The modes debate has been going on for so long now. All attempts to persuade / coerce / cajole / force Frontier to change their stance have failed thus far.
Changing one's viewpoint is a normal bargaining strategy in the face of opposition. That not all players agree that there is a problem that needs to be solved suggests that the position of those seeking change is not that great.
Also, nothing is being offered by those seeking change.
Perfect meme here.
An adaption of one's viewpoint is not also a normal bargaining strategy but the core of diplomacy as bargaining is a necessity when bringing together the interest of potentially conflicting parties.
If all attempts have failed so far, maybe the correct argumentation to summarize the issue were not found yet.
I am not sure how am I not offering anything within my argumentation.
I think I've made several suggestions already, but if you like I can be more concrete.
Maybe perfect is too strong - however the modes certainly offer the functionality that they were included in the game design, over five years ago, to provide.
True, they offer the option of choosing with whom you play.
I was arguing that the private vs public modes are biased towards certain actions.
Resulting in aspects that make the game less enjoyable for everyone.
Mobius is an example I'd like to mention at this point.
50k people create a private group to be able to have a multiplayer experience of this game, while not being annoyed by terrorists.
I am not critizing their choice, as it's totally reasonable. Also I don't want to force them to open.
Why is there such an amount of meaningless murder that 50k people decide to not visit that place for most of the time?
Also why is the game not able to keep the terrorists in check in the first place?
Everyone (apart from console players without premium platform access) can choose to play in all game modes - in that respect the modes are balanced. That some choose to play in a mode where combative player interaction is possible (but not guaranteed) is very much their choice.
The crux of the matter is, in my opinion, as follows:
1) direct PvP was designed to be, and remains, completely optional.
2) all players both experience and affect the single shared galaxy state.
3) due to 1) some players feel that "their" game is being influenced by "hidden" attack - when there's no guarantee that any opposition is deliberate, conducted by players on the same platform, in the same timezone, on the same continent (i.e. could they instance with the other players even if they played on the same platform at the same time?).
4) players can (dependent on relative skill, numeric superiority, ship loadout, Engineering, etc.) pose a greater hazard than NPCs.
5) players that prefer direct PvP cannot dictate the terms of engagement on any opposition.
Direct PvP being optional does not conflict it having impact. It being reduced to meaninglessness is what creates scenarios of like SDC showcasing balancing issues by terrorizing open (esp. missions like healies for feelies). The possible impact you can have from PvP is creating forum outcries, exodus of playergroups and of course celebrating yourself after winning a noble duel as well sometimes being able to protect the innocent noobwinder from a gank. Feel free to add anything to this list I may have missed.
The three modes / single shared galaxy state design does this pretty well, in my opinion - for a game where direct PvP is optional.
Well in my opinion the current design doesn't do it pretty well and I've stated several reasons why.
As some players have found, they cannot dominate the game through PvP (no matter how much they might wish otherwise). That some players then resort to simply annoying other players says more about them than the game, in my opinion.
It's not about dominating the game through PvP, yet it could be argued that having a 50k player exodus into a private group would be such a thing...
How annoying players are to be interpreted and if they are all sociopaths or if the game incentivizes that behaviour is a matter of this discussion.
An opinion without any explanation behind it, is pretty pointless in that regards. So please argue why it say more about the players than about the game.
I already stated the symptoms and why they are not sociopaths and unfairly get labeled as such.
As well as that it speaks for how a such delicate matter of psychological and sociological impact is handled.
What constitutes "meaningful consensual PvP" and how would it be ensured that the disinterested weren't bothered by those that engage in it?
If you don't want the change the fundamentals of the game modes, consensual means joining open.
Meaningful means the engagement didn't primarly aim at destroying a vessel but used that as a tool to achieve a certain goal.
Total disinterest in any player engagements can still be assured by joining private groups or playng solo.
But that's not the point, the point is to give player engagements more of a variety in meaning so the PvP aspect doesn't come down to terrorism.
Must have missed that bit.
At this point I can't tell if you are not able to understand my argumentation and why that is or if you just don't want to.
If you don't want to, there is no point in arguing with me, except boasting yourself in front of the community.
The only consent in this game is implicit in one's choice of game mode, i.e. choose to play in a multi-player game mode and one's ship can be attacked by any player that one encounters. There is no PvP flagging in this game. So it's not a case of being able (or not) to participate in a direct PvP fight, it's more a case of being engaged in one regardless of whether one finds it to be "fun".
Yep. I emphasize making PvP more fun by giving it meaning and impact.