Modes The Open v Solo v Groups thread IV - Hotel California

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Ah I understand, you mean something like this:

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Actually, your first diagram probably was correct...it's just that your diagrams in the past always seemed to call for separate galactic states for each of the different choices. As long as we are all in one galaxy with the same states...I see no issue with the first diagram....other than the topline currently does not include the PVE states in Private or Open.

The above graphic only deals with the justice system and, unless the devs change their expectations of crime, this will only receive an incremental pass for balance someday.
 
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 :)

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.
 
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.

Oh you came back .-.

I mean, the idea was always vaguely there, which is why I supported and support the flag system.
 

Robert Maynard

Volunteer Moderator
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.

The instancing system, mutual ping times, timezones (as well as Solo and Private Groups) make any kind of territorial control rather hard.
 
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.

Frontier said a lot of things in the Kickstarter.
Not all of them have come to pass, and other parts of their initial vision have been changed due to community feedback (eg. supercruise); so it's not unreasonable to imagine that Frontier might take further feedback on board.
 
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.

True! Its working as it was designed! So, if you can "formalize" another mode, why cant I "formalize" another background simulation?
 
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.

I don't know, that entire view seems like any given party of the two parties I described .-.
 
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.

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.
 
Not entirely, it is what the game Frontier promised and delivered is about, across the board.

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.

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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.

Unfortunately you missed the point of this sub-discussion. Please re-read again.
 
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.
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.

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Phew, mind you, I'm hardly getting a Jeb Bush or Hilary Clinton vibe off you either! :p

Welp, as Aristotle once said, virtue is the mean between extremes :p
 
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.

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Unfortunately you missed the point of this sub-discussion. Please re-read again.

Boom. +1
 

Robert Maynard

Volunteer Moderator
True! Its working as it was designed! So, if you can "formalize" another mode, why cant I "formalize" another background simulation?

Another launcher offered setting on the matchmaking system would not cost as much to implement as the development, hosting and curation of a separate galaxy state (that would quickly diverge from the existing shared state).
 
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...

To some extent perhaps but there multiple angles to this discussion.

We often trade in stereotypes on this thread. It's easy to do and for every stereotype we can come up with that embodies the extreme our own play style we can easily conjure up - usually from the population of this thread - its evil twin, somehow diametrically opposed on almost every point. Once we've done so, however, we tend to lump people into those two camps. We lose sight of two things, that it's not a discrete either/or, it's a spectrum and that furthermore it's a space that has considerably more than one axis. Our two opposed stereotypes are simply two points on the peripheries of that multidimesional space which contains all players, the line between them passing through the origin.

As far as I can see, the status quo sits pretty near that origin and therefore pressure to move it in any way will be met with resistance by close to half the player base.
 
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?


Ok I have to laugh at this.. so with the current modes you can jump people who don't want to be and your gameplay is fine while you are effecting their experience and it is unfair to them.. but give them their own server and suddenly you are concerned about fairness and people affecting others.. why.. oh yeah.. because now it may affect you.

Leto can you be any more transparent?
 
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.

Haha thank you and I do see what you mean now about how it is Arena based and that is it. Kind of like a Sim for combat I guess in some ways. Anyway don't mind me, i'll enjoy the points being explained =)
 
Did you read my argument in its entirety? I don't think I have to explain the rational coercion concept, again.
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.

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.
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.

And, because they are legal moves in the game, the real world concepts meant to deal with illegal actions are not appropriate to them. Which throws a spanner on the ideas of fairness, equality, and so on whenever they meet the concepts of crime and punishment, as applied to the game. Heck, the consequences for piracy and murder were never meant to stop them, but rather to be fun challenges for the players that enjoy those play styles; this alone shows how you can't even think of those in-game activities as in any way similar to their real world namesakes.

To make things even more convoluted, as I said before, the game is not, and was never, about player competition. So, even the ideas of fairness as applied to competitions can't be directly applied to the game.

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.
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.

Anything has a potential of reducing enjoyment, even NPCs.
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.

And, while the devs don't have control over the players like they have over NPCs, they can, and should, influence and limit what players can do in order to make for a better environment for the game's intended player base. Which, I might remind you, includes players that want to completely opt out of PvP and even players that want to never meet another soul, as in interviews, AMAs, the Kickstart page, etc, the game was explicitly advertised for those groups.

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.
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.

That contrast can also be seen when the devs need to make the players avoid certain kinds of behavior without outright prohibiting it; that behavior then loses the rewards, regardless of how risky it is, becoming less rewarding than easier content that the devs want to promote. What happened to PvP in WoW close to the end of Vanilla, when the devs decided to move it from the open world into the battlegrounds, provides a prime example; when all open world PvP rewards were removed, and Battlegrounds started being the best place to earn PvP rewards by a wide margin, open world PvP mostly died out.

Risk versus reward has another issue with games when you narrow down the definition of rewards to things that help in-game — and, thus, that make further play easier. When the dev blindly follow risk versus reward, they often arrive at the undesirable effect of, for all intents and purposes, inverting the tools built in the game to let players manage the game's difficulty, be they extrinsic like difficulty settings or intrinsic like the choice of where in the game world to go. I've played more than a few games where the increased accumulation of rewards from choosing the "hard" difficulty leads to it being effectively the easiest one after the very beginning of the game, where the difference in difficulty is the least to begin with.

The developers would disagree with you considering the implementation of the current systems, but you are entitled to criticize them.
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.

ED, particularly, if you start from the assumption that PvP is more challenging, completely discards risk versus rewards when it comes to PvP. PvP has, after all, no extra rewards. Given that, as far as we heard from the devs, that state of affairs is intentional, this either proves that PvP doesn't bring extra risk or that risk versus reward isn't as widespread as you pointed, take your pick.

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.
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.

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.
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.

The instancing system is flawed, but definitely competent enough to utilize the wing system to call in reinforcement from both victim and predator parties.
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.

And that is even before taking into account that players in the wing might be able to intentionally manipulate the matchmaking.

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...?
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.

For many players, including myself, whether random opponents we meet are NPCs or players is a key element in whether the event will be enjoyable or not, even with everything else, including difficulty, being the same. Which, in turn, makes the control over whether the player will face in combat NPCs or other players an important element for the devs to tune in order to provide the best experience for the players.
 
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