Does that make you Donald Trump Gluttony?![]()
Lol I certainly hope not... Despite being a Republican...
Does that make you Donald Trump Gluttony?![]()
Well without sounding like the new guy in the room (metaphorically) why don't we call the "open play" PvEvP? However small I think people think CQC is it's still a blast and a nice addition to the game and i'd say it was PvP. But again with all due respect to everyone in here and in the game why are we debating the issue of what this game can be grouped in? I don't think it's semantics but I feel we're not far away from that. Of course being new I maybe missing the fact that this thread is a staple of the forums. Very interesting though reading it all and taking it in![]()
Unfortunate for who exactly? - it's okay, I know the answer, as do you.
Isn't it what Solo mode is about?
By jove it looks like it is finally sinking in...YES! Can't count how many times it had to be said but I guess you can ram a point home long enough until someone finally gets it..
That is why people have been asking for a PVE mode.. because Private groups are PVP modes same as Open. Even with an agreement of PVE only with PVP restricted to certain areas as Mobius has people like your little friend MV have proved that it is still a PVP mode.
And everyone using the the fallacy argument that Open isn't a PVP mode because there is PVE in there.. please don't' make me laugh.. how about you go look at other actual MMO games such as SWTOR, WOW, EQ2, UO, and you will see PVE servers and PVP servers.. in PVP servers the PVE content of the game doesn't just magically disappear and it is all PVP... the only difference in the game is PVP servers is PVP is allowed from the getgo just like Open. In PVE servers PVP is only allowed if you are flagged or certain areas like... well no mode.
Lol I certainly hope not... Despite being a Republican...
It limits player generated content when multiple groups fighting over area domination. With relatively weak mission system the player generated content is vital for sandbox games.
It's "OK" because that's the way that Frontier designed the game - they were clear about these features in the published game design (published over three years ago at the outset of the Kickstarter) - everyone who has bought the game had the opportunity to read published information on these features.
It's "OK" because that's the way that Frontier designed the game - they were clear about these features in the published game design (published over three years ago at the outset of the Kickstarter) - everyone who has bought the game had the opportunity to read published information on these features.
I disagree, the 2 party system is flawed and each party is out just for themselves and don't really care for the county or their constituents. Whereas in ED while you still have one group who cares just for their gameplay and could care less about the game and the way others play, you have the other group who actually care about the game as a whole and want to see things better for the game and all playing it including the group who keeps trying to have things passed just for them.
It limits player generated content when multiple groups fighting over area domination. With relatively weak mission system the player generated content is vital for sandbox games.
Not entirely, it is what the game Frontier promised and delivered is about, across the board.
How can multiple groups in instances of max 32 people "dominate" areas? You can't own systems in Elite. You can tweak the BGS, and the most efficient way of doing that is for these groups to ignore other players, and work on BGS activities in Solo where they can show the other groups who's boss.
What I mean is in terms of community view on balancing and many aspects of the game will become even more diversified, the recent 2.0/1.5 beta is already an alarming warning.It wouldn't' fragment the community any more than adding another private group would, it would just be openly available for people to choose from and the flag system has been received with hostility by some PVPers.
Phew, mind you, I'm hardly getting a Jeb Bush or Hilary Clinton vibe off you either!![]()
What you previously described perfectly falls into the definition of Solo Mode. Looks like FD managed to keep their "promises" after all. I'll quote your statement again:
"I would be able to just keep out of my gameplay everyone that I deem detrimental to my experience, for any reason whatsoever, including the mere fact the other player wants to engage me in PvP. It's, after all, a game I only purchased after making completely sure I would have a (legitimate, non-exploitive) way to go everywhere, experiment every non-PvP piece of content, without having to ever worry about someone else attempting to pick a fight with me.
Frontier advertised ED as a game where players would be able to completely avoid PvP without any downside. " <- Solo Mode.
- - - - - Additional Content Posted / Auto Merge - - - - -
Unfortunately you missed the point of this sub-discussion. Please re-read again.
True! Its working as it was designed! So, if you can "formalize" another mode, why cant I "formalize" another background simulation?
I think we are perfectly representing the two parties system in the United States, we are vivid image that reflects the Legislative branch of the government...
How is that fair to me? What if I dont want your PVE open mode to affect my OPEN mode? Why are you allowed to affect my experience, but I am not allowed to affect yours?
Welcome to Hell, Jimmy.
Ill answer that for you (the CQC part, anyhow).
CQC may be fun, and yes its quite obviously pvp. But its arena based... its not part of the game itself, and has no effect on the REAL game. I use it as a method to train my furball skills against other pilots. But again - thats where it stops at. Zero affect on the rest of the game.
IMHO, you are attempting to use it in a place where it isn't valid. Applying real world concepts in a game context is a tricky proposition in the first place, and ED — thanks to its heritage and how the core concept of its multiplayer has always been player choice — is even further from the real world when it comes to the concept of equality you explored than most MMOs.Did you read my argument in its entirety? I don't think I have to explain the rational coercion concept, again.
Those things that are "illegal" within the galaxy, but aren't as far as real world consequences (bans) for player interaction are concerned, aren't truly "illegal". Rather, they are legal moves in the game we call Elite Dangerous. No more illegal than doing an en passant capture in chess.I think your understanding and parallel between virtual gaming and real world seem to be somewhat confusing. There is action and consequence, piracy is still considered "illegal" even within the universe, it is only encouraged due the introduction of diverse gameplay. It has its share of consequence such as having a bounty that allows players to hunt/npcs to hunt said player. To ban and do rollbacks are actions taken against those that "cheat" or "grief," this level of management is outside of the character of the galaxy of ED.
We have the specific case of a game built around players having full control over who they meet, of a game where everyone is supposed to influence the unified environment but without any requirement for the players to ever face each other. I'm not aiming for a general formulation, I'm just aiming for arguments to apply to what ED sought to be from the start. And I fully agree that much of what I said would be invalid if we were talking about, for example, EVE; different game, different intended experiences, different target audience, and so on.There are parallels between the two, considering the idea of relation between subjects of sovereignty and sovereignty itself are involved. The way you structure the parallel seems arbitrary.
Yep. Which is why, for example, as the devs have explicitly said, the NPCs are far easier to fight than they could be. The devs exercise control over the elements of the game to increase enjoyment, remove frustration, and as a whole achieve a more fulfilling and entertaining experience.Anything has a potential of reducing enjoyment, even NPCs.
Risk versus Reward is only valuable when it serves to nudge players towards content they will enjoy doing, and many (though not all) devs are aware of it to some degree. It's why the hardest challenges in many, if not most, games either don't offer rewards or else offer something that only has value for bragging rights, like purely cosmetic items or achievements.Grinding is an inherent concept that any game has, to various degrees for intersubjective interpretation. Risk vs reward is a prominent system that almost any game falls under.
Except in a few specific games where the whole fun lies in the players challenging themselves to the furthest, and some pathological cases where the devs lost track of in-game incentives, the game systems of most games are in line with what I said. Risk versus reward is used where it's useful to push players towards content the devs consider to be more enjoyable — which, of course, often includes harder content, up to a point — and discarded otherwise.The developers would disagree with you considering the implementation of the current systems, but you are entitled to criticize them.
Only truly enriches it if you add it to every mode, without singling a specific one. Otherwise it's just a bribe meant to drive players to a game mode they don't quite enjoy, something that makes the game as a whole worse, lesser.Yes, everything is indeed relative. However, providing something to a party to achieve equilibrium is most likely better than removing something from a party to achieve equilibrium. The latter removes facets to a game, the former enriches it.
In ED, from what I can tell, that is exceedingly rare. The extra control you have over the outcome of PvE encounters when in a wing more than makes up for the off chance that another wing aiming to fight a wing will come by, or that some anti-PK would be using a player as the lure for a PK wing. End result, being in a wing offers reasonably more control over the consequences than being in solo can ever provide.You haven't made a valid argument for Open player having more control over their environment. The predator that goes after the lone prey has to worry about another predator's emergence.
Unless I'm missing something, not with any reliability. The more players already in the instance, the less a chance of more players being drawn into the instance. Also, for players to intentionally pull allies into the instance, they need to have someone in their wing that isn't already in the instance, which makes it particularly tricky to coordinate more than four players into a single fight. So, getting tricked into such a trap while flying as a wing might be possible, but seems less likely than the chance of appearing in the middle of a star.The instancing system is flawed, but definitely competent enough to utilize the wing system to call in reinforcement from both victim and predator parties.
Yep, the experience has nothing to do with the difficulty of the encounter. Exactly what I said. Other elements have as much, if not more, influence as the difficulty over whether an encounter is a bad or good experience.Your experience's quality has nothing to do with difficulty of your encounter, how is this relevant to difficulty of player encounter vs NPC encounter whatsoever...?