Robert Maynard
Volunteer Moderator
With the implicit but unvoiced "but as it's not an Open only game feature, no-one needs to present themself as a potential target".
With the implicit but unvoiced "but as it's not an Open only game feature, no-one needs to present themself as a potential target".
Averaged out over the whole playing field it would be trivially low, noting that hotspots do occur.
Not leading at all - simply an acknowledgement that some players to choose to play in a way that means that other players may impede them, when there is no requirement for them to do so. That there are then complaints of unfairness due to the choices that some players make is somewhat ironic.
Games will dangle something for you to do something new or different in them. For example in old games you get the best ending by picking the hardest difficulty. The same applies here- you play with everything set to random (Open) and you get a boost as its exposing you to more than the baseline (solo and PG).At the risk, nay certainty, of repeating myself:
(These remarks were intended to illustrate the lack of meaningful equivalence between "features" and "events" in respect of the differences they exhibit.)
See repetition of points I already made, germane to this exact question, above
However there are plenty who already favour open powerplay and are fervent enough about it to have demanded (previously) that everyone else enjoy it as much as they do, and this is in PPV1 with the existing no-extra-rewards-for-open. Are they not having fun?
I'm asking for your evidence- for example 50% of 7.7k respondents in OAs old poll wanted open. Thats more than dozens. The same applied to responses in the forum. Even BPs poll had substantial amounts of people wanting a change.I don't know - I asked you!
However, my guess would be it's closer to "dozens" than to "enough to merit the dev spend and risk of annoyance to others."
Its still an objective. The question is for some 'whats in it for me to be a target?' given that being a target amid peer adversaries is more dangerous than against NPCs.With the implicit but unvoiced "but as it's not an Open only game feature, no-one needs to present themself as a potential target".
We know that players lost results in negative INF for the controlling power- something not (AFAIK) that happens when players are lost to PP NPCs (assuming its like V1 where IIRC a player kill via PvP gains one whole merit).Do we know the relative value of the two actions shown for the pledger and pledgee? If not, could we be missing an already implemented form of "reward for open play" that FDev snuck in without goddamn telling anyone? Off to buy into pitchfork shares..
If any in-game feature required players to engage in PvP then I'd agree, to an extent, even then it would remain optional for those so inclined. As they don't I don't.The argument that mode choice is a choice and that the imbalances of this choice are fair because one could have made a different choice is all kinds of circular and wrong.
Where is it written what "modes are supposed to" be? At the simplistic level they are simply settings on the matchmaking system regarding which players may be instanced with. The challenge posed by game, driven by PvE actions, is the same in all three game modes. That other players may pose a greater challenge than the game in Open is obvious, understood, and irrelevant to the game of those playing the PvE game.Modes are supposed to be able to dictate the manner of direct CMDR interactions possible, not skew one's ability to influence the setting or function as a surrogate difficulty slider.
5 will get you 10 if 'Killing a player pledged to a rival power' is a higher value than any other outcome, we'll have the 'PvPers are killing their alt's/mates'-fear threads before the ink has dried.Do we know the relative value of the two actions shown for the pledger and pledgee? If not, could we be missing an already implemented form of "reward for open play" that FDev snuck in without goddamn telling anyone? Off to buy into pitchfork shares..
It's likely an objective included for those that are in to that sort of thing. Just because it is possible does not mean that it is mandatory.Its still an objective. The question is for some 'whats in it for me to be a target?' given that being a target amid peer adversaries is more dangerous than against NPCs.
Closely followed by demands for those kills to only affect the feature if carried out in Open - even though each system volume is immense and players could be anywhere in a normal space instance, effectively undetectable by those in SuperCruise.5 will get you 10 if 'Killing a player pledged to a rival power' is a higher value than any other outcome, we'll have the 'People are killing their alt's/mates'-fear threads before the ink has dried.
Games will dangle something for you to do something new or different in them. For example in old games you get the best ending by picking the hardest difficulty. The same applies here- you play with everything set to random (Open) and you get a boost as its exposing you to more than the baseline (solo and PG).
I'm asking for your evidence- for example 50% of 7.7k respondents in OAs old poll wanted open. Thats more than dozens. The same applied to responses in the forum. Even BPs poll had substantial amounts of people wanting a change.
Then let's hope they amend the block feature to stop this childish attitude.Whether we are offered a bribe to play in Open remains to be seen. As mentioned previously, if it's trivial then many may not engage. If it's at a level that is insulting to players in the other two game modes, in terms of effectively penalising their effects on a mode shared game feature to somewhere close to meaningless, then expect some players to make liberal use of the block feature caring not for what side effects that may have on those who actually want to play in Open
We know that players lost results in negative INF for the controlling power- something not (AFAIK) that happens when players are lost to PP NPCs (assuming its like V1 where IIRC a player kill via PvP gains one whole merit).
Its why the argument is circular; if its bad to risk destruction in Open without corresponding uplift, its unbalanced.
Given that the block feature was implemented unasked before the game launched and has only ever been strengthened and made easier to use since then, I'd not place a large wager on that.Then let's hope they amend the block feature to stop this childish attitude.
If you can't stand the heat stay out of the kitchen
True, but because its an objective (and talked about extensively on stream) it has to be balanced out with reasons to risk losing INF.It's likely an objective included for those that are in to that sort of thing. Just because it is possible does not mean that it is mandatory.
Its indeed a chance, but its one thats advantageous to the attacker without any benefit to the defender (or at least we haven't seen the opposite screen yet- it very well might be 'kill attackers').Isn't the corresponding uplift the chance of detroying enemy commanders and the concomitant merits/rank/PP2 progress/whatever?
If it is too rewarding then expect collusion, or accusations of it, to appear.True, but because its an objective (and talked about extensively on stream) it has to be balanced out with reasons to risk losing INF.
Fun.In short, why risk damaging your systems fortification by risking being in Open unless there is a benefit?
Some people simply want rewards and will go where they are best. In the end its attracting as many as they can for whatever reasons.Hardly news that games have "loot" in whatever form. The point was there's a vast difference between affecting long-term playstyle choices, where other loot by other means is ubiquitously available, and affecting short-term engagement with objectives that allow familiar and acceptable playstyles to be employed.
If you don't accept that there's such a difference you haven't offered any reason for me to change my mind about it.
Its the only actual numbers we have, and frankly if 3K players poured into PP I'd call that a win.I don't have any evidence. But if I were FDev making the choice where to spend my developer sprint points, I'd pobably prefer market research with some methodological integrity, or just game dev gut feel, to self-selected online polls.
Its indeed a chance, but its one thats advantageous to the attacker without any benefit to the defender (or at least we haven't seen the opposite screen yet- it very well might be 'kill attackers').
Yep. It was the last time I revisited Elite, and yes as in they were doing the hauling with Cutters. I just shook my head and disconnected. As I said with AFK Turretboats and the other nonsense (including the aforementioned circumvention of risk techniques), it removes any 'competitive' chance for Joe Normal to succeed or make an impact, reducing motivation and then leading to them abandoning something they might have been enjoying (see: the decline of PP in the first six months in player engagement, outside of course, of 'module shopping').
Lighheartedly, it worries me a little that hauling in Eurotruck Simulator 2 requires more attention and engagement from its player for them to succeed than hauling in Elite in its current state.