I'd expect the engine to ALWAYS to it's best to ensure that every player could meet every other player.
So if I remember this right, the game creates instances of X number of players who can see each other. So players in the same area may not even see each other.
I wonder why the game doesn't create instances based on areas, like, for example entire star systems so all players in the same area will be able to see each other. I think it was stated that every system is treated like an bounded area.
There'll probably be many star system instances. But the active player logins (according to Steam) at a point in time seems to be about 10 to 15 thousand. So if we're looking at 32 player instances, that might be like 300 to 400 plus instances. So how many star systems would you think have active players in them at any given point in time anyway?
Of course, we're not taking into account the solo players.
Well, allow me to turn your position around. Why don't you describe what led to people leaving these unspecified other games? What where the specific instances and issues involved? Actually add something to the discussion, rather than castigating other forum users with a generic "clans are bad, ok/clans shalt not own things" position.
He's trying to make the case for player-created assets with a minimal footprint in the game, not in-game core assets. You might not agree with that (or you might not have noticed the distinction) but it absolutely could be workable without raising the spectre of the "Clan says No to you" problem. So why not engage - what are your specific concerns? Player ownership of assets isn't an issue by default and don't necessarily have to impact the BGS (after all, it's player actions, not assets, which do that).
"I don't want" is not a valid argument.
Heh, I've basically decided not to reply to someone who's basically redoing the 4-legs-good, 2-legs-bad thang.
There are various arguments, I can understand, about player assets affecting the BGS. But if even cosmetic assets are being frowned upon, then it's all down to personal bias and hating. Like I said, it's about "I don't get those toys, so you can't have them too".
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That's just how things work.
Well, can't argue against "that's just how things work"
I didn't mention statistics or metrics.
Back to slagging solo players. So much more productive. Oh well, I gave it a shot
I should have kept my mouth shut while I was ahead in revelling in agreeing with Varrag. My bad, so sorry.
What else but cosmetic and bragging rights, when people are divided between clans or fleets
possibly affecting the BGS?
You try to find a middle ground.
Heh. I'm not slagging solo players. I solo too when I want to accomplish tasks without interference.
But yeah... maybe I'm slagging those who are simply against an idea.... just because, Well... to protect their idea of a game, or some existing mechanics of a game that they're enjoying. I'll try NOT to, OK.
Ultimately, whether or not clan play happens, or player owned assets are implemented, I'll still be playing the game.
It's about what bells and whistles would you like to see. And to just suggest and have fun talking about it.
If it happens, great. If it doesn't, it's not the end of the world.
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Sure, add guilds and let them have their destructible bases, because of course you don't want it to be invulnerable, yes? But then, to conserve the 1:1 relation of the game universe in all modes, those bases should be also present in solo and group modes. And please don't come complaining if someone in solo mode burned your base to the ground and stole all your assets.
That is the idea. Nothing should be invincible. A lone wolf should be able to grief a fleet/clan the same way PVP players can "grief" PVE players via piracy.
But I don't see how a base can be destroyed, if in one instance it's alone undefended by anyone whilst being attacked... and in another instance, it's being upgraded by some of the fleet members.
The only way is probably to instance it by locale or area.