I...just...could not stop myself![]()
There there, its all better now
I...just...could not stop myself![]()
eye twitchesThere there, its all better now![]()
The point isn't about "looking for victims," but rather about balancing risk and reward. In Open, players face a much different level of challenge and interaction compared to Solo or Private Group, which justifies extra rewards. A more dynamic environment encourages planning and cooperation, making the game more engaging overall.
From a commercial perspective, a player is much more likely to buy a paintjob or a decal if they know other players will see and appreciate it. In Solo or PG, that sense of recognition and competitiveness isn't there, so investing in cosmetics makes less sense.
AFAIK the decision to move away from a PvP slider was based on several factors:Spot the man who got the Star Citizen reference.
Spot the man who didn't.
In the early days of Store Citizen they said they would add a PvP slider so people could choose their level of PvP engagement. Some people backed the game based on this, thinking the game would allow them a largely PvE experience in an open galaxy. Then CIG walked back on this.
That's why on Spectrum you have threads that are basically the opposite of our Hotel California thread and threads like this. With PvEers asking for either the originally promised PvP slider or private servers (another early thing CIG said players would get), with the PvPers saying "Nah, single shared galaxy was always the vision" and "Git gud" and "It would split the playerbase" etc.
If the intention was to drive those disinterested in PvP from the game, certainly.Notice that points 1 to 4 also apply perfectly to ED
Not in the listed 4 pointsIf the intention was to drive those disinterested in PvP from the game, certainly.
Points 2 & 3, i.e. not allowing players to choose who they play among resulting in forced PvP for those not interested in it, would.Not in the listed 4 points
I summarized the reasoning behind that design as a choice between two separate universes or a single shared one. As for PvP being "immersion",it’s less about branding and more about the unpredictable nature of player encounters...though, understandably, your experience with PvP may differ.Points 2 & 3, i.e. not allowing players to choose who they play among resulting in forced PvP for those not interested in it, would.
Point 4 - no-one needs to play with others in this game, by design - so the player-base arrived pre-split.
That PvP is re-branded "immersion" in the points is interesting. None of the PvP encounters I've experienced have been in any way "immersive".
Indeed. Noting that in this single shared universe PvP is not a requirement of affecting it nor has it ever been.I summarized the reasoning behind that design as a choice between two separate universes or a single shared one. As for PvP being “immersion,” it’s less about branding and more about the unpredictable nature of player encounters...though, understandably, your experience with PvP may differ.
The universe isn't the same when comparing open play versus solo/PG. Players who tackle simple CZs in open face a much tougher, unpredictable challenge with real players, which breaks both immersion and balance. Imagine a soccer match where you could choose to play against ineffective bots or a real team, yet both results count equally towards winning the tournament. That’s the issue. No one is forcing anyone into Open, but the experience and rewards should reflect the added complexity and risksIndeed. Noting that in this single shared universe PvP is not a requirement of affecting it nor has it ever been.
For those disinterested in combat in general, and PvP in particular, being a ten second (or less) non-challenge for a player (incurring much more than ten seconds of rework to recoup losses) who preferentially selects non-combatant targets at no risk to themself gets boring, fast.
The universe isn't the same when comparing open play versus solo/PG. Players who tackle simple CZs in open face a much tougher, unpredictable challenge with real players, which breaks both immersion and balance. Imagine a soccer match where you could choose to play against ineffective bots or a real team, yet both results count equally towards winning the tournament. That’s the issue. No one is forcing anyone into Open, but the experience and rewards should reflect the added complexity and risks
The issue is (in PP) the influence on players. NPCs do virtually nothing, other players can do everything.Absolutely equal in their influence on the universe.
And what about strategic rewards? Open from a player perspective is certainly more interesting, but what does it gain strategically by being in that mode?You have your reward in Open in it's "added complexity and risk". THAT is your reward.
The universe is the same - noting that nearly all of it is devoid of other players, even in Open. That some may choose to play among others is their choice - that others aren't forced to make the same choice may break the impression of "immersion and balance" for those who do is noted - however as this is a game where PvP is an optional extra, it is simply an observation not based on the game's actual rules.The universe isn't the same when comparing open play versus solo/PG. Players who tackle simple CZs in open face a much tougher, unpredictable challenge with real players, which breaks both immersion and balance. Imagine a soccer match where you could choose to play against ineffective bots or a real team, yet both results count equally towards winning the tournament. That’s the issue. No one is forcing anyone into Open, but the experience and rewards should reflect the added complexity and risks
Open, with all that that entails, may be more interesting for some, certainly. For some others it isn't particularly attractive simply because some of those who choose to play in it are less fun to play among than NPCs.Open from a player perspective is certainly more interesting, but what does it gain strategically by being in that mode?
AFAIK the decision to move away from a PvP slider was based on several factors:
- Unified universe vision: The idea of a single shared galaxy where players' actions affect each other is central to Star Citizen. Splitting players into PvE and PvP zones or servers could diminish that sense of immersion and interactivity.
- Gameplay balance: Allowing players to completely opt out of PvP could have unbalanced the game's economy and interactions, making it feel less risky or exciting.
- Emergent gameplay: PvP, even for players focused on PvE, brings a layer of unpredictability that keeps the universe feeling alive. There are safety systems in place (like UEE-secured zones), but the idea is that even PvE players might encounter threats and challenges from other players, which adds to the immersion.
- Community and playerbase split: CIG has emphasized that dividing the playerbase with sliders or private servers could weaken the shared experience they want to create. Keeping everyone in the same universe fosters a stronger, more unified community.
Notice that points 1 to 4 also apply perfectly to ED
The issue is (in PP) the influence on players. NPCs do virtually nothing, other players can do everything.
Solo has hardly any credible opposition, PG allows x4 merit gain between wing members, open has other players to attenuate strategic gains.
And what about strategic rewards? Open from a player perspective is certainly more interesting, but what does it gain strategically by being in that mode?
Then you can't argue the modes are equal, can you?If you feel you will have more strategic rewards by hauling in Solo/Group, feel free to use it.
(sorry if this sounds snarky, not intended as such, honestly - merely stating the fact)
Then you can't argue the modes are equal, can you?
The universe isn't the same when comparing open play versus solo/PG.
Players who tackle simple CZs in open face a much tougher, unpredictable challenge with real players, which breaks both immersion and balance.
Imagine a soccer match where you could choose to play against ineffective bots or a real team, yet both results count equally towards winning the tournament.
That’s the issue. No one is forcing anyone into Open, but the experience and rewards should reflect the added complexity and risks
The PvE challenge is equal in Open and Private Groups, where players can wing up. It's arguably more challenging in Solo where players can't wing up.Then you can't argue the modes are equal, can you?