Should there be an 'Open' Player Vs Environment Option on the Login Screen

Should there be an 'Open' Player Vs Environment Option on the Start Screnn

  • Yes

    Votes: 638 55.4%
  • No

    Votes: 514 44.6%

  • Total voters
    1,152
  • Poll closed .
The galaxy is soooooo soooooo big. You can go ages without seeing anyone. I don't understand the attitude of people who are so intent on doing their pve stuff which nine times out of ten is just grinding some a to b trade route without having the possibility of anything coming up and changing that. For me if I was trading the gameplay would be the worry of being attacked, avoiding it, hopefully escaping it if it does get hot or maybe being able to strike a bargain with someone... the flying back and fourth between a and b would otherwise be extremely boring (it still is). The smuggling missions are somewhat entertaining because of the constant threat of interdiction and failure; without any risk present, without the possibility of things upsetting the apple cart there would be sod all to it; it would just be a totally mindless grind. Who on earth would want to wrap their badman spaceship in bubblewrap and fart about in such a safe and boring world?
 
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Thank you for demonstrating so well why a clear and explicit alternative to the existing 'Open' needs to be made available to Elite customers.

No, the in game security/crime mechanics need an overhaul... Another method of splitting the player-base up is not necessary.
 
It's funny... way back many many years ago when I first played WOW, I was given a choice, PVE Server, PvP Server... When I started playing DDO, I was given a choice, PVE Instance, PVP Instance...


The more I think about it, perhaps the matchmaking idea someone mentioned earlier is more to the point... Give up choices we can select in the 'configuration' before we start the game that allow us to choose

See no other players [ ] or See other players [ ]
Engage in combat with other players [ ] in conflict zones [ ] who are wanted, or [ ] anywhere

Of course the option 'who are wanted' would mean that if you fired on them, you would be open to return fire

For me I enjoy experiencing meeting other commanders, I enjoy some PVP especially at events like community goals (I am usually the one hightailing it with a full belly of goodies for the CG) or in conflict zones, outside of that, and outside of actual piracy, or if I am wanted, bounty hunting, I really do not enjoy it or seek it out...
 
Except, these kills are not happening in starting system, but outside it, you know, when they begin finally doing things..

Well the risk of being destroyed by another player is always there in open wherever you are, whether your new or not... I got destroyed by someone the other day in my Python when I was trying to drop meta-alloys for noobs. I lost 5 million in insurance plus 1 million in cargo. I accept this is part of the game.. not worth getting steamed up over.
 
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No, the in game security/crime mechanics need an overhaul... Another method of splitting the player-base up is not necessary.

The player base is already split. All that the new proposal does is ensures that new customers are given a clear end explicit choice as to which option they prefer. Can you explain to me why paying customers should not be told what their options are?

As for the crime mechanics, I think we will have to wait and see what FD comes up with - token fines on players with huge resources aren't going to do anything.
 
I wonder if DayZ would be a better game if at the start you could choose a PVE mode and all you need to worry about is finding cans of beans so you don't go hungry.
 
See no other players [ ] or See other players [ ]
Engage in combat with other players [ ] in conflict zones [ ] who are wanted, or [ ] anywhere


Isn't that essentially the same thing as having a PvE mode? You are either going to see the player or you wont. If you wont, what difference does it matter where they are?
 
The galaxy is soooooo soooooo big. You can go ages without seeing anyone. I don't understand the attitude of people who are so intent on doing their pve stuff which nine times out of ten is just grinding some a to b trade route without having the possibility of anything coming up and changing that. For me if I was trading the gameplay would be the worry of being attacked, avoiding it, hopefully escaping it if it does get hot or maybe being able to strike a bargain with someone... the flying back and fourth between a and b would otherwise be extremely boring (it still is). The smuggling missions are somewhat entertaining because of the constant threat of interdiction and failure; without any risk present, without the possibility of things upsetting the apple cart there would be sod all to it; it would just be a totally mindless grind. Who on earth would want to wrap their badman spaceship in bubblewrap and fart about in such a safe and boring world?

I can only speak for myself... My PVE is attacking NPC's that are on my mission hit list wether it be traders, bounty hunters, nomads, pirates, sys authority, civvies etc. Then there is the whole PVE experience of dropping to a surface of a planet where other commanders may be there zooming around in their SRV's and trying to 'beat them' to the good resources or coopratively taking down a base etc.

Trading A to B does not really do it for me most of the time simply because it gets tedious after a while if you repeat the same route too much... trading while having kill missions on the way to your destination, that adds spice for me
 
I wonder if DayZ would be a better game if at the start you could choose a PVE mode and all you need to worry about is finding cans of beans so you don't go hungry.

Perhaps DayZ would have a larger player base and make more money if they had a mode that appealed to players that just want to collect beans.
Just because its not something you enjoy, doesn't mean there aren't hundreds of players out there wanting to give it a try if only it had a mode they'd enjoy.
 
My feeling is that we probably shouldn't have it. As much as it would be kind of nice to socialise with others in PvE, I'm concerned that once Frontier admit that Open is broken for anything other than PvP by doing this, they're unlikely to ever fix the NPC Security and Crime issue. Being in a high-security region should be more dangerous for people with Wanted status than hanging out in an Anarchy, and not just because there's a very small number of tooled-up CMDR bounty hunters about. Particularly when those CMDRs generally have Kill Warrant Scanners, so can get the bounties anywhere.

So in the meantime, I'll stick to Solo.
 
Isn't that essentially the same thing as having a PvE mode? You are either going to see the player or you wont. If you wont, what difference does it matter where they are?


the difference is, thay gives us the players some control over the matchmaking experience... we can see other players... and then we can choose seperately if we want combat, and in what kind of situation we would happily be involved with
 
The player base is already split. All that the new proposal does is ensures that new customers are given a clear end explicit choice as to which option they prefer. Can you explain to me why paying customers should not be told what their options are?

I'm not arguing for players to be kept in the dark as I think the mode labels should be better.. I'm just against a formal PvE Open mode because I think it would hurt regular Open.

As for the crime mechanics, I think we will have to wait and see what FD comes up with - token fines on players with huge resources aren't going to do anything.

I agree, the current system is weak.
 
the difference is, thay gives us the players some control over the matchmaking experience... we can see other players... and then we can choose seperately if we want combat, and in what kind of situation we would happily be involved with

I suspect the next argument would be complaints about being put in to an instance of people you can't shoot and ruining someone's immersion. Or players selecting no PvP to avoid combat. I don't really see how PvP and PvE can live together to please everyone. Glad I'm not an FD dev :)
 
I'm not arguing for players to be kept in the dark as I think the mode labels should be better.. I'm just against a formal PvE Open mode because I think it would hurt regular Open.



I agree, the current system is weak.



I'll ask you the same question I asked Brimstone, how would it further hurt the current open game if the fact is players coming in and then those who play in solo or mobius who wish to play in a PVE environment with other players and game mechanics to enforce the PVE rules actually hurt the current open mode of play? While those who wish to seek out PVP would enter the current open mode of play anyway
 
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Perhaps DayZ would have a larger player base and make more money if they had a mode that appealed to players that just want to collect beans.
Just because its not something you enjoy, doesn't mean there aren't hundreds of players out there wanting to give it a try if only it had a mode they'd enjoy.

Ahh but there's entirely different games for that sort of survival experience like The Long Dark; a beans only carefree collection mode for DayZ would basically be a completely different game without the threat and tension of other players.

The cries for OPEN PVE just sound a lot like "I WANT THIS PART OF THE OPEN EXPERIENCE, AND THIS PART, BUT NOT THIS, THIS, OR THAT. ME ME ME. It's alllllllllll about MEEEEEEEEEEEEEEE!"
 
I'm not arguing for players to be kept in the dark as I think the mode labels should be better.. I'm just against a formal PvE Open mode because I think it would hurt regular Open.



I agree, the current system is weak.

It might 'hurt' Open regulars who seem to think that other players (particularly newcomers) are legitimate targets simply because they are there. That however is their problem, not anyone else's - nobody is entitled to insist that other people provide content for their preferred game style.
 
The logical stance of "We shouldn't have a PVE mode because that will draw people away from being victims in open" seems like a nonsense to me. Those people are already "away". If they can't find Mobius, they'd be in solo. Combining the people back into the open environment in a pve mode would at least increase the amount of interaction available. (Where interaction means "seeing another human ship" rather than "blowing that ship out of the sky".)

The alternative is that you reduce the impact of losing a ship. If losing a ship didn't mean that you drop a ton of credits then it's less of a problem if someone can't manage to properly roleplay a pirate, and has to destroy newb PCs for lulz.
 
I suspect the next argument would be complaints about being put in to an instance of people you can't shoot and ruining someone's immersion. Or players selecting no PvP to avoid combat. I don't really see how PvP and PvE can live together to please everyone. Glad I'm not an FD dev :)

there is no such thing as pleasing everyone all of the time :) But you can please everyone some of the time and please some all of the time :)
 
I'll ask you the same question I asked Brimstone, how would it further hurt the current open game if the fact is players coming in and then those who play in solo or mobius who wish to play in a PVE environment with other players and game mechanics to enforce the PVE rules actually hurt the current open mode of play? While those who wish to seek out PVP would enter the current open mode of play anyway

Because anyone playing in open now as one of the less combat-orientated professions (trader, miner, explorer etc) will opt for a mode where there is less risk. This means there are less of those players for security groups to defend in wings from player pirates (emergent gameplay) and less traders/miners for pirates to target, and by extension less pirates to hunt down for bounty hunters.

Open would just be full of combat players, and therefore be extremely dull.
 
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