I know, but its worth repeating for others as a counterpoint.None of what you say changes my feelings on the matter you understand?
Seeing it written like that gave me a chuckle.
I was a bit hesitant (for a while I wrote it out in full )
I know, but its worth repeating for others as a counterpoint.None of what you say changes my feelings on the matter you understand?
Seeing it written like that gave me a chuckle.
The problem is, "not fun" varies with each player. What one may consider fun, others do not.
If someone is not fun to play with, why drive them into open?
If Fdev rebalanced the interdiction mini game then it might go some way to entice players into Open for sure. Skill disparity is always going to be an issue tho in a sandbox game, which is why the option to opt out is always really appreciated. It can be less of an issue in games where there is skill based matchmaking-but that's a whole other kettle of fish...I understand you fully, not having an effective counter for area denial is frustrating. Just one question: what are your thoughts about interdiction mechanics and minigame? If it was more balanced so you have a good chance to win an interdiction would you choose to fly open, knowing that you can run the blockade and make it to your destination more often than not?
Because I have a hunch this here is what many, if not most, solo/PG players have the real beef with
Ah right, the age old fallacy of "BGS is not meant to be played",
Not really true. In the absence of credible NPCs players are required to disrupt other powers. The PvE part is essentially gather merits via shooting or move merits, with very weak NPCs doing a bad job trying to stop you. Because of that PP V1 devolves into grinding races.Same is valid for PP10 - open only does not makes sense, no direct interactions are needed between players, all PP objectives revolves around PVE actions not around direct PVP interactions.
The NPC or players "required" to disrupt other player - whos said this?Not really true. In the absence of credible NPCs players are required to disrupt other powers.
I know, but its worth repeating for others as a counterpoint.
It's a real shame that it's more stealthy to sit and do nothing in an Apex than to fly your own ship! Maybe they need a top 5 rider board or somethingThe salient point with PP 2.0 is that even if it is open-only and even when someone despises any PvP encounter and wants to fly a shieldless T9, they are not forced to do so in the busiest systems. The big change is decentralization—you can do PP anywhere any time, any system can be undermined, prepared or fortified without potential negative consequences for the power or the player doing so. I know that I will simply shift my shop somewhere else if opposition in one system gets too fierce and denies me the access. Cut the losses and sneakily snatch some other system while the opforce is distracted, or inebriated celebrating their victory
Even with stronghold systems, you can sneak around gathering intel (maybe using Apex taxis and ship transfers to bypass station traffic reports—travelling incognito like a true secret agent) and strike a system that's not under the immediate attention of the owners. Doesn't matter if that system is strategically the most important, at the very least you create a distraction that allows your fellow pledges to strike the stronghold that is strategically important
Because of that PP V1 devolves into grinding races.
The NPC or players "required" to disrupt other player - whos said this?
The game does not ask for it and it does not reward for this "requirement" either.
The game just asks the player to do certain actions that generates merits - none of the actions is "disrupt" the enemy player
Not explicitly (in that nowhere in game are you told to go and destroy enemy commanders), but implicitly undermining is disruption of another power, and then that power is entitled to try and disrupt the disrupter in addition to trying to fill the fortification bucket.The game just asks the player to do certain actions that generates merits - none of the actions is "disrupt" the enemy player
And then what happens when you go outside those PvE areas or traverse territory?And that's what exactly is PP10 - grinding those pve buckets till they fill up
If i ferry credits and you try to prevent me to do so - 9 out of 10 i will still manage to deliver. My time will be productive to the power, yours will be wasted.
The same will happen in PP20 if they dont devise ways to get merits from direct PVP interactions - the problem with this is PVP can be easily exploited.
Running a PVE mission, not.
Why sit idle? Taxi time is for perusing the galaxy and system maps trying to put together a picture of what's going on in the neighborhood, who's who and what's whereIt's a real shame that it's more stealthy to sit and do nothing in an Apex than to fly your own ship! Maybe they need a top 5 rider board or something
Not explicitly (in that nowhere in game are you told to go and destroy enemy commanders), but implicitly undermining is disruption of another power, and then that power is entitled to try and disrupt the disrupter in addition to trying to fill the fortification bucket.
Driven by PVE mechanics - pure PVEYou have a feature that is totally player driven in real time and think that nothing other than volume and time metrics are constraints?
Why is it powers send (ineffectual) hit squads after you when you defect? Are they there to wag fingers?
Why do merits vanish and not act like materials when your ship is destroyed?
No, no - the players are having expectations - like the Armstrong moment.Sure the feature does not explicitly tell you but the expectation is there.
Nowhere in the game you are told to destroy enemy commanders and nowhere in the game you are told to destroy NPC X which is carrying merits and by doing so you prevent the enemy power gains over your power.
Nope - you just get merits for killing enemy random npc - but if you dont do that, the enemy does get stronger because presumably you failed to interfere with their progress.
So the "disruption" is non existent as a game mechanic
Strange, given players alone can accrue or transport PP vouchers- whats all this 'NPC X which is carrying merits'? NPCs are worth merits.Nowhere in the game you are told to destroy enemy commanders
Strange, given players alone can accrue or transport PP vouchers- whats all this 'NPC X which is carrying merits'? NPCs are worth merits.
It has PvE elements with PvP friendly features (explicit pledge, territory, 1:1 effort, low abstraction, dedicated areas, bounties)Driven by PVE mechanics - pure PVE
for the same reasons i get pirates on my tail when i carry any cargo, or when i'm in an anarchy, even if i dont have cargo
Everything vanishes when you die - or it used to before FD messed with combat bonds and made them permanent - so it's not something particular to merits only
No, no - the players are having expectations - like the Armstrong moment.
The game is very clear in what it tells you to do.