Open-Only in PP2.0?

Makes no difference.

If players could dictate to others how they must play, how much PvP would be expected? Yes, even in Open....
So if you are about to destroy a player with merits or is #1, how is that benefiting the feature if they quit as they are about to be destroyed? How is that fair to the other player?
 
And failing balancing brought UO to death. Better no users than fewer users ?

Speaking as an Ultima Online veteran, there was no need to “balance” the two shards, because bizarrely Felucca was a much nicer place to play compared to Tramnel, despite it being an Open PvP environment. Between much less competition for limited resources, PvPers who were focused on fighting other PvPers, and the usual suspects fleeing to Trammel to to trick others into cooperating with their own death, it was simply my preferred place to hunt for tailoring supplies.
 

Robert Maynard

Volunteer Moderator
So if you are about to destroy a player with merits or is #1, how is that benefiting the feature if they quit as they are about to be destroyed? How is that fair to the other player?
Since when did players need to take "fairness" into account in player encounters? Those inclined to target those disinterested in PvP and who pose no challenge at all certainly don't....
 
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Since when did players need to take "fairness" into account in player encounters? Those inclined to target those disinterested in PvP and who pose no challenge at all certainly don't....
Because otherwise how is Open consistent given it requires a consistent outcome to make sense?

Powerplay provides context for killing in Open, complaining about being killed is silly and why other modes are there.
 

Robert Maynard

Volunteer Moderator
Because otherwise how is Open consistent given it requires a consistent outcome to make sense?
It seems that the consistency that is sought is not something that Open as implemented offers.
Powerplay provides context for killing in Open, complaining about being killed is silly and why other modes are there.
.... and complaining about a player choosing to leave the game at any time or blocking them is equally silly - as both are as much a part of Open as shooting at anything one instances with.
 
Powerplay gives you a reason.

Players might have many reasons to engage with powerplay, there's no single ethos that everyone has to assent to in order to engage with it.

Players and player groups should be fully entitled to set their own rules of conduct, but I don't see how they can credibly demand adherence to them from others (within the standards set by FDev, that is). Who put them in charge?
 
.... and complaining about a player choosing to leave the game at any time or blocking them is equally silly - as both are as much a part of Open as shooting at anything one instances with.
But Powerplay in Open requires a logical outcome to be consistent- for example quitting out and surviving to deliver Powerplay cargo that would ordinarily be destroyed.
 
Players might have many reasons to engage with powerplay, there's no single ethos that everyone has to assent to in order to engage with it.

Players and player groups should be fully entitled to set their own rules of conduct, but I don't see how they can credibly demand adherence to them from others (within the standards set by FDev, that is). Who put them in charge?
And thats why we have modes.

Players and player groups should be fully entitled to set their own rules of conduct,
No rules should supersede the ones of the feature.
 
I may well get involved in espionage, and if I'm any good at it, my contact with the enemy will be limited; Ideally really quite the same in either open or solo mode.

And thats why we have modes.


No rules should supersede the ones of the feature.
No way should it be modes that regulate this, it should be inherent within the game mechanics.
 
And thats why we have modes.

The same argument applies to modes:

Players might have many reasons to use the different game modes, there's no single ethos that everyone has to assent to in order to enter a particular mode.

Players and player groups should be fully entitled to set their own rules of conduct around mode usage, but I don't see how they can credibly demand adherence to them from others (within the standards set by FDev, that is).

No rules should supersede the ones of the feature.

Well, if a player group dictates their members must do all PowerPlay activity in Open, that's completely fine, and is an example of a rule superseding the rules of the feature, inasmuch as neither PowerPlay nor Open mandate such a rule.

If you mean "no rule outside the in-game mechanics (and FDev's strictures) should be (or indeed could be) forced on players if they don't wish to comply" then that's largely self-evident, and I'd agree.
 
The same argument applies to modes:

Players might have many reasons to use the different game modes, there's no single ethos that everyone has to assent to in order to enter a particular mode.

Players and player groups should be fully entitled to set their own rules of conduct around mode usage, but I don't see how they can credibly demand adherence to them from others (within the standards set by FDev, that is).



Well, if a player group dictates their members must do all PowerPlay activity in Open, that's completely fine, and is an example of a rule superseding the rules of the feature, inasmuch as neither PowerPlay nor Open mandate such a rule.

If you mean "no rule outside the in-game mechanics and FDev's strictures should be (or indeed could be) forced on players if they don't wish to comply" then that's largely self-evident, and I'd agree.
You can't have a consistent experience if everyone has their own rules in a feature that is competitive.

I generally have no problem with modes in V2, what does irritate me is that there are too many loopholes to make PvP consistent.
 
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