Dying in Elite Dangerous can be punishing. Insurance costs for the larger ships can be tens of millions, explorers can lose months of gameplay due to one interdiction or collision, traders can lose both their ship and their cargo due to death, bounty hunters can lose hours of bounties due to one bad decision. Because of this it's only natural that players attempt to minimize the risks in order to not lose everything, because building up to that Anaconda can take months of real world time. Exploring out to the far reaches of the galaxy isn't quick nor simple to do. This tension, this risk, is part of what has always made Elite a fantastic game, much like how similar risks make rogue-likes so engrossing to many people.
But this version of Elite is also in an online and persistent universe. There are no save game files, there are no takebacks. And yet even though we have one online galaxy the game is divided into separate worlds: those who play together, and those who play alone, and these two worlds do not have equal risks versus rewards.
I see lots of posts daily complaining of player greifing, lack of people around in game, open versus solo/private, Power Play not being worthwhile, etc. Most of these issues, when boiled down to their root causes, are simply due to the death penalty. High risk versus low reward. It's what chases explorers and traders into solo mode, it's what prevents people from pledging to a faction power, it's what keeps the combat people grinding merits in solo as opposed to open. So, what if death wasn't such a big deal?
Just imagine it for a second. No death penalty other than being kicked back to the last station you were docked in and losing your cargo. No insurance cost, no risk of getting kicked out of your clipper and back into a sidewinder, no weeks of exploration taken away by a wing of players, no loss of bounties for attempting to bite off more than you can chew at that nav beacon. What would an Elite like that be like? Would it be a better game or would it break the game completely?
Why do we play ED? For most of us, I'd wager at least 90%, we play to have fun and enjoy ourselves. With that in mind, would the game be more fun or less fun with the only penalty for death being loss of cargo and a quick trip back to where you came from?
Think about it that kind of game. Traders who don't give up playing due to pirates. Explorers who risk dogfighting with hunters stalking community goal stations. Power Play hot spots full of PvP. Miners arming themselves and brazenly flying about in open mode. With an online galaxy full of people flying around it now due to the risks being more equal to the rewards, would we even need a solo mode?
Would that kind of Elite Dangerous, one with very little penalty for dying, be a better and more fun game, or not?
But this version of Elite is also in an online and persistent universe. There are no save game files, there are no takebacks. And yet even though we have one online galaxy the game is divided into separate worlds: those who play together, and those who play alone, and these two worlds do not have equal risks versus rewards.
I see lots of posts daily complaining of player greifing, lack of people around in game, open versus solo/private, Power Play not being worthwhile, etc. Most of these issues, when boiled down to their root causes, are simply due to the death penalty. High risk versus low reward. It's what chases explorers and traders into solo mode, it's what prevents people from pledging to a faction power, it's what keeps the combat people grinding merits in solo as opposed to open. So, what if death wasn't such a big deal?
Just imagine it for a second. No death penalty other than being kicked back to the last station you were docked in and losing your cargo. No insurance cost, no risk of getting kicked out of your clipper and back into a sidewinder, no weeks of exploration taken away by a wing of players, no loss of bounties for attempting to bite off more than you can chew at that nav beacon. What would an Elite like that be like? Would it be a better game or would it break the game completely?
Why do we play ED? For most of us, I'd wager at least 90%, we play to have fun and enjoy ourselves. With that in mind, would the game be more fun or less fun with the only penalty for death being loss of cargo and a quick trip back to where you came from?
Think about it that kind of game. Traders who don't give up playing due to pirates. Explorers who risk dogfighting with hunters stalking community goal stations. Power Play hot spots full of PvP. Miners arming themselves and brazenly flying about in open mode. With an online galaxy full of people flying around it now due to the risks being more equal to the rewards, would we even need a solo mode?
Would that kind of Elite Dangerous, one with very little penalty for dying, be a better and more fun game, or not?