Brrrr. So much machismo and e-peen in a spaceship video game.
I get all goosey in your presence. Such a keyboard hero!
Thats okay dokay Duc
I get all goosey too...
Brrrr. So much machismo and e-peen in a spaceship video game.
I get all goosey in your presence. Such a keyboard hero!
Um agriculture, language, societal constructs, collaboration, science, etc. etc. Again, predatory analogies are terribly flawed in this context. Extend your reasoning - we should all be predators and ship killers. Oops, sorry all of the systems are now in famine and outbreak. Aw dang, those cargo pilots decided to just go around killing each other. There is no ecosystem BGS that wipes out pilots by starving them, giving them diseases, or allows for evolutionary processes with the time frame of game play. Ugh go stand alone in front of a grizzly bear without all of the education, tools and support a society has given you and you'll meet a real apex predator. We need a conversation with FDev about this and not campaigns to push each other into our own favored game mode.
So ask yourself: What are you? Which mindset do you embody?
Don't answer that question. Becuase actions are the only thing that is of value. Words without following actions are as worthless as they can be.
They have to allow menu logging because of the 'real people have real lives' issue. Sometimes you have to step away from the game on close to zero notice because something of actual importance is happening. Yes, it can be abused, but it has to be allowed.
The proper response to real life is to go answer it immediately, I've lost a couple ships at times from bad timing, but I never logged from a player because of it. If I miscalculated my free time that's on me, not the other player.
And besides, the majority of menu logs committed against players tend to happen right when the logger is losing, those would have to be some rather convienent excuses.
And here you just need to find an answer how you would disallow network disruptions that can happen for a variety of reasons?
Quote? I have sources that claim the opposite.
Sadly this is true (the BGS part). It would be extremely interesting to turn a whole cluster of systems to famine or anarchy, not just one out of thousand of systems. There is nothing even a big group of players can do to inflict only the slightest influence on other hostile players. If FD allowed for wide spread BGS crisis scenarios then that would definately be something I am interested in. Imagine the Empire without food and the slaves would start to resist![]()
... go stand alone in front of a grizzly bear without all of the education, tools and support a society has given you and you'll meet a real apex predator. ...
I've heard this a few times. Its an invalid comparison. You have removed all the traits that make humans Apex, but left the bear with its. Its claws, teeth and strength. To fairly compare Human vs Bear you need to remove the things that make it Apex too. You would need to find a weak, slow toothless clawless bear with poor eyesight.
I've heard this a few times. Its an invalid comparison. You have removed all the traits that make humans Apex, but left the bear with its. Its claws, teeth and strength. To fairly compare Human vs Bear you need to remove the things that make it Apex too. You would need to find a weak, slow toothless clawless bear with poor eyesight.
In fairness, the only thing which gives us those advantages is civilisation. If it were to fall, the average person is not smart enough, skilled enough, strong enough, or fast enough to survive against nature's finest. We have those advantages because we have removed ourselves from the kill or be killed cycle, not because we are better at it. Big difference.
In fairness, the only thing which gives us those advantages is civilisation. If it were to fall, the average person is not smart enough, skilled enough, strong enough, or fast enough to survive against nature's finest. We have those advantages because we have removed ourselves from the kill or be killed cycle, not because we are better at it. Big difference.
In fairness, the only thing which gives us those advantages is civilisation. If it were to fall, the average person is not smart enough, skilled enough, strong enough, or fast enough to survive against nature's finest. We have those advantages because we have removed ourselves from the kill or be killed cycle, not because we are better at it. Big difference.
Yes, but since we actually have that civilization, and it's let us rule all other creatures on the planet at our whim (relative goodness of this aside, that's another topic entirely), you can hardly discount it as a factor in our apexery.
Right now as it actually stands, man's most dangerous predator is fellow man. Any given animals may have a shot against other single targets (bee vs allergic target, for example) but that's almost any pairing of creatures on the earth and isn't representative of a species' position on the food chain. Like the judge says, we didn't get out of the food chain, we won it, and there's no rule to say we had to win it with our basic physical abilities because we have waaaay more going for us as a species than our individual might for lion wrestling.
Yes. Lion wrestling indeed. Even a small, vicious dog less than 1/4 of a man's body weight is more than sufficient to severely injure or kill a person. It's our ability to problem solve, cope, and utilize complex tools and strategies that put us at the top of the food chain.
Which brings us back to Crimson's original point, I think.
I would like to see more gameplay that involves our human power of problem solving on many more levels than currently exist.
I would like to see more gameplay that involves our human power of problem solving on many more levels than currently exist.
There's plenty of this stuff in the game already, it just depends on how you choose to play. For example exploring in a low jump range ship the galaxy can be like a maze of dead ends requiring forward planning, fuel management & careful manual plotting. Compared to the current tendency towards high range ships where you just plot the next 1,000ly & jump, honk, scoop.
There's plenty of stuff like this in the game, it just isn't forced on you.
Call me old fashioned, but I yearn for the days when we only placed artificial restrictions on combat to make up for lack of ingame challenge.
The OP seemed to invite collaborative PVE focused pilots into the experience of PVP by encouraging the "weak" to become "strong" by expanding horizons through mental flexibility and a willingness to learn. I have tried to point out that the reason we are able to master our environment has to do with the synergy between collaborative, supportive efforts and the thoughtful focused use of force. Within society or within any military organization for that matter, both are essential. Within the context of this videogame, so many folks seem to be locked in a debate either to bring folks on into their way of playing, or simply to be permitted to pursue their own style without harassment.
I truly want to move this conversation into one about an instancing structure that benefits the greatest number of players. If we consider for a moment a PVP server within one of the previously existing mmos, there is the opportunity for pvp conflict, but there is also the viable path for self policing. For example, in a server hosted zone Lvl 12 player representing faction A is attacked by Lvl 45 player representing faction B. Lvl 12 player types into zone chat, "Hey I'm at location x and am being attacked by this Lvl 45 B guy." Within the zone, 30 faction A guys can waypoint over and deal with the threat. That kind of collaboration, protection, mentoring cannot happen within the Elite game structure.
In Elite, the Lvl 45 guy creates a private peer to peer instance, employs specific game designed skills to keep the Lvl 12 guy isolated, zone communication is eliminated, and the Lvl 12 guy is squashed. The Lvl 12 guy says "Not fair" the Lvl 45 guy says "Stop being Lvl 12".
In my opinion, this is not a player deficit issue - everyone somewhere on a growth curve and has their own interests for playing the game, this is a game design issue. What can be done within the limitations of 32 players in an instance, peer to peer instancing, instance isolation, etc. that can actually facilitate some semblance of community with factional play and meaningful pvp / pve opportunities?
I hope this becomes the debate.
There's plenty of this stuff in the game already, it just depends on how you choose to play. For example exploring in a low jump range ship the galaxy can be like a maze of dead ends requiring forward planning, fuel management & careful manual plotting. Compared to the current tendency towards high range ships where you just plot the next 1,000ly & jump, honk, scoop.
There's plenty of stuff like this in the game, it just isn't forced on you.