How could players be encouraged to put themselves into dangerous pvp scenarios, even when they don't have to?

Status
Thread Closed: Not open for further replies.
Since the beginning of Elite, there have been two camps; those who want some or all of the game to be Open-Only, and those who prefer to remain out of the sight of the first group.

I've been spending a lot of time thinking about this, and proposals for Open Only activities, since the recent dev posts about powerplay. And here's the conclusion I've ultimately come to:

It's impossible to make open-only work with the current system.

The primary reason for this is twofold:

  1. One side of any powerplay-related engagement prefers to never see the other player.
  2. The underlying mechanics of Elite make avoiding other players almost impossible to prohibit.

When it comes to Elite, the p2p matchmaking system means that, in order for any two players to instance together, their computers must be able to connect with each other. Open only only means you see the players in close geographical proximity to you; the chances of instancing with someone who lives any significant distance from you is severely curtailed. This can be exploited in multiple ways, including VPNs to shift your apparent location, to simply adding enough lag to your connection you can connect with the frontier servers for basic transactions like trade or delivering commodities, but not for high-bandwidth contact like pvp. But at its core, even a player with a bad internet connection will have a profound advantage over those who can connect easily.

Compounding this is the existing of ingame features such as Fleet Carriers, that make interdictions of players nigh-impossible, if they don't actively want it to happen. Players can jump in from an adjacent system, land their fleet carrier 25MM from the station, and drop in so fast it would be impossible to intercept them.

But worst of all is the fact that one half of players are intensely driven to avoid other players as much as possible. If a hauler can guarantee they won't see enemy players, they can dramatically increase their hauling efficiency. So any strategy they can come up with to avoid pvp contact entirely is always going to be the ideal solution.

This is where this problem can actually be fixed, and where I would like to draw attention and focused brain power: How do you make players WANT to instance together?





There's a paradox, here. On the one hand, you want players to interact and engage with one another. On the other hand, every mechanic is pushing players to avoid contact and engagement as much as possible. The haulers don't want to engage the interdictors. The interdictors don't want to engage the hauler's defenders. And the haulers defenders don't really even want to kill the interdictors, because that just means a quick respawn, instead of a prolonged fight.

At no stage of the powerplay cycle are players actually wanting to fight.

So how do you fix this?

The first idea that came to my mind was rewarding the haulers for interaction with the interdictors. Maybe giving them a large multiplier to their hauling efforts if they get interdicted and escape.

Only, that hangs on a tightrope. If the bonus is too small, then it won't be worth it, and people will still just avoid contact entirely. If the bonus is too big, then you end up actively discouraging interdictors from participating, for fear of making the situation worse.

You could simply reward players for pvp outright. Killing enemy players in combat ships rewards you with merits.

Only that's open to exploitation and farming.

You could instigate a pvp elo-based system, with duels between high-skill players giving great rewards.

Only that ignores any complexity at all, and simplifies powerplay down to an elaborate dueling mechanic.






The list goes on. None of my ideas are perfect. The one thing I know is this; without making the haulers want to participate with other players, given the architecture and design of multiplayer in elite, you cannot make them do it. Open only or not makes no practical difference in that fundamental problem of the desire(or lack thereof) for participation.

So I turn to you. Help me answer this question. How do you make players want to play in open, knowing they might be killed? How do you do this without discouraging the interdictors from interdicting, feeling as if they're useless?




Update

So, over the course of 69 pages of discussion, we've come to what I think is a reasonable conclusion.

To sum up: it's not possible to make players WANT to encounter hostile players, but it may be possible to lower the barriers to entry enough for other benefits of cooperative gameplay to take precedence.

The basic problem is this; PVP interactions are rare. Rare enough that, outside of specific exceptions, most players can go for hundreds of hours without encountering them. On the flipside, PVE interactions are extremely easy. It's perfectly possible to win PVE interdictions 100% of the time, even in a Type 9. Because of this, it makes no sense to outfit a trade vessel for survival; it's a statistically bad choice, that ends up hurting you more than it helps you. So, of course, nobody ever does it. But this also means that pvp encounters, when they DO occur, end up being hopelessly one-sided. And one-sided, unwinnable encounters are not fun. So, naturally, people avoid them as much as possible.

The problem isn't innately the pvp! Many players(though admittedly not all - this isn't ever going to be a solution for everyone) are more than willing to take a risk, if they have some chance of success! But it's being unprepared for any sort of attack, because NPCs are hopeless incompetent, and there's no meaningful difference between trading in high security systems versus anarchy systems, that makes players utterly unwilling to engage.

Now, how do you fix this? By making low security systems much more dangerous! By inundating these systems with large numbers of hostile NPCs, players will always need to be prepared for combat, and therefore the prospect of being attacked by a player instantly becomes far less of a concern! Now, naturally, the rewards for trading in low-sec need to be increased correspondingly to compensate. Not only will players be attacked regularly, slowing their trade, they'll also need to give up valuable cargo space for shields and the like, further reducing their profits. So the profits from trading commodities to low-sec stations would need to be increased by a significant margin, possibly as high as 300-400%.

On the flipside of the equation lie the systems where players shouldn't need to be afraid of coming under attack; High Security systems, as well as Medium security systems within the shipping lanes. In these areas, it should be very close to impossible to assassinate anyone or anything. This can be accomplished in a variety of ways, the simplest of which is by giving stations and police Shield Projection Generators, giving nearby neutral and ally players a free reserve of shields, regardless of whether or not they have a shield generator. This prevents all sorts of unsavory behavior, such as using a low-health sidewinder to bait boosting players to accidentally get a murder charge, but also prevents ganking and most types of assassination. An additional change would be starting the interdiction timer to police arriving at the START of the interdiction; in a high security system, where the police can be there in seconds, just holding out for a short period of time would mean the police arriving at the same time as the pirate, instantly shielding the player, and the assassination attempt is foiled. Prospective assassins would need to find very specific windows to assassinate their targets, and then get out quickly.

The benefits of this are manifold. Players will be able to play safely in Open in high-security systems, without fear of ganking of any kind. However, all players will feel encouraged to go to dangerous low-sec areas to make a profit, which is where pirates and gankers can lie in wait, knowing their targets will come to them! But those targets will likewise know that their destination is dangerous, and so will be prepared, regardless of whether they're playing in open or solo. That means there will be much less pressure to play in Solo, because they'll need to be prepared either way!

The net result of this is that players won't be forced to play in Open, but if they choose to do so, for the social benefits that entails, they can do so and enjoy them, with most previous barriers to entry removed, a better game for all!

And even the players who still don't want to play in Open can still have a better game! They'll still have roughly 10000 high and medium security systems to enjoy fully if they don't like danger, but the new addition of 10000 legitimately low-security systems gives broad vistas of new content for those who want a challenge!

And that, ladies, gentlemen, and those of unspecified gender, is how you split a banana.
 
Last edited:
Since the beginning of Elite, there have been two camps; those who want some or all of the game to be Open-Only, and those who prefer to remain out of the sight of the first group.

I've been spending a lot of time thinking about this, and proposals for Open Only activities, since the recent dev posts about powerplay. And here's the conclusion I've ultimately come to:

It's impossible to make open-only work with the current system.

The primary reason for this is twofold:

  1. One side of any powerplay-related engagement prefers to never see the other player.
  2. The underlying mechanics of Elite make avoiding other players almost impossible to prohibit.

When it comes to Elite, the p2p matchmaking system means that, in order for any two players to instance together, their computers must be able to connect with each other. Open only only means you see the players in close geographical proximity to you; the chances of instancing with someone who lives any significant distance from you is severely curtailed. This can be exploited in multiple ways, including VPNs to shift your apparent location, to simply adding enough lag to your connection you can connect with the frontier servers for basic transactions like trade or delivering commodities, but not for high-bandwidth contact like pvp. But at its core, even a player with a bad internet connection will have a profound advantage over those who can connect easily.

Compounding this is the existing of ingame features such as Fleet Carriers, that make interdictions of players nigh-impossible, if they don't actively want it to happen. Players can jump in from an adjacent system, land their fleet carrier 25MM from the station, and drop in so fast it would be impossible to intercept them.

But worst of all is the fact that one half of players are intensely driven to avoid other players as much as possible. If a hauler can guarantee they won't see enemy players, they can dramatically increase their hauling efficiency. So any strategy they can come up with to avoid pvp contact entirely is always going to be the ideal solution.

This is where this problem can actually be fixed, and where I would like to draw attention and focused brain power: How do you make players WANT to instance together?





There's a paradox, here. On the one hand, you want players to interact and engage with one another. On the other hand, every mechanic is pushing players to avoid contact and engagement as much as possible. The haulers don't want to engage the interdictors. The interdictors don't want to engage the hauler's defenders. And the haulers defenders don't really even want to kill the interdictors, because that just means a quick respawn, instead of a prolonged fight.

At no stage of the powerplay cycle are players actually wanting to fight.

So how do you fix this?

The first idea that came to my mind was rewarding the haulers for interaction with the interdictors. Maybe giving them a large multiplier to their hauling efforts if they get interdicted and escape.

Only, that hangs on a tightrope. If the bonus is too small, then it won't be worth it, and people will still just avoid contact entirely. If the bonus is too big, then you end up actively discouraging interdictors from participating, for fear of making the situation worse.

You could simply reward players for pvp outright. Killing enemy players in combat ships rewards you with merits.

Only that's open to exploitation and farming.

You could instigate a pvp elo-based system, with duels between high-skill players giving great rewards.

Only that ignores any complexity at all, and simplifies powerplay down to an elaborate dueling mechanic.






The list goes on. None of my ideas are perfect. The one thing I know is this; without making the haulers want to participate with other players, given the architecture and design of multiplayer in elite, you cannot make them do it. Open only or not makes no practical difference in that fundamental problem of the desire(or lack thereof) for participation.

So I turn to you. Help me answer this question. How do you make players want to play in open, knowing they might be killed? How do you do this without discouraging the interdictors from interdicting, feeling as if they're useless?
"You can lead a horse to water but can't make it drink it." (*some old quote from someone)

And well making people do things, is well maybe not the best option?
 

Robert Maynard

Volunteer Moderator
How do you make players WANT to instance together?
Players can't be made to do anything - as, ultimately, they can choose not to play.

That aside, the question might be better framed as "How do you encourage players to want to instance together?" - and one answer to that is to make instancing together fun for all players - which is likely to be an impossible task as some players like to destroy other players and some players find being attacked by other players to be a predictable and boring waste of their limited game time.
 
The issue is this. Elite is NOT a pvp game. It not planetside 2, its not war thunder, its not tekken, world of warships, etc etc. This game was not designed from the ground up with pvp as its core tenant. You would fundamentally change how the entire game operates to be more pvp oriented rather than an open world with pvp in it in order to encourage players to pvp. I do not like pvp in this game at all, because pvp in this game consists of 2 things. 1) Getting ganked and overwhelmed with no chance to fight. People dont even pirate in this game, they just kill you for no reason. How is a type 7 going to have any sort of chance against an FDL, vulture, Mamba, and an anaconda? Thats not fun. 2) Consenual pvp which is fine. Again the issue is that this game is NOT a pvp game, its an open world MMO with pvp elements. If you want to make a pvp game out of elite then 1) You need to remove the pentalties for dying. 2) Make the game a LOT less grindy 3) Make the game a bit more arcady and 4) Balance the engineering. Fogort number 5) Figure out a better solution to p2p
 
Players can't be made to do anything - as, ultimately, they can choose not to play.

That aside, the question might be better framed as "How do you encourage players to want to instance together?" - and one answer to that is to make instancing together fun for all players - which is likely to be an impossible task as some players like to destroy other players and some players find being attacked by other players to be a predictable and boring waste of their limited game time.

True...but other games have achieved similar meaningful experiences in the past. Probably the closest analogue is Capture the Flag, or in this case, more often a Reverse Capture the Flag. True, these don't appeal to everyone, but they don't have to; they only need to appeal towards their target audience.

The biggest problem with the current system is that it requires the haulers to participate, but doesn't appeal to them. I'm just looking for ways we could change that.

Or, failing that, get rid of the concept entirely. I suppose it would always be possible to shift the entire concept closer to the Reverse Capture the Flag it's closest to, fundamentally, where the fighters and flag carriers are interchangeable at a moment's notice.
 
Trade wins will be next day for any rewards you can imagine.
In terms of credits, absolutely. But while I enjoy getting credits, I also enjoy winning the occasional game of Overwatch for no reward at all.

In this case, the reward would be 'winning' at powerplay. The trick, however, is making the game's win conditions such that players actually want to play with and against each other, and not hide from one another to the exclusion of all else.
 
In answer to your question, the only way is to reduce risk, and increase reward compared to not performing an action or behaviour. Evewn then, some simply do not want to play (un)nice with others.

At that the rub, when a player has every ship a fleet carrier, billions in the bank, triple Elite (1), all risk is fairly small, except the insurance claim stat itself, as I woudl guess outside PvPers, not many have 100s of deaths. So any death is a measurable percentage of current stat.

On the rewards side .... they have everyting, how do you give an incentive, they do not need anything.

Rewarding in Merits, seems to be the only game in town - agree with the OP on that. Most people do not powerplay - exxcept for the goodies, so in itself this seems like a good idea as the rewards are to do with pp game loops. My observation is, you will never get a meaningful interaction between a hauler and a hunter, the hunted are not hacing fun in the animal world, just trying to survive, the same is true for a game. You have force it, if you want it. That is counter to everything ED is about, wher even the war with the aliens is optional.

You also do not want to fence off the powerplay goodies behind a PvP fence.

So interesting OP, good starting point, but a lot more variables at work than the tactical meeting set up, and merit reward.

Simon
 
True...but other games have achieved similar meaningful experiences in the past. Probably the closest analogue is Capture the Flag, or in this case, more often a Reverse Capture the Flag. True, these don't appeal to everyone, but they don't have to; they only need to appeal towards their target audience.

Games that are already designed to appeal to PvP players.....ED wasn't and still isn't.
 
Most people do not powerplay - exxcept for the goodies
That is another trickestery actually. Those goodies are good for pvp only. Usage in PVE is very limited. I neved ever did PP just because of that because I don't need pvp items. Some streamers got it. And then reverted to normal PVE builds without using those goodies.
So ..what I say rewards there are PVP-only. And you ask PVE player to do PVP to get reward which best suits PVP which player tries to avoid?
 
That is another trickestery actually. Those goodies are good for pvp only. Usage in PVE is very limited. I neved ever did PP just because of that because I don't need pvp items. Some streamers got it. And then reverted to normal PVE builds without using those goodies.
So ..what I say rewards there are PVP-only. And you ask PVE player to do PVP to get reward which best suits PVP which player tries to avoid?

I would say "mostly" true, except Prismatics - shield tanking is the simplest PvE meta.

We will never know if the Princess had such good early support (where she was constantly 1 or 2), due to blue hair or nice shields!

Simon
 
Nope. Engeed bi-wave is best. On my Vette it just regens faster then most npc can dps it. So using bi-wave I can fight like 5 hours non-stop, not flying anywhere.
True at the end game - not so true for the casauls (those doing Prismatics PP in Private), who are going after Prismatics much earler than Corvette time. With credits being easy to get, PP requirements maybe 2-3 hours a week, and engineered bi-weave needing more than one engineering recipe, a lot of players turn the Prismatic way for the medium fighting ships - where game style is shields down = leave the res site/conflict zone/compromised nav beacon.

Personally I would never put Prismatics on a Corvette, simply because I mean what would my Fed neighbours ssy? But you need to care about "roleplay" side for that to be a consideration.

Cheers
Simon
 
Players can't be made to do anything - as, ultimately, they can choose not to play.

That aside, the question might be better framed as "How do you encourage players to want to instance together?" - and one answer to that is to make instancing together fun for all players - which is likely to be an impossible task as some players like to destroy other players and some players find being attacked by other players to be a predictable and boring waste of their limited game time.

Escaping a griefer is a lot of fun. Getting potential attackers to give you safe passage is less outright fun, but ultimately more satisfying.
 
You need carrots, sure, but the carrot needs to be gameplay based rather than reward based.

So one idea could be the humble and much derided escort mission.

First, make the contribution to PP/BGS/CG or whatever significant.

Then it gets tricky.

You need to be able to have a hauler and escorts. Doable with wings right now.

But more importantly you also need opposition to either know you are coming - probably best handled by running the missions over a limited time period in a specific system. Difficult but doable.

Finally, you need the gameplay to be - jump in and run the blockade Vs active antagonists trying to stop you.

This is where the supercruise, instancing and basic mechanics of ED make it tricky. Given the time taken for an escort to "drop in" Vs the antagonists DPS Vs highwake time it's hard to see where the gameplay is! Not to mention shenanigans with VPN, timezones etc

Meta things you could try is not specifically rewarding Open only play in game - but having a leaderboard of the "most open hauled commodity" so you're rewarding with fame, rather than any actual in game benefit.

Finally, you could buff NPCs to make it compelling in Solo too - avoiding interdiction Vs an NPC is trivially easy so that would need sorting too.

My post script is a moan - and that is that Fdev don't seem interested in creating compelling gameplay in this way so it's all unlikely.
 
Players can't be made to do anything - as, ultimately, they can choose not to play.

That aside, the question might be better framed as "How do you encourage players to want to instance together?" - and one answer to that is to make instancing together fun for all players - which is likely to be an impossible task as some players like to destroy other players and some players find being attacked by other players to be a predictable and boring waste of their limited game time.

Yep totally personal choice and some CMDRs will just in play in open for the dangerous environment (rare) but have no intention to interact. I always greet CMDRs when I come across them but response is 1 in 20. Secondly ED has poor instancing overall, so even when you mean to meet up...but can't!
 
Why do people need to be encouraged to put themselves in dangerous PvP scenarios in the first place?

People who want PvP can get PvP. People who want danger can get danger.

And everyone else can do what they want.

A better way to look at it would be to find ways to add more reasons for those who want dangerous PvP to get dangerous PvP, assuming that is even needed.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom