual field and other stimuli, and cognitively, in how far out we can plan and predict. We tend to focus on immediate and obvious threats and have trouble focusing on more complex and non-immediate threats.
As applied to ED as it stands today, this translates to a very simple and basic reason that many people actively avoid Open play. Even normally PvP-centric players (such as myself) actively avoid Open play. Quite simply:
The cost of _losing_ a PvP encounter is simply too large at present.
This is the overwhelming and obvious fact that everyone grasps quickly, and they act according to human nature. Perhaps more important, even though my previous two 101 and 102 tried to stress the notion of "balanced risk versus reward", there's an important nuance to that equation if you are talking specifically about PvP. Here's the refined, and more exact, formula as it applies to PvP:
The greatest number of players are enticed to willingly engage in PvP when there is tangible and equal reward for winning AND a "negligible" cost for losing.
In other words, PvP encounter mechanics and PvP design drivers are not nearly as successful when players are asked to balance "potentially large rewards against potentially large losses". Instead, the risk portion of that balance equation must be minimal to non-existent.
The examples of the superiority of this design concept--if PvP interaction is a large goal for your game--are everywhere. I challenge you to look at the fractiousness and divisiveness of ED community conversation at present, and also of a game that shares many PvP design driver elements in common with ED (ArcheAge). I challenge you to look at how many players you currently have in Solo/Group versus Open. I challenge you to look at the relative movement of players who start in Open and migrate to Solo/Group versus starting in Solo/Group, moving to Open, and staying there in Open.
Now, contrast that with any of the following commercially successful titles that feature PvP as the core gameplay or a large majority of the gameplay. What do _all_ of these have in common?
League of Legends
Defense of the Ancients
Hearthstone
Call of Duty/Battlefield
Guild Wars 2
I'll stop there because these are the current juggernauts. What do they all have in common? Simple: by engaging in PvP, the worst that can happen is you won't advance. There is no lost effort; no backward progression.
Here's the heart of the problem in ED right now. If you want the specifics behind these numbers, go read post #59 in my "102" thread. These numbers are accurate and meaningful. And they tell a simple story. I'll just quote the relevant chunk.
I currently pilot a nearly fully A-classed Python, so I fall squarely in the category of effectively losing 3 HOURS AND 19 MINUTES worth of progress on every potential PvP engagement in Open. I love me some PvP, and I'd dearly love to play solely in Open and scrap it up with anyone who tries to interdict me, but I'm not _stupid_, and I'm not a _masochist_. I'm a casual player, and 3 hours typically means 3 real world days of progress. Potentially lost in one knife fight. In an environment that isn't really protected from hacking/cheating. And which contains griefers who won't even bother trying to roleplay an "honorable pirate" and let you go for a small road agent tax on your cargo.
This is your elephant in the middle of the room. This is why players stay away from Open.
If I lost at most 10 minutes of progress for losing a fight in Open? Totally different story. Then, I don't care about the griefers. I don't care about the hackers. I'd be in Open anyway, providing a fun and potentially lucrative target for the legit "pirates". If a griefer nails me in station exploit--who cares? I'll just avoid that station for a while. If a cheater using hax cannot be killed and crushes me like a bug? Who cares? I'll report them, avoid that system for a bit and go look for fun/trouble elsewhere. And when legit players best me in fair combat or convince me to drop cargo for them with entertaining "pirate roleplay", then I could care less whether I'm "prey in the food chain" Here ya go; you earned it.
But when I stand to lose what to me is typically 3 entire DAYS of progress. Nope. Not happening. Not ever.
A. Probably rub the ED devs (especially Sandro) the wrong way, and
B. Incite a lot of debate over Open PvP (primarily "pirate" playstyle) and allowing players to escape or be driven to Solo/Group mode.
The FD staff are pro devs. No pro likes to be told by their audience that "you're doing it wrong" or "here's a better approach". I know this. I've been on the receiving end of this. My apologies to you as a human being and a pro, and ultimately, thank you for a very cool game so far, despite the rough edges at present. I know exactly how hard and thankless your job can be. I can only hope you'll look past my haughty and pedantic tone (it's not intended that way, it's just precise and matter of fact so I understand that it comes off that way to some people) and just at least _consider_ what I'm saying.
With that up front apology out of the way, on to the topic of this "103" assertion....
Humans are unfortunately designed by evolution to have a very narrow and short risk horizon. Both literally, in what we focus on in our visual field and other stimuli, and cognitively, in how far out we can plan and predict. We tend to focus on immediate and obvious threats and have trouble focusing on more complex and non-immediate threats.
As applied to ED as it stands today, this translates to a very simple and basic reason that many people actively avoid Open play. Even normally PvP-centric players (such as myself) actively avoid Open play. Quite simply:
The cost of _losing_ a PvP encounter is simply too large at present.
This is the overwhelming and obvious fact that everyone grasps quickly, and they act according to human nature. Perhaps more important, even though my previous two 101 and 102 tried to stress the notion of "balanced risk versus reward", there's an important nuance to that equation if you are talking specifically about PvP. Here's the refined, and more exact, formula as it applies to PvP:
The greatest number of players are enticed to willingly engage in PvP when there is tangible and equal reward for winning AND a "negligible" cost for losing.
In other words, PvP encounter mechanics and PvP design drivers are not nearly as successful when players are asked to balance "potentially large rewards against potentially large losses". Instead, the risk portion of that balance equation must be minimal to non-existent.
The examples of the superiority of this design concept--if PvP interaction is a large goal for your game--are everywhere. I challenge you to look at the fractiousness and divisiveness of ED community conversation at present, and also of a game that shares many PvP design driver elements in common with ED (ArcheAge). I challenge you to look at how many players you currently have in Solo/Group versus Open. I challenge you to look at the relative movement of players who start in Open and migrate to Solo/Group versus starting in Solo/Group, moving to Open, and staying there in Open.
Now, contrast that with any of the following commercially successful titles that feature PvP as the core gameplay or a large majority of the gameplay. What do _all_ of these have in common?
League of Legends
Defense of the Ancients
Hearthstone
Call of Duty/Battlefield
Guild Wars 2
I'll stop there because these are the current juggernauts. What do they all have in common? Simple: by engaging in PvP, the worst that can happen is you won't advance. There is no lost effort; no backward progression.
Here's the heart of the problem in ED right now. If you want the specifics behind these numbers, go read post #59 in my "102" thread. These numbers are accurate and meaningful. And they tell a simple story. I'll just quote the relevant chunk.
Yokai said:Pirate: A-class Viper: 1,500,000 cr/hour income divided by 137K insurance rebuy = 5 minutes of trading activity
Pirate: A-class Cobra: 1,500,000 cr/hour income divided by 360K insurance rebuy = 14 minutes of trading activity
Trader: A-class Asp: 1,500,000 cr/hour income divided by 1459K insurance rebuy PLUS (96*5000) cargo rebuy = 77 minutes of trading activity
Trader: A-class T7: 168 tons > 2,016,000 cr/hour income divided by 2296K insurance rebuy PLUS (168*5000) cargo rebuy = 93 minutes of trading activity
Trader: A-class Clipper: 184 tons > 2,208,000 cr/hour income divided by 4099K insurance rebuy PLUS (184*5000) cargo rebuy = 136 minutes of trading activity
Trader: A-class Python: 228 tons > 2,736,000 cr/hour income divided by 7977K insurance rebuy PLUS (228*5000) cargo rebuy = 199 minutes of trading activity
... and I'm going to stop here because it's a lot of number crunching and typing. You can see the slope clearly with these datapoints, and the slope gets even steeper as you move into T9 and Anaconda range.
As you can see, the COST is much higher for the typical "trader" prey versus the "pirate" predator. The typical pirate will need only 5 to 14 minutes of trading activity to recoup a _total loss_. Meanwhile, the typical ships that traders are flying will range from 77 minutes to 199 minutes to recoup a total loss. And the spread is even worse for T9s and Anacondas.
I currently pilot a nearly fully A-classed Python, so I fall squarely in the category of effectively losing 3 HOURS AND 19 MINUTES worth of progress on every potential PvP engagement in Open. I love me some PvP, and I'd dearly love to play solely in Open and scrap it up with anyone who tries to interdict me, but I'm not _stupid_, and I'm not a _masochist_. I'm a casual player, and 3 hours typically means 3 real world days of progress. Potentially lost in one knife fight. In an environment that isn't really protected from hacking/cheating. And which contains griefers who won't even bother trying to roleplay an "honorable pirate" and let you go for a small road agent tax on your cargo.
This is your elephant in the middle of the room. This is why players stay away from Open.
If I lost at most 10 minutes of progress for losing a fight in Open? Totally different story. Then, I don't care about the griefers. I don't care about the hackers. I'd be in Open anyway, providing a fun and potentially lucrative target for the legit "pirates". If a griefer nails me in station exploit--who cares? I'll just avoid that station for a while. If a cheater using hax cannot be killed and crushes me like a bug? Who cares? I'll report them, avoid that system for a bit and go look for fun/trouble elsewhere. And when legit players best me in fair combat or convince me to drop cargo for them with entertaining "pirate roleplay", then I could care less whether I'm "prey in the food chain" Here ya go; you earned it.
But when I stand to lose what to me is typically 3 entire DAYS of progress. Nope. Not happening. Not ever.
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