It has never been an argument though. Open mode is already an Open PvE mode but is not restricted to it. If you don't like FDev's rules & mechanics of Open, they provided options to restrict game possibilities by creating Open access player groups or Private groups where the moderator of said group is able to set and enforce specific restrictive player's rule.DW2 has reintroduced the argument of PVE Open to the forums in a big way.
FDEV seems unwilling or unable to embrace a PVE Open server.
No they are not, you can PvE in Open.So the PVE community is stuck with the Private Group solution, with the overflow being grist for the mill in Open.
Same goes for collaborative PvP experience. They are not exlusive to each other.One of the core features of a collaborative PVE experience is that it shared between players with similar goals and expectations.
You can't eat your cake and have it to.PG population caps, related instancing restrictions, and being pk targets all reduce the basic biochemical reward for positive social interaction that is a reasonable expectation of an MMO experience.
Indeed they are. All players are equally playing within the rules outlined by FDev. That's FRONTIER's game after all.PVP players are simply playing within the rules outlined by FDEV when they attack any other player within Open instances.
Nobody is retricted from collaborative positive social experience by the game design. It is on people and their mindset.The PVP players are NOT the reason that PVE players are restricted from a collaborative positve social experience.
The game design has established these conditions.
If anything, the game design offers possibilities and multiple choices in order to get a specific and restricted social experience.
Consequences for PvE character death are exactly the same. Note : with 3.0 C&P, consequences for PvP character death can be lower (see the "Notoriety and murder section" on this link )Currently, the consequences for PVP character death represent an insurance rebuy, loss of all exploration data, loss of cargo, loss of all missions, loss of all bounties, loss of all combat bonds, and a reset of your ship to the last station visited.
Hello ATR / Thargoids / engineered NPCs. Anyway it is more complex than that and mostly depends on the player capacity to acknowledge, understand and adapt to its environment.It is fair to say that the threat of character death at the hands of NPCs or pilot error is VASTLY LOWER than the threat of character death by an actual PVP player.
The consequences of charater death seem appropriately punishing given the minimal threat in solo or PG.
The calculation a player should do : Does the rules and mechanics of this game fit my personal expectations and desires ? If no, do i have options ?So the calculation a player must make is:
[snipe...]
Already debunked.My plea to FDEV is that they reconsider the heavy handed rebuy and character losses for PVP deaths.
It is probably too late to develop a PVE Open offering, but it is certainly not too late to reduce the costs of PVP death.