Open-Only in PP2.0?

I read a similar paper on this subject, pretty much tossed it aside as being extremely naive, written about 15 years ago when ganking first emerged as an online phenomenon, they were attempting to justify it.

How do you classify the difference between a mouse pressing its nose against a buzzer to get a hit of cocaine and a human getting a dopamine hit of excitement on finding a system in game with just the right combination of planets and their orbits and proximity, the geographical conditions combined with the correct lighting, to get a perfect screen shot or shoot some breathtaking imagery? Both are being rewarded by an artificial system, a game. However, the reward and its trigger are clearly very different.

Now for some, blowing up other people's ships is rewarding too, giving a dopamine hit to them, where others find this down right disturbing; What is a reward within a game, and what kind of behaviours are to be rewarded?

To my mind, the argument that folk can cheat in solo mode or private group modes only stands as an argument to defend one power base that is established in open mode from another power base in open mode, who are abusing the edges of the game, by entering into a closed mode in an organised way to take advantage of it. One person doing this as a normal player using the mode, is just not going to happen.

Penalising the folk in both private groups and solo mode, for the behaviour of the more machiavellian folk from open mode, would be a grave mistake, in my opinion.
Rewards are built into game mechanics and rules, not in feelings. And is more related to player engagement and retention (and money lol) than our CMDR's heart ❤️
 
Should we define first what do we exactly talking about:
1. Multiplayer in general.
2. Cooperative multiplayer.
3. Competitive multiplayer.
I personally do believe that ED is already very good at 1 and relatively good at 2. PP2.0 looks even more promising for that.
IMHO, completely sucks at 3, and I do not see how PP2.0 can fix that.
In future players interested in 2 will demand more flexibility and features while 3 is hardly possible without more clearly defined rules and mechanisms to keep players obey those rules.

Number 3 does not equal shooting and killing other players however, once people understand that then you see how great ED is at all 3 items on your list.
2 players in their Solo modes can compete for who controls a star system for example.
And those Solo modes don't have to be on the same platform. Direct PvP needs to be on the same platform with the same game version.
As outlined by Williams, Nesbitt, Eidels, and Elliott, experts in cognitive psychology and game design research, in their Game Studies article, balancing risk and reward is critical for keeping players engaged. Their research shows that higher risks (risk, by definition, is a possibility) should be met with higher rewards, encouraging players to embrace challenges. This principle applies to Open Play in ED, where the potential for danger, even if not guaranteed, should be rewarded accordingly. (full stop :) )


That study is completely irrelevant to ED. It's based on "Hot Hands" in directly score-based games.
Elite is a sandbox.

You're judging a fish by its ability to climb a tree.
 
Also, the greatest number of games, by a vast majority, in the video gaming world are single player ones, hadn't you noticed? Many humans really don't want to socialise in their precious play time with people where the only common interest is a game, they just want to play.
I'd argue that percentage of single vs. multiplayer games probably skews wildly the other way if you narrow the window of sample by a decade or two, remembering how little multi-player functionality or capability for it with hardware that there was back in the good old days of the C-64, Spectrum and the ilk.

Like, I love a good single player game (and lament how few I seem to see these days), but the number and scope of games that are multiplayer or multiplayer-centric have probably exploded quite impressively in the past say, 20 years.
 
Number 3 does not equal shooting and killing other players
Am I writing that it is? Where?
Competitive multiplayer could be anything from pіss-іng contest to sophisticated hardcore "kill them all". Competition is fair only when all players (or teams) starting conditions and rules to follow are exactly same. Otherwise where competitive part is??

however, once people understand that then you see how great ED is at all 3 items on your list.
People understood that long time ago. If you search a little there are plenty of Canion and SRV Racing, unofficial ratings, etc.
Races like Hutton Orbital, BTW is an excellent example of competitive multiplayer in ED that could exist in whatever mode including pure Solo. Just one thing to note: nothing of that exists in gameplay, everything is done by Players and Communities.
2 players in their Solo modes can compete for who controls a star system for example.
That is exactly what PP2.0 is about. Somewhat naive, but for start is totally OK.

P.S. nothing to say about pure n-to-n PvP, personally, I would not expect anything additional in that regards. At the moment enough opportunities for that in ED and EDO already, IMHO.
 
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Am I writing that it is? Where?
Competitive multiplayer could be anything from ing contest to sophisticated hardcore "kill them all". Competition is fair only when all players (or teams) starting conditions and rules to follow are exactly same. Otherwise where competitive part is??


People understood that long time ago. If you search a little there are plenty of Canion and SRV Racing, unofficial ratings, etc.
Races like Hutton Orbital, BTW is an excellent example of competitive multiplayer in ED that could exist in whatever mode including pure Solo. Just one thing to note: nothing of that exists in gameplay, everything is done by Players and Communities.

That is exactly what is PP2.0 is about. Somewhat naive, but for start is totally OK.
The thing is you can blend many aspects of those options and get what you want. For example I suggested this not long ago: https://forums.frontier.co.uk/threa...werplay-where-teamplay-means-survival.524174/ - in this Solo is the hardest mode.
 
The thing is you can blend many aspects of those options and get what you want.
Can't agree more. What I'm trying to say that currently for cooperative everything more or less but is already there. For competitive have to be somewhat precision measuring mechanisms added. Simplest example: we together taking on-foot a settlement ride mission. I'm writing you: "let's see who kills the most". But at the end, how we going to have a body count for each of us? Journal parsing?
At the same time there are would be endless opportunity both in-ship and on-foot for such fair(!) competitions with just a minor logic change in i.e. missions. For example, who cleans settlement from scavengers faster. EDO mission board just need to generate exactly same settlement for all players / groups. Or NPCs a really tough there but we allowed to bring ship(s) for air strike. Endless opportunities and scenarios, but we have what we have.
 
Am I writing that it is? Where?
Competitive multiplayer could be anything from pіss-іng contest to sophisticated hardcore "kill them all". Competition is fair only when all players (or teams) starting conditions and rules to follow are exactly same. Otherwise where competitive part is??

Good job it is fair in Elite, as we all have the same options and the same tools to play.

People understood that long time ago. If you search a little there are plenty of Canion and SRV Racing, unofficial ratings, etc.
Races like Hutton Orbital, BTW is an excellent example of competitive multiplayer in ED that could exist in whatever mode including pure Solo. Just one thing to note: nothing of that exists in gameplay, everything is done by Players and Communities.

If everyone understood it ages ago, we would not have kept having threads on the issue.
 
Rewards scales with risk in game design, not with skills. In a gambling games more money you bet, more rewards you get (if you succeed). If a bad player decides to take the risk anyway do not expect additional rewards 😬
Good job ED isn't a gambling game then, isn't it?

Even in ED rewards scales with skill, but the game has a very low skill requirement once the ability to fly is mastered.

Any more comparisons that aren't ED?
 
We've been doing just that tonight.
3 of us colliding with each other in ravenous bloodlust... (or just careless, take your pick!)
Brilliant fun.

Much greater risk when there is a wing playing, well, at least with our group!

I've got a teammate who is deadly to play alongside in any game.

Where possible, we turn off friendly fire due to his inability to, not kill us.
We have some amazing stories from Ark Survival Evolved. The most heard comment on Discord, when we play ED, is, "Oops, Sorry!" as he puts volley after volley into us as he scrambles for the killing shot on the NPCs. If he did PvP, I'd go on the enemy team so I'd take less damage from him :ROFLMAO:

Hmm, all this talk of "risk versus reward", should I get bonus payouts when he's on my team as it's more dangerous to fly with him about!?
 
Even in ED rewards scales with skill, but the game has a very low skill requirement once the ability to fly is mastered.
ED tries to via the rank system, but its a poor indicator of skill since it is cumulative (and catches some out- i..e Elite ranked combat players who simply went for high volumes of low ranked opponents).

The missions (and thus rewards) do scale with risk- hence why you have larger rewards for more difficult missions and that anyone can do them (i.e. its not gated). USS's are generally the same too (but more random). The only divergence here is hauling where its more about shifting larger volumes.
 
ED tries to via the rank system, but its a poor indicator of skill since it is cumulative (and catches some out- i..e Elite ranked combat players who simply went for high volumes of low ranked opponents).
In the case of a player getting to elite in combat by taking on only lower rated NPC opponents, with the sheer volume needed to do so, there would have had to be some skill progression (unless, of course, it was all done in a AFK T-10)

Even that outlier would be almost impossible though, as the game scales the opponent most likely to encounter along with the player's rank.

Interesting concept though...
 

Robert Maynard

Volunteer Moderator
In the case of a player getting to elite in combat by taking on only lower rated NPC opponents, with the sheer volume needed to do so, there would have had to be some skill progression (unless, of course, it was all done in a AFK T-10)

Even that outlier would be almost impossible though, as the game scales the opponent most likely to encounter along with the player's rank.

Interesting concept though...
Noting that the player can choose to stop at any time / never start engaging in combat on each CMDR / altCMDR - so a CMDR's combat rank may bear no relation whatsoever to the actual skill of the player behind it.
 
Indeed - on-foot will do for those who are in any way interested in the FPS component of on-foot.
I'm not, but quickly found out (in the hard way) that only Transportation type of on-foot missions are free from FPS encounters. On the bright side - such encounters boosting Combat rank much quicker then in-ship (I wonder is anybody knows how those are really calculated).
 
In the case of a player getting to elite in combat by taking on only lower rated NPC opponents, with the sheer volume needed to do so, there would have had to be some skill progression (unless, of course, it was all done in a AFK T-10)

Even that outlier would be almost impossible though, as the game scales the opponent most likely to encounter along with the player's rank.

Interesting concept though...
Some progression, but as we have seen on this forum thats not always the case (given the huge power differential between engineering and general NPCs). Most recently you had one very long exit post (To Keep Playing Elite- or something like that) where the guy IIRC got Elite and regretted it.

Its why I think FD went with harder missions and graded USS's, because then you can choose- missions have a built in risk factor (NPC mix / difficulty, task) balanced to reward (high INF, money, mats). USS's take that one step further where its more pot luck against what you might possibly get/ find. In the end its a byproduct of EDs lumpy development- there is plenty of poor performing areas which have had better thought out systems layered on them. Another one is superpower rank unlocks, where to become a King I....delivered data.

Its why I hope PP2 really does have difficult zones (in the form of strongholds) and that PP NPCs really do savage players where appropriate.
 
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