Goose4291
Banned
Indeed.
.... and when they are not working at height?
With the places I've worked in the past, you don't get paid it, because you're not in that role.
Indeed.
.... and when they are not working at height?
Mountain climbers are given the choice of difference ascents up the mountain. The type of ascent is up to them with no "reward" for doing it. That is the same as the mode systems... and if you want to talk about the "silliness" of real world analogies you may want to talk to Edgy... A trend I see with the "selective criticism" is that it seems you and others don't say anything about him doing them, but if others reply to them with them then they are silly and such...
With the places I've worked in the past, you don't get paid it, because you're not in that role.
Exactly my point.
Yep. Which is why people argue for a 'danger pay' multiplier or something similar for powerplay.
If it could be guaranteed to only be paid when there was actually any "danger" to be paid for then great!
.... however, as players love to collude to gain rewards that assume a combative interaction whereas they could trigger the payment with minimal upset, it'd be exploited.
Youre paid the extra for the 'risk' of falling off.. not the actual falling off, which seens to be the way youre looking at it.
And I wouldn't worry about collusion in the manner you seem to think with Powerplay. It would infact be counter productive to engage in such activities from my experiences.
I'm suggesting that if no opposing players are encountered then one is still on the ground, i.e. not even in a position to fall off anything.
Okay, however I think this is the way everyone supporting such changes regard it.
Bad real world analogy: Hazard pay for risk of falling off.
Powerplay Open Mode: Hazard pay for risk of encountering player opposition
Yep. Which is why people argue for a 'danger pay' multiplier or something similar for powerplay.
Except you're not competing against other mountain climbers.
Also, thats some pot calling kettle black nonsense in your second paragraph. Everything you write stinks of selective criticism, whereas I have made it clear numerous times (including one hillarious argument with the old SDC leader Sundae) that I hate silly real world comparisons.
Stop trying to square hole round peg me into some sort of pro-griefer archetype.
Except the danger is not necessary to engage in PowePlay.
See, the reason high steel and iron workers (let's use proper terminology) get hazard pay is because it is in fact necessary for someone to climb that high steel and work it. That's not a task robots can do. Yet. That's a necessary risk. Someone's got to do it, so they get paid for the risk.
The reason you don't get "hazard pay" for PowerPlay is because it isn't a necessary risk. Because of the existence of equal modes it is not necessary for you take extra risks when engaging in PowerPlay. You want a risk/reward system, where increasing risk demands extra reward. Most game developers acknowledge the risks and thus implement the reward. FDev just gets rid of the risk, thus eliminating the need for the reward. See? This design philosophy is evident throughout their entire development course. I love it and think it's hilarious, of course not everyone agrees.
They did this with the Crime and Punishment system. Remember when players with bounties would remove hot modules and then complain that the cleaning fees were too high? The obvious desire was for FDev to completely remove the entire concept of hot modules. They did, but not in the way the whiners wanted. Instead, FDev just locked outfitting for wanted ships completely and removed all cleaning fees on currently stored hot modules! Problem fixed! You will no longer have a problem with players being shocked with high cleaning fees for hot modules. Of course, now they can't do anything at all with a wanted ship!
That's FDev. You want reward for your risk? No, you just lose the risk.
Youre paid the extra for the 'risk' of falling off.. not the actual falling off, which seens to be the way youre looking at it.
And I wouldn't worry about collusion in the manner you seem to think with Powerplay. It would infact be counter productive to engage in such activities from my experiences.
Modes kill the purpose.
Risk reward?
Modes kill the purpose, risk rewardModes kill the purpose.
Risk reward?
Since Solo mode exists there is no necessary risk, so no reward. That's why they (PvP players) want modes separated in some fashion, in order to justify the traditional tiered risk/reward system. Unfortunately for them that's just now how FDev works, thankfully. So, yes you're right, the modes kill the purpose and do so by design.
Think of Solo as a developer's version of trollface. In most MMOs the PvP communities pretty much run rough shod over everybody else with their elitism. FDev grins and does what other developers say you should never do, which is reward all activities individually and uniquely instead of rewarding by risk. They do this rationally by literally stripping the risk. That balances the equation. Of course, that's considered a slap in the face to PvPers who have always viewed their gameplay as superior and expect the associated rewards.
Elite doesn't like elitism.
Except the danger is not necessary to engage in PowePlay.
See, the reason high steel and iron workers (let's use proper terminology) get hazard pay is because it is in fact necessary for someone to climb that high steel and work it. That's not a task robots can do. Yet. That's a necessary risk. Someone's got to do it, so they get paid for the risk.
The reason you don't get "hazard pay" for PowerPlay is because it isn't a necessary risk. Because of the existence of equal modes it is not necessary for you take extra risks when engaging in PowerPlay. You want a risk/reward system, where increasing risk demands extra reward. Most game developers acknowledge the risks and thus implement the reward. FDev just gets rid of the risk, thus eliminating the need for the reward. See? This design philosophy is evident throughout their entire development course. I love it and think it's hilarious, of course not everyone agrees.
They did this with the Crime and Punishment system. Remember when players with bounties would remove hot modules and then complain that the cleaning fees were too high? The obvious desire was for FDev to completely remove the entire concept of hot modules. They did, but not in the way the whiners wanted. Instead, FDev just locked outfitting for wanted ships completely and removed all cleaning fees on currently stored hot modules! Problem fixed! You will no longer have a problem with players being shocked with high cleaning fees for hot modules. Of course, now they can't do anything at all with a wanted ship!
That's FDev. You want reward for your risk? No, you just lose the risk.