What percentage of the player base play on open?
You would have to ask Frontier that...
What percentage of the player base play on open?
You would have to ask Frontier that...
But you say a offical PvE Group would drive all kinds of people out of open, yet you also stated correctly that everybody who don't want to play in open already can go somwhere else. Nobody has to play in open, that would not change, but an offical pve group could unite all PvE groups thus creating a bigger player pool and more importantly it would be a group that does not depend on one player keep on managing it. So nothing changes for open but for people wanting PvE it would be an improvment.
It's a computer game. There are no 'risks', nor benefits, for that matter. There are only preferences.Because it all comes down to the fact that some players want all the benefits of playing in Open without any of the risks...
But the PvE only options are already there? God know how many PvE groups there are, one more won't be the end of the world.Because it all comes down to the fact that some players want all the benefits of playing in Open without any of the risks... If Frontier gave the PvE only option, it's one less reason to play in Open for non-combat players who currently think the risk is worth the interaction.
Then whats the problem with a offical PvE group? People who don't want to play in open are not playing there already anyway, so all good.
But the PvE only options are already there? God know how many PvE groups there are, one more won't be the end of the world.
Because it all comes down to the fact that some players want all the benefits of playing in Open without any of the risks... If Frontier gave the PvE only option, it's one less reason to play in Open for non-combat players who currently think the interaction is worth the risk.
In how many of those groups are you invincible to other player attacks? PvE only would be a fundamental change in direction from FD.
I none, but you get kicked out. But I'm not sure why that matters, if you don't want invincible ships then don't go into the PvE mode. But going there in the first place to shot at Players and break the rules would be quite awful thing to too tough.In how many of those groups are you invincible to other player attacks? PvE only would be a fundamental change in direction from FD.
In how many of those groups are you invincible to other player attacks? PvE only would be a fundamental change in direction from FD.
The implication of that statement is that you believe that people are currently existing in open as part of a substandard experience [for them] because there's no other [easily accessible] alternative.
In which case, why shouldn't there be an easily accessible alternative, if that provides for a better gaming experience for the people that want it?
"Because there'd be less human fodder for me" seems a little unfair an answer to that.
You could always eliminate the hollow square. Give people less clue as to who they are attacking.
FD have to think about what makes open mode tick - the social interaction is one of its main draws to those who aren't there to fight, which would be lost with a PvE only mode.
Well said! I've been playing just over a year too, although I don't think I've had any "bad" experiences - some players have tried to kill me, but that's probably because I used to have an Archon Delaine tag and occasionally I am known to do naughty things and wear a fetching red "Wanted" badge in public.
On the whole, I've made more friends than enemies playing in Open. The scare-stories are just as silly as those who make out that Open is some kind of "macho" option and that you need pairs of things to play it.
As a few of us have said, making crime and consequences better is more preferable and likely to happen - the devs are actively engaging on that topic, I haven't read anything from them about changing the game modes.
Open pvp doesn't scare me. The risk that someone might blow me up for no good reason just adds an element of danger to the game that I like. Frankly I have more problems with NPCs because they drop in on you at unrealistic moments and demonstrate magical timing and take rule-bending advantages in spite of the fact that they are generally much weaker and less skilled than PCs.