One player's problem is another's feature.![]()
indeed - but is it multiple player's problems....? then it isn't a feature its a design flaw.
1) Other opinions vary. For some, Private Groups offer a pseudo Open-PvE mode where they can play without other players attacking them for no reason. The published game design offers the possibility of multiple Open "groups" (i.e. modes) where the rules can be different to accommodate different play-styles. Frontier have not yet chosen to implement these.
I am sure they do vary - but is it varying on a theme? Attacking them for 'no reason' - opinions vary on what 'no reason' means? If FDev haven't 'chosen' to adopt this mechanic was this explained why?
2) The three game modes have offered this from the very beginning of the Kickstarter, over four years ago.
indeed - but at that time they also said it was an open sandbox universe, and they did not say that it wold be sub-partitioned into different 'zones' of activity created by mass private groups that act invisibly on each other? Or did I miss that somewhere?
3) By design - the BGS works on indirect PvP, as does Powerplay.
Lost me?
4) Indeed - Frontier are well aware that the majority of players do not get involved in PvP.
so then changing it wont affect too many people right?
5) Indeed - however there is no requirement on any player to play as a target in this non-PvP focussed game.
If, as you state, it is a non-pvp game then that is simple - state that this is the case publicly and then build in automatic friend or foe fire protection so that all players are incapable of shooting each other.
6-8) C&P is a separate matter - however significant improvements to it may encourage some players to play in Open. Only PvP Bounty hunting relies on other players.
but the problem is they are absolutely not seperate. As noted in one of my posts the Pilot's Federation itself was formed as a result of privacy (crime) and their response was brutal and according to some 'bloodthirsty'. So crime and punishment is an inherent lore of the game and also it is the social fabric that ties it all together. If piracy (shooting another commander) is a crime then it must be met with punishment. To change this into an RPG element of the game is the trick - ignoring it or somehow separating it is not. If you make unsolicited PVP a crime with suitable game play modifications then yo can introduce Bounty Hunting as part of the potential punishment. It should also be noted that by its nature, crime should be an ostracisable offence that ultimately means pushing PVP'ers into the remote and anarchic systems - which adds the danger to those that wish to pursue danger and leaves that do not, safe within a crime free (or at least crime-less) bubble. If people feel safer playing within their 'bubble' then they do not need a private group?
9) Not sure on this one - the block feature is, as I understand it, only guaranteed to block comms from a player (unless the functionality has been changed).
Ohh someone posted a trial using the feature and they said they blocked someone form instancing but it wasn't wholly clear, I had questions they went unanswered - the main issue being, as far as I could ascertain, that you had to have 'met' them already which was not such a good thing perhaps.
And finally - new discourse should not be discouraged. Whining perhaps yes, new discourse no. Even if YOU have heard all the arguments before - maybe you haven't and, rather like a teacher at the beginning of every year - when new players enter they will ask the same questions every year, every year, every year, every year.... that does not make the question dumb. It just makes it a common question.
The real question is, if its the same question does it deserve the same answer every year, every year, every year, or should the answer perhaps also change? We didn't get from throwing stones at each to throwing nuclear missiles at each other without asking questions...repeatedly.