Indeed - the viewpoint may not change but the offer / demand might (when it is recognised that some things are not viable options).
My point regarding nothing being offered is that, when requests / demands are made to change the relationship of the game modes (e.g. to make player actions affect the single shared galaxy state differently in two of the three game modes), it's "taking" only, offering nothing in return for the change to those players who might be affected by the change.
Taking would be to incentivize open play via increased influence.
Increased mission/trade payouts are not taking as it doesn't affect players in PG/solo.
The giving part is making open more accessible to players by giving PvP meaning, prime reason to do so via PvP is because it's not optional in open.
The current developments of C&P seem to aim into that direction and should be developed further to fully achieve the goal of making open more accessible.
This could be achieved by various measures, like notoriety only decreasing in game modes of higher connectivity they were created in.
This doesn't affect solo players at all as they still would be able to get rid of their notoriety in all modes.
And would only slightly influence PG players as they only loose the option of decreasing notoriety in solo and other PG's.
Optimally this could be complimented by Assassination Missions that update Cmdrs on the location of very notorious murderers, so they can't hide very easily.
Both are taking from murderers and giving to bounty hunters and aim to establish an equilibrium between crime and law enforcement.
As a result the barrier for meaningless murder is increased, which should make open safer and in combination with incentives of open play make it more interesting to a broader playerbase.
The current reworks of C&P did that to some extent but can be 'cheated' by switching modes and being relativly safe.
It can be argued this is all taking from PG, which is true.
But PG/solo players are already given an increased safety by nature of their game mode.
There is also nothing to give to PG as the goal is to make open more inviting and interesting to create a more living galaxy and to do so the threat of meaningless murder must be minimal, while still providing a reason to expose oneself to a potential threat. Having confidence that law enforcement is able to catch a terrorist lowers the frustration of getting killed even if you are not yourself interested in combat.
The current system disincentivices PvE open play and therefore whoever requires to have somekind of incentive for a trader willing to achieve lets say a CG in open.
It's not forcing players towards a playstyle, it's equalizing risk/reward of different games modes.
So a PG/solo'er doesn't have less impact as they will have less trouble achieving their goal compared to an open player.
It's about leveling the playing field.
Whoever bother with the hassle should at least have the same impact.
Currently they probably have less as they will get interdicted and destroyed from time to time.
Regarding hidden BGS/PP/UA attacks, a mechanic would be welcome to at least identify who is responsible for it.
So whenever someone UA bombs a wings starport they at least have the option of returning the favor.
It rather sounds like the fact that PvP is optional is enough for some players to consider it to be meaningless.
Yes. PvP within the context of the game is so optional it's redundant.
The game does not incentivise poor behaviour - there's no reward for destroying clean players (no cargo, no materials / data, etc.). That players who are frustrated that players can continue to play the game without encountering them resort to it only serves to add adverse feedback to the negative feedback loop for those that don't want to encounter players that don't provide "fun" encounters.
Players don't need to be tagged with labels for other players to not have "fun" when interacting with them - play-styles differ and when one player's preference is destroying other players' ships that necessarily conflicts with the play-style of players that don't like being destroyed by players - especially when the latter are not in ships outfitted for combat (with combat being only one of the three paths to Elite).
I am not talking about reward.
I am talking about impact, like having an outcry on the forums as SDC attempted to achieve with a variety of their operations. I.e. healies for feelies.
And Yes this is kind of negative feedback loop you describe 'I can't have fun, so I have fun making them have no fun'
Sure what they do doesn't make them brightest among the stars, but how else can the game satisfy their need?
->Make 'em busy fighting capable Cmdrs and they're happy.
For some, meaningful direct PvP requires that the content being engaged in *cannot* be engaged in in either Solo or Private Groups.
Examples of what could constitute meaningful direct PvP, in the context of no game content being restricted to a single game mode, would be useful.
Well obviously PvP content can never be entered from solo, so that's a restriction by default.
Arguing that case therefore doesn't make much sense, am I right?
And yes I do agree that meaningful PvP content should be reserved for open, prime reason because it's less exploitable than PG.
If it's a requirement for PvP Events to be entered via PG/solo the players should be matched against the whole pool including other PG's/solo'ers and open players.
An example would be a PvP community goal complementing the PvE community goals.
Like a combat zone that starts as soon as a certain number of participants have signed up and ends as soon as a certain goal is achieved.
Or like escort haulers, while the opposing faction attempts to stop them.
This would also work for player faction wars, so whenever two player factions are in a state of war with each other GalNet could announce the option of PvP CZ's or Events within certain timeframes.
This also has the potential of taking away PvP pressure (gankers) from the PvE community goal and could serve to make open more enjoyable for PvE players.
Powers also provide opportunity to provide such gameplay.
If FDev is really clever they combine this with the request for gold-rushes and let the risk be the balance for an increase of income.
Apologies, you missed my edit:
My point is that, with player interactions being optional and PvP being unrestricted in the multi-player modes, Open is "working as expected".
I am glad you put that into quotes.
Giving reasons for direct PvP does not guarantee that players that don't enjoy direct PvP will find being on the receiving end of unasked for PvP to be "fun".
Frontier would seem to want the population of Open to increase - I doubt that those that eschew direct PvP would be more likely to play in Open if the likelihood of direct PvP were to be increased.
Ahh, here comes the thing. The likelihood of PvP might increase, but the likelihood of meaningless murder decreases at the same time.
Sure there is a guarantee when playing in open, join a PG or play solo if you really would never want to be on the receiving end.
Getting ganked is no fun. Commiting crime and getting caught, still no fun but more fun than getting killed for no reason.
Getting blasted by a notorious murderer while attempting to catch him? GF
If FDev wants to increase the population of open they need to increase the options of player interactions.
Wing Missions are a nice step, I do really appreciate them.
Squadrons looks like a promising concept to deliver player interactions either hostile or non-hostile on a broader scale.