Except PvPers are no more forced to PvE than they are to buy the game in the first place! And buying the game is their choice is it not?
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Let me see. Game developer designs a game from the outset principally based on PvE gameplay, but that allows PvP to occur, although it is intended to be 'rare and meaningful'. PvPer buys the game and later complains they can't progress through PvP alone (presumably AFTER they've played the PvE game sufficiently long to get their ideal high tier PvP ship and fitout?) or asserts that certain aspects of the game should be affected by PvP gameplay only. And those who point out the nature and history of the PvE focus of the game design on forums are accused of advocating 'forcing' PvE on PvPers? Wow.
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You're not the first to suggest that by simply reinforcing the PvE focus of the game, many of us are supportive of forcing PvE on PvP players in the same way some of us allegedly accuse certain PvPers of wanting to force PvP on others. The difference is we bought the game knowing that PvE was the focus - we're not forcing anything in anyone, we're just playing the game and supporting the PvE-focused design. Those PvPers (and some PvEers maybe, I guess) who want to change the focus substantially, such as suggesting certain mechanics should be open-only or should be affected by PvP actions only, are the ones who 'don't get it' and insist on forcing changes on others because they advocate major changes in design direction. Instead of simply either accepting the design for what it is and adapting, or accepting that this game is simply not suited to their personal tastes.
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Both sides are entitled to their opinion of course. But one is more aligned to Frontier's previous (and current?) design direction than the other.
Yes the devs designed the game so that PVP combat has no relevance to anything. It's an awful awful awful design decision because it doesn't reward skill. It rewards mindless grinding. Unfortunately frontier seems convinced PVP is cancer and that the PVP community is wholly compromised of immature bumbling schoolboys.
Frontier just doesn't care about pvp or open play. Of course they deigned power play to be fought in solo, not in open.
as a fact, npc actions don't influence the backgroundsimultion. the only way npc can influence the bgs is by getting interdicted, robbed, shot at or killed by players. sad, but true.
Except PvPers are no more forced to PvE than they are to buy the game in the first place! And buying the game is their choice is it not?
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Let me see. Game developer designs a game from the outset principally based on PvE gameplay, but that allows PvP to occur, although it is intended to be 'rare and meaningful'. PvPer buys the game and later complains they can't progress through PvP alone (presumably AFTER they've played the PvE game sufficiently long to get their ideal high tier PvP ship and fitout?) or asserts that certain aspects of the game should be affected by PvP gameplay only. And those who point out the nature and history of the PvE focus of the game design on forums are accused of advocating 'forcing' PvE on PvPers? Wow.
.
You're not the first to suggest that by simply reinforcing the PvE focus of the game, many of us are supportive of forcing PvE on PvP players in the same way some of us allegedly accuse certain PvPers of wanting to force PvP on others. The difference is we bought the game knowing that PvE was the focus - we're not forcing anything in anyone, we're just playing the game and supporting the PvE-focused design. Those PvPers (and some PvEers maybe, I guess) who want to change the focus substantially, such as suggesting certain mechanics should be open-only or should be affected by PvP actions only, are the ones who 'don't get it' and insist on forcing changes on others because they advocate major changes in design direction. Instead of simply either accepting the design for what it is and adapting, or accepting that this game is simply not suited to their personal tastes.
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Both sides are entitled to their opinion of course. But one is more aligned to Frontier's previous (and current?) design direction than the other.
So when they add in passenger transport missions that connect to assassination missions as per the kickstarter vids, they will have to be open only.
You didn't mention that Attacking and Defending usually have different targets. From memory to undermine you might need 18,000 whatevers and to defend you might only need 10,000
Playing in solo/private is not cowardly, but waging war against me from complete safety and anonymity, but my group of people are out there doing it where they run the risk of what a player war entails, I cannot respect that. Those are NOT equal terms.
NPC's do affect the BGS. Just look around at how many NPC Minor Factions have expanded beyond their original systems. NPC's have no affect on PP, but they are very much in the mix with the BGS.
To contact Adle's Armada:
Adlesarmada.com
http://inara.cz/wing/336
adlesarmada.teamspeak3.com / 3352
no, i'm sorry, that's a difference. npc don't exist and don't do anything, if there is no player in system. they spawn, when a player comes into an instance, and they stop to exist, when the last player left the instance.
if you are not visiting a system, things will get back to normal over some time (like prices, supply, demand, so influence). if a npc minor faction expands, it is either an extreme effect of the simulation, or - most probably - an effect of a unintentional player action.
whether an npc kills another one in a RES has no influence effect.
This sums it up for me. The multiplayer aspect of ED is too fractured and feels like a missed opportunity and in that respect it's not quite the game I dreamed it could be all that time ago.For almost every point you made one answer covers them all.
Any chance is better than none.
Their first mistake was trying to take the minor stations off the smaller groups, thus provoking the resistance - in any conflict, the outcome is the loss of the most valuable asset, so while taking secondary stations will allow for more influence to be gathered from random CMDRs bounty-hunting or trading, for example, it does nothing to make the faction stronger against a dedicated attack.OK I'm wrong. No problem. I get the echo of players in the french groups (or not) that are discouraged and leave the game.
I think it's a shame. And if the 51th left the game because of that, I would be very unhappy.
So when they add in passenger transport missions that connect to assassination missions as per the kickstarter vids, they will have to be open only.
This is not a discussion about game mode. While non-open game modes are relevant, I feel you've missed the point.As someone who runs a group that works extremely hard on their BGS and has been constantly attacked by players in various modes (including a UA bombing of one of our stations), I would personally like for players who are CHOOSING to attack ME to be playing open. Realism is often brought up on these forums and TBH, it is completely unrealistic that someone can be at war with me while being 100% able to hide in a safe space and incur NO risk for attacking me. In Eit is 2x easier to tank a system than build it and even easier to do if you aren't worried about being put on a KOS list or be attacked for doing so. While I respect players choice to play in ANY mode that they like, I cannot respect someone who is trying to ruin me and my group's experience by doing it in the shadows. Playing in solo/private is not cowardly, but waging war against me from complete safety and anonymity, but my group of people are out there doing it where they run the risk of what a player war entails, I cannot respect that. Those are NOT equal terms.
This is certainly the case. Not only do PC groups battle through the BGS, but so do endless numbers of NPC factions. A successful group will adapt to actual conditions, not just their idealized views. Open, and PvP are not the measure of the BGS. The BGS represents the economy of a system, to count on direct PvP combat to improve a groups influence is to completely miss the point. It is time for the one sided player groups to stop arguing for the dominance of PvP, and to value the input a Co-Op player brings. AA intends to expand it's efforts across all facets of E: D play, I suggest other PG's do the same. If they want to keep up.
To contact Adle's Armada:
Adlesarmada.com
http://inara.cz/wing/336
adlesarmada.teamspeak3.com / 3352
Yep you're right, we only focus on Open because we believe in interactions on the true multiplayer. Our name and our motto names it "TH for Tous Humains". Because to be able to do PvP we need to do PvE (rising money from RES, CZ etc). We do it in Open.
We knew one day we'll maybe lost the station and we knew it will not happen in Open. So what we learn from this is that nobody can change anything. We somebody do can be undo in the back in solo.
As for a gang of 15 miscreant freelancing pirates trying to take over an Empire backed system. A busy Empire backed system with lots of Empire devoted ships and fire-power. I mean really, you actually thought you had a chance.
Muppets.
Actually, more or less.
I'd even go as far as to say if there were in-game mechanisms that would highlight who your faction is at war with and friendly with, and there were strong penalties for killing friends and good rewards for killing enemies, it would be a good thing, possibly even attract more people into open.