Fragment of an official statement, made by Blizzard:
In case someone does not know, you lose nothing but a bit of your time for death by PvP causes in World of Warcraft. Yet they do understand that even that have to be balanced out in order to create true choice between PvP and PvE modes.
There is an additional enemy type, exclusive to Open mode - Red Hollow Triangle. And the risk of encountering it is not counterbalanced at all.
This game has money. Ships do cost money.
When you are aiming for bigger ships, and you are set on your goal, efficiency is of the most importance.
Dealing with unrewarded risks means severely losing in efficiency. So mode choice becomes rather clear.
I know that definition of a good game experience differs from person to person. Yet for me, I had come to ED for that "feeling of danger".
Choosing Solo there makes me lose in my game experience.
If that is not a valid argument, then I do not know why money exploits are getting fixed at all.
So, at least, as long monetary gains are concerned, choice of game mode to play in should be balanced properly.
Here is what I think must be done. This is my opinion only, and I repeat, this only would concern monetary gains.
This should be enough. Yet, I want to present some additional possible Open-related features as well, which would add a lot of valuable gameplay.
I belive all of this should be implemented as an optional flag in ship's computer to avoid changes in EULA, with parental control if needed. OR it could be enabled from every station, costing (progressive, and with moderately large fee to opt in even at first time) fee to opt in and out, along with cooldowns. Those gameplay elements should take a week or at least two days to establish after opting in. And while enabled, no modes except Open should be avaliable, maybe with some limited supply of switches
When enabled:
My technical experience (not too lacking but still far from calling myself a professional) tells that those things are possible to implement, yet some are harder than the others. And I am not so sure for P2P connections loss part though, as this might cause some abuses. Yet, such abuses might be traceable.
In case of Influence, I am not so sure what is there to be done. All I can say is:
Would welcome any possible additions to my suggestions.
To add to that:
Choice to play knowing that you can be attacked and any moment, overcoming all possible attackers, and then locking them inside that prison station, is as valid game expirience choice as simply removing them from your game.
This is the difference in choosing between PvP and PvE servers/games.
But the facts that switch between game modes takes about 10 seconds, all actions happen and result in the shared universe, and your pay will be the same regardless whether probability of failing is increased or not, make PvP mode not worth people's time. Thus, transforms this game into PvE only.
People who are against such changes are predominantly solo players, which are PvE or casual PvE ones.
Having this discussion here is like fighting slavery in the Confederate south. People which do like current state of things of course are against any changes in it. While I am glad that it is not like fighting communism in the USSR and I am not banned already, actions of those people are no less shameful.
Choice of mode to play in should come down to personal preference only.
For PvE people, they currently have a choice between win-win and lose-lose situations, in gameplay experience and efficiency of their actions.
For PvP people, their choice is either efficiency or gameplay experience.
This is not balance. This should change.
While there are many new PvE experiences waiting in Battle for Azeroth, there are also some new PvP updates for players to look forward to.
...
The core of our plan lies in bringing all servers together under a single PvP ruleset. Players will ultimately be able to choose on an individual basis whether they want to opt in to PvP gameplay or not. While in a capital city, you’ll be able to opt into world PvP, and you will venture out into a PvP-enabled version of the world, populated by other players who have also opted in to PvP gameplay. This also provides a universal foundation upon which we can build new world PvP systems that previously would have inherently excluded everyone playing on a PvE realm.
For those who do opt in to the PvP experience, there will be some slight bonuses such as extra experience gain or reputation gain to offset the additional risk. The nature and magnitude of these bonuses will undergo extensive tuning, with the goal of not making anyone feel obligated to participate in PvP if they dislike that gameplay, while counterbalancing the loss in efficiency for those who do.
In case someone does not know, you lose nothing but a bit of your time for death by PvP causes in World of Warcraft. Yet they do understand that even that have to be balanced out in order to create true choice between PvP and PvE modes.
There is an additional enemy type, exclusive to Open mode - Red Hollow Triangle. And the risk of encountering it is not counterbalanced at all.
This game has money. Ships do cost money.
When you are aiming for bigger ships, and you are set on your goal, efficiency is of the most importance.
Dealing with unrewarded risks means severely losing in efficiency. So mode choice becomes rather clear.
I know that definition of a good game experience differs from person to person. Yet for me, I had come to ED for that "feeling of danger".
Choosing Solo there makes me lose in my game experience.
If that is not a valid argument, then I do not know why money exploits are getting fixed at all.
And I had found a very good analogy.
Imagine if Open and Solo players went into casino together. PvP players played roulette, PvE ones just drank cocktails.
And even if they spend the same money on drinks, 100% of the time PvP players will have the same or less money than PvE ones.
What does that mean? That this casino is rigged, and should be fixed.
The fact that not everyone play casino doesn't mean that it is not a scam and should not be fixed.
And we can add to that that I have to spend more money on drinks (better modules).
Statement that ED is not a casino is just invalid.
The fact that roulette is optional is invalid as well.
The fact that solo have some risks as well is laughable.
And while you can play casino knowing that it is rigged, it kills most of the fun about it.
And exactly that makes open a place which is full of people who either do not know about that it is rigged or people which have nothing to lose. Exact situation we are having now.
And winrates shoud be added, and balanced in a way which will not bring people who hate gambling to it, but will satisfy people which do like gambling.
Influence is another thing. And solution there is not as simple.
Imagine if Open and Solo players went into casino together. PvP players played roulette, PvE ones just drank cocktails.
And even if they spend the same money on drinks, 100% of the time PvP players will have the same or less money than PvE ones.
What does that mean? That this casino is rigged, and should be fixed.
The fact that not everyone play casino doesn't mean that it is not a scam and should not be fixed.
And we can add to that that I have to spend more money on drinks (better modules).
Statement that ED is not a casino is just invalid.
The fact that roulette is optional is invalid as well.
The fact that solo have some risks as well is laughable.
And while you can play casino knowing that it is rigged, it kills most of the fun about it.
And exactly that makes open a place which is full of people who either do not know about that it is rigged or people which have nothing to lose. Exact situation we are having now.
And winrates shoud be added, and balanced in a way which will not bring people who hate gambling to it, but will satisfy people which do like gambling.
Influence is another thing. And solution there is not as simple.
So, at least, as long monetary gains are concerned, choice of game mode to play in should be balanced properly.
Here is what I think must be done. This is my opinion only, and I repeat, this only would concern monetary gains.
- Firstly, income should be increased across the board, by some small figure around 1% to 5%.
This figure must not be too high, as it might skew balance other way around.
- Secondly, Community goals need to get an increase of effort efficiency in Open as well.
Some figure, calculated by related to CG cargo losses in Open, cargo delivered in Open, and the number of PvP destructions in the CG system.
Dealing with pirate blockades is a very entertaining experience, in case of success, of course.
This should be enough. Yet, I want to present some additional possible Open-related features as well, which would add a lot of valuable gameplay.
- Arbitrary levels of PvP criminal activity on the GalMap. Is systems where such activity is present, additional income can be added, with variable levels.
In order to not add too much monetary increase here, cooldown might be made rather long. Or, with no income increase at all, this would only serve as a warning on which systems to avoid.
Exploits such system might spawn would only reflect exploits of IRL criminal elements.
- Increased profit of rare goods trade.
Pirates know trade routes as well as players, so this activity bears a distinct increased risk in the Open mode.
Can be multiplicative or additive with previous one.
I belive all of this should be implemented as an optional flag in ship's computer to avoid changes in EULA, with parental control if needed. OR it could be enabled from every station, costing (progressive, and with moderately large fee to opt in even at first time) fee to opt in and out, along with cooldowns. Those gameplay elements should take a week or at least two days to establish after opting in. And while enabled, no modes except Open should be avaliable, maybe with some limited supply of switches
When enabled:
- Block functionality should be reduced to chat only.
- Menu-log timeout increased.
- Loss of P2P connections, as well as severely decreased number of connection between one and other players, should become punishable by loss of any bonuses for current transactions.
- Sudden loss of connection while under PvP attack will result in the same penalty as above, as well as an additional bounty worth of rebuy of the current ship.
- And, essentially, logging to any other game mode while transactions made in Open are in effect will result in the loss of any bonuses as well.
My technical experience (not too lacking but still far from calling myself a professional) tells that those things are possible to implement, yet some are harder than the others. And I am not so sure for P2P connections loss part though, as this might cause some abuses. Yet, such abuses might be traceable.
In case of Influence, I am not so sure what is there to be done. All I can say is:
- Territorial control is not inherently bad
- As long as PvP faction cannot confront PvE one, or, at least, cannot do so without help of the other PvE faction, and reversed, balancing efforts made in different game modes would not be necessary.
Would welcome any possible additions to my suggestions.
To add to that:
Choice to play knowing that you can be attacked and any moment, overcoming all possible attackers, and then locking them inside that prison station, is as valid game expirience choice as simply removing them from your game.
This is the difference in choosing between PvP and PvE servers/games.
But the facts that switch between game modes takes about 10 seconds, all actions happen and result in the shared universe, and your pay will be the same regardless whether probability of failing is increased or not, make PvP mode not worth people's time. Thus, transforms this game into PvE only.
People who are against such changes are predominantly solo players, which are PvE or casual PvE ones.
Having this discussion here is like fighting slavery in the Confederate south. People which do like current state of things of course are against any changes in it. While I am glad that it is not like fighting communism in the USSR and I am not banned already, actions of those people are no less shameful.
Choice of mode to play in should come down to personal preference only.
For PvE people, they currently have a choice between win-win and lose-lose situations, in gameplay experience and efficiency of their actions.
For PvP people, their choice is either efficiency or gameplay experience.
This is not balance. This should change.
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