Open-Only in PP2.0?

And failing balancing brought UO to death. Better no users than fewer users ?
I'm going to investigate as I find the story fascinating, no idea what caused the decline. I am aware that certain behaviours lead to short term interest in games, but those folk have very limited attention and low boredom thresholds as such are not good long term players, where as other folk will be far more consistent in their habits and a loyal fan base.

I guess the fine art and sorcery really is getting the tuning just right; Why I think elite or rather frontier are doing a great job so far. I think that the real key to this is the scientific realism, that this is the ace that keeps the thing afloat.
 
I'm going to investigate as I find the story fascinating, no idea what caused the decline. I am aware that certain behaviours lead to short term interest in games, but those folk have very limited attention and low boredom thresholds as such are not good long term players, where as other folk will be far more consistent in their habits and a loyal fan base.

I guess the fine art and sorcery really is getting the tuning just right; Why I think elite or rather frontier are doing a great job so far. I think that the real key to this is the scientific realism, that this is the ace that keeps the thing afloat.
Oh! there is no game out there as fascinating as Elite is ❤️
 
I am hearing from streamers on Twitch that the Mandalay is available in the Test server, AND the PP2.0 changes. I wonder if any streamers will try out any pp2.0 stuff Soon(tm) as it is Raijin bombing time, and the Mandalay ... who will pick pp2.0
 

Robert Maynard

Volunteer Moderator
No, its an objective in PP2 (its in the UI). What I'm arguing is that Open itself needs adaption to features because they have different needs.
While it is one possible objective, it is not mandatory that any player either attacks other pledged players nor presents themself to be attacked by other players.
 
To be honest, to me that is ridiculous how little information we have about PP2.0 mechanics at the moment thus have to bring in our logical assumptions, expectations, etc. Hopefully, some day after release it will be some oficial info on how it really works and what are goals to achieve. Or not and it will be 1001+ feature that CMDRs across forums will be documenting while very cooperatively sharing practical info about.

Well... that leads us to safe assumption on how exactly PP2.0 is relater (or not) to practical PvP, right?
IMHO, it is more about BGS improvements then PvP in Open. Very significant improvement on effort recognition of individual Players does not automatically mean Open-only effort, probably.
Its making the experience of being in Open in PP 'whole', given that features of the wider game don't fit when elements of strategic opposition get mixed in.

Other examples besides blocking: being able to log out during combat, swap cargo between modes. To make Open have consistency requires these loopholes be closed.

We will have to see next week what FD have done, but its these considerations that will provide better experiences.
 
While it is one possible objective, it is not mandatory that any player either attacks other pledged players nor presents themself to be attacked by other players.
But to maintain consistency inside open it has to be a possibility and not subject to 'opt out' rules that disrupt that line of play. For example, attacks on haulers should be dealt with by in game means rather than using block or swapping modes arbitrarily. Otherwise attacks are pointless, when they do serve a function.
 
But to maintain consistency inside open it has to be a possibility and not subject to 'opt out' rules that disrupt that line of play. For example, attacks on haulers should be dealt with by in game means rather than using block or swapping modes arbitrarily. Otherwise attacks are pointless, when they do serve a function.
But this is an online game and of course there are limitations due to the real world which calls some times ... Hang on, that's my doorbell, pizza delivery I hope!
 

Robert Maynard

Volunteer Moderator
But to maintain consistency inside open it has to be a possibility and not subject to 'opt out' rules that disrupt that line of play. For example, attacks on haulers should be dealt with by in game means rather than using block or swapping modes arbitrarily. Otherwise attacks are pointless, when they do serve a function.
What is "consistency inside open" when no player needs to play in it?
 
You could try playing in solo, if other peoples needs inconvenience you?

You have this backwards- in Open you are each others content- in essence you are 'other' NPCs. In a Powerplay context blocking or quitting out invalidates what the other person was doing and hence why rules have to be different, given PPs unique way of doing things re merits.
 
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