It's called Elite Dangerous for a reason.
If we're getting into you and me tango here I could say i'm playing the same game as you're. And if you allowed me to destroy in 5 minutes your 1 hour of trading it's as much your fault as mine. If you want pure PVE experience go/join/back/to and do not force everyone else to share the same universe with you because if you do there is no one really to blame.
Not really. This goes to the concept of "controlled trade routes in ED". While I agree it's not possible to completely block the routes due to instancing (brilliant idea btw), it's possible to maintain high risk areas where the PVP encounter was eventually unavoidable.
Also regarding your comment of going on and offline. This does not always work in the favor of the victim. When the player disconnects during the combat his ship disappears immediately and he is off the scanner. When he comes back he lands exactly on the same instance with the aggressor allowing him few seconds of advantage before the control of the ship is regained. The best would be to have "the aggression timer" implemented leaving the ship in space for few minutes after the pilot disconnects in case of the combat. This will discourage the deliberate disconnection during the combat.
Not really. This goes to the concept of "controlled trade routes in ED". While I agree it's not possible to completely block the routes due to instancing (brilliant idea btw), it's possible to maintain high risk areas where the PVP encounter was eventually unavoidable.
Also regarding your comment of going on and offline. This does not always work in the favor of the victim. When the player disconnects during the combat his ship disappears immediately and he is off the scanner. When he comes back he lands exactly on the same instance with the aggressor allowing him few seconds of advantage before the control of the ship is regained. The best would be to have "the aggression timer" implemented leaving the ship in space for few minutes after the pilot disconnects in case of the combat. This will discourage the deliberate disconnection during the combat.
I can't see how there will ever be enough players to make anything unavoidable. My best suggestion would be to ticket it and see what frontier say.
As for the logging off in combat it needs to just be locked so you can't do it at all that's the only way to prevent that problem.
These two possibilities will turn open world mode into the useless arena in year where only anacondas will compete for the rare sidewinder kill. This is the threat to the sandbox environment.
currently, in Gamma, there is a 15-second timeout required before logoff, if you are actively engaged in combat.I've never seen an effective solution for that - as people claim to have bad internet connections, hence the sudden log outs or claim urgent family problems.
^ this.That topic on every game forum I've seen it is a lose - lose either way.
If you want your PvP only group - you can have it, I'm not stopping you. Likewise if I want a pure PvE group, I can have it.
But then, I'm not the one saying you have to be locked in to it either - I'm quite happy for you to earn and buy your gear in solo or private then bring it in to open, YOU ARE THE ONE saying no. In no way am I trying to hinder or stop your game play, yet you're adamant on limiting mine.
And this is not about you having a power trip and ganking folks? - yea ok, if you say so.
I had a post yesterday asking why use open play, and it turns out the only reason is to gank or be ganked.
But the fact you can advance in the game running solo only, imho, really makes the game lose something.
A lot of the fun of Eve is the fact that the risk is always there, and the level of risk is reflected in the level of reward.
But in ED, you can go do everything with no risk. (Interdiction by NPC's isn't a risk, its easy to avoid).
I really wish you could only advance in Open play, or that Open money/ships/reputation were separate from Solo money/ships/reputation.
Yes, I know some don't want to have to deal with other players, great, there is a solo mode.
But the fact that solo and open are tied together means you can play in complete safety, get your uber ship, then jump into open.
Really feels like the game is losing some of its potential by having a 100% safe mode.
When all that are left in a locked in open-online mode were pro-PvP players, would it be any different?
All I'm saying that switching between modes should not be used as the tactical advantage to neither of the parties. This is the game exploit and has nothing to do with player's limitation of game style.
Elite: Dangerous Kickstarter FAQ said:How does multiplayer work?
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance. All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.
You will be able to save your position in certain key places (probably just in space stations, but possibly while in hyperspace too, if we feel it is needed). A save-and-quit option will be freely available at those points, as will the subsequent reload, but there will be a game cost for a reload following player death. Your ship will still be intact in the condition it was when the save occurred, but there will be a game currency charge (referred to as an insurance policy) for this. This is to prevent the obvious exploit of friends cooperating and killing each other to get each other’s cargo. If you can’t pay, then it will accumulate as an in-game debt, and the police may chase you!
There are no multiplayer lobbies, and the game will be played across many servers, augmented by peer-to-peer traffic for fast responses. Session creation and destruction happens during the long-range hyperspace countdown and hyperspace effect (which is a few seconds only), so is transparent to the player.
We have the concept of “groups”. They can be private groups just of your friends or open groups (that form part of the game) based on the play styles people prefer, and the rules in each can be different. Players will begin in the group “All” but can change groups at will, though it will be possible to be banned from groups due to antisocial behaviour, and you will only meet others in that group.
Last updated: Wed, Nov 14 2012 12:52 PM +00:00
I have a humble request. Would you mind to edit your post and replace all "WE" with "I". Thanking in advance.
Your hate to the player encounters is common here. Why so much fear? May be they can be your friends.
If people's biggest concern is that someone can just switch groups mid gank, my bad, mid combat
It is unclear when a player will be able to group switch. Up to now, the decision as to which mode to play in is made at the beginning of a session and the game must be exited to allow a change to take place. Whether this will change on release is as yet unknown (it was put forward during DDF discussions [I think] that group switching would only be able to occur when a player was changing instance, i.e. entering / leaving SC; making a hyper-jump, or in stations).
The Kickstarter FAQ mentions the ability to group switch at will:
As per my experience the mode switch is instant.
As per my experience the mode switch is instant.