Robert Maynard
Volunteer Moderator
It's pretty clear they haven't hired Mobius.
That's not what I asked for....
It's pretty clear they haven't hired Mobius.
You'd need to mode check at every damage routine including those that register damage from ramming (which may be the same, I don't know). When the weapon/object is determined to have impacted the hit box additional checks would need to be made at that point, first the mode, then CZ (if required), then was it received from a player - at that point you can disregard it if required. But if all of that needs changing in multiple places the change/test workload goes up. Very doable but as the workload goes up so does the incidence of bugs normally.
Why a mode check - everyone in an open PvE mode would be in the same mode (and not even instanced with anyone in another mode) - no mode check required so I'm not sure what you're getting at there. Check for a PvP flag I could understand but we're talking a separate instancing filter here not a flag. Simple invincibility to any effect from another player is all that's required. The game already knows what's hitting what and what ships in an instance are player and NPC controlled - hence the different icons on the scanner and changes in hostility status on being attacked by ship A as opposed to ship B for example. Every damage routine would already be recognising who is hitting what within that instance.
Would love to see a pve only mode.
We would then really see how little pvpers matter in this game and what a small minority they really are. Once that was clear I think Fdev would have a better idea on what their focus should be.
As you said, the mode is just an instancing filter. It just influences the network stack in the client saying if you'll 'see' other players or not and which other players you'll match with (and then communicating with the server to get those matches). I wouldn't expect any of the damage routines to check the mode setting at the moment because they don't need to. If you take a weapon hit from another ship (NPC or player) then it is registered. If you want to avoid that then the damage check routines will have to become 'mode aware'. Anyway, all of this is for FD to sort out. I just hope that they can provide an Open PvE at some point because I think the game needs it.
You'd need to mode check at every damage routine including those that register damage from ramming (which may be the same, I don't know). When the weapon/object is determined to have impacted the hit box additional checks would need to be made at that point, first the mode, then CZ (if required), then was it received from a player - at that point you can disregard it if required. But if all of that needs changing in multiple places the change/test workload goes up. Very doable but as the workload goes up so does the incidence of bugs normally.
Isn't there a reporting mechanism to weed out such players though, and bans? That's supposedly fine for weeding out combat loggers and griefers in the present open mode so I see no reason why Frontier would not consider it sufficent to support/police an open PvE mode as well.
If that's the case though then this would already be happening between the existing modes would it not (at least between open and private)? So it would indeed need to be checking the mode already if you're logic is correct.
They don't need to check now because instancing filters don't change the client, Mobius is PvE but only in a 'gentleman's agreement' sort of way. Mobius has the same client logic as Open, you can kill a player in Mobius as various naughty PvP players have proved. To make a real PvE mode you need to change the client to not register player-caused damage and not inform other players in the instance of said damage, at that point players are impervious to player-caused damage in the specific mode.
I challenge FDEV to make an open pve, hell I would even be okay if it was on different servers so the moaning about affecting the BGS would be shut up, and let it run in competition to the open pvp we presently have.
Let them take metrics then and see where the money and true population lies and then let them give accordingly.
In short you're saying that if a PvE mode was implemented the most obvious thing to do is ignore damage originating from another player.
That might be possible by FD - and certainly go a long way to implemening a PvE mode - but sadly it's not going to happen. FD have said that they can't justify the coding aspect and subsequent ticket sorting / exploit fixing.
Personally they should just bite the bullet and do it - there's enough demand for one - or perhaps fix the group tools as what we have today is rather pants.
In short you're saying that if a PvE mode was implemented the most obvious thing to do is ignore damage originating from another player.
That might be possible by FD - and certainly go a long way to implemening a PvE mode - but sadly it's not going to happen. FD have said that they can't justify the coding aspect and subsequent ticket sorting / exploit fixing.
Personally they should just bite the bullet and do it - there's enough demand for one - or perhaps fix the group tools as what we have today is rather pants.
Ultima Online had an 'open' mode like ED in its early days and they lost lots of players, but the PvPers (gankers, griefers, pkers) insisted that the game was 'fair' with the crime and punishment system (which they all knew how to 'work around'.)
They created a new, parallel world called "Trammel" which was pure PvE only and the playerbase flocked to it so quickly that within 2 months 'Felucca' (the original 'open' mode) was almost completely empty.
I look forward to the same thing happening here.
I have heard (but don't know for sure) that various trainers/cheat tables were produced to alter the client to not propagate damage reports therefore making the player invulnerable (to NPCs as well as players) - this led to a rash of cheat reports and (probably) player bans. So, if a low- level code hack can do it there's no obvious reason FD can't do it as they have the actual source code - it is work for them, I don't know how much. Obviously programmer time costs real money.
Like the idea, expect 6) - sneaky player piracy would spice things nicely, if done right. Oh, nevermind.I'd settle for a PvP-discouraged game mode, something like the following (which would not involve changing the damage model per se):
1) PvP damage / destruction fully reimbursed to the target (including all ship contents that would normally be lost on destruction), i.e. no financial penalty to being attacked / destroyed by another player;
2) PvP attackers kicked to Open on next instance change after the attack took place - length of suspension from Open-PvE dependent on previous transgressions; account based;
3) Heavy Pilots' Federation punitive division response to PvP attacker (near instant) - attacker either destroyed or changes instance - see 2);
4) Players cannot interdict players; if a player interdiction is attempted, interdictor drops to normal space (i.e. changes instance, goto 2)), interdictee sees "Interdiction Won";
5) Players cannot follow player wakes of any kind (unless in a wing);
6) Players cannot use hatch breakers on players - attempt to do so results in 2) and 3).
I'd settle for a PvP-discouraged game mode, something like the following (which would not involve changing the damage model per se):
1) PvP damage / destruction fully reimbursed to the target (including all ship contents that would normally be lost on destruction), i.e. no financial penalty to being attacked / destroyed by another player;
2) PvP attackers kicked to Open on next instance change after the attack took place - length of suspension from Open-PvE dependent on previous transgressions; account based;
3) Heavy Pilots' Federation punitive division response to PvP attacker (near instant) - attacker either destroyed or changes instance - see 2);
4) Players cannot interdict players; if a player interdiction is attempted, interdictor drops to normal space (i.e. changes instance, goto 2)), interdictee sees "Interdiction Won";
5) Players cannot follow player wakes of any kind (unless in a wing);
6) Players cannot use hatch breakers on players - attempt to do so results in 2) and 3).
Ultima Online had an 'open' mode like ED in its early days and they lost lots of players, but the PvPers (gankers, griefers, pkers) insisted that the game was 'fair' with the crime and punishment system (which they all knew how to 'work around'.)
They created a new, parallel world called "Trammel" which was pure PvE only and the playerbase flocked to it so quickly that within 2 months 'Felucca' (the original 'open' mode) was almost completely empty.
I look forward to the same thing happening here.
Like the idea, expect 6) - sneaky player piracy would spice things nicely, if done right. Oh, nevermind.![]()
I hope that if FD ever makes a PvE mode it would be an addition to Open Mode and not a substitute.