Thanks for your direct reply - you may be right about that, but think about the "casual PvE-only player". Maybe he is a bit older, less twitch combat affine, or just likes floating around in peace and most likely won´t play the hardest that PvE possibly can offer anyway.Hello Fromhell!
Thank you for your map suggestion. Looking at it, I think it's worth raising a few points from a dev point of view:
You equate NPC aggression with player versus player status. I personally don't think this is a reasonable correlation.
I suspect that a large proportion of players who would like to avoid player versus player combat do so not because of the inherent difficulty increase.
Maybe that target audience player would be ok with low to medium PvE difficulty, or worse, would even complain to nerf overall "too hard" difficulty PvE?
No objection though to make the PvE difficulty range from low to hard in a police guarded PvE-only territory, it doesn´t really matter with a territory split, right?
The hypothetical "hardcore" skilled PvE-only player could even be the one getting interested in trying out PvAll at a later point. Think about it, if you are the most bad-ass PvE pilot taking on every AI robot of the galaxy single handedly, wouldn´t you at least try to move on from shooting scripted AI to taking on human players some day for more challenge?
I have a similiar view as Chris Roberts with SC who wants that players sooner or later engage in PvAll in the outer lawless areas because he knows that PvP is least predictable and therefore harder. But no one is "forced" to go there, but it will have the highest rewards. Also the PvE will probably be harder because of higher NPC pirate activity.
Don't get me wrong, players are always going to be less predictable in terms of how they act and how they're equipped, potentially making them more difficult opponents. However, I think dislike of player versus player combat is more likely to be because of the psychological elements of adversarial/competitive activities. Even though it's just a game, I think it can gain a personal level of psychological/social importance which some people don't want.
I am not opposed to giving the PvE-only players the possibility to prevent PvP, as long as it´s not done in an immersion breaking way for everyone else. (e.g. "flagging system" is a big no-go as well as turning off friendly fire). The best way I believe is a heavily NPC policed system and blowing up OR disabling the PvP attacker within seconds, before the victim blows up. Start with a warning, then deduct a hefty credits fee, disable the attackers ship, confiscate it. Things like that which work in fiction, not with gamey mechanics.
just a proposal for the far out future and things that could happen in the "outer rims".You also have some features that we are not supporting; player station/defence building and player controlled territories. It's possible that these features might be looked at further down the line, but there are no plans for them at the moment.
I´d like to see plans for something really cool beyond Elite status, some everlasting "endgame" with different things to do like building a station where you can put your ships, collected artifacts or trophies or even craft high quality goods. Plus large scale player conflict.
If Elite status is like "Level 50" in MMOs and no new gameplay possibilities start afterwards apart from collecting ships, it is like themepark MMO xy would be ending at level cap with no "raids" afterwards. Not everyone is into creating an ALT and starting from scratch if you suddenly lack meaningful progression.
In PvE driven games players will always demand more content, if they can´t make their own, like it is possible in player conflict driven games.
I wouldn´t call it safe area, just safe from PvP. Yes, some players would probably never leave this "safe area", but does it make a difference? The Elite galaxy is endless, SC has only 100+ systems, EvE 5000. In ED I think it simply doesn´t matter if you have 100 billion or 400 billion for a certain playstyle at your disposal.So, I also have a question about the galaxy segregation in your map and I'd be interested to hear your response: If we were to use such a layout I would assume that the players who had less interest in player versus player combat would never leave the "safe areas", except perhaps to dabble at the fringes.
Wouldn´t the territory segregation make it easier for you to put specific missions into the playstyle specific territories?
- Co-Op and single player focused missions could take place in the PvE-only guarded zone.
- PvPvE missions like proposed in the "AllGroups-only missions" thread and PvP objective missions could take place in the PvAll territory, as well as arena missions like PvP deathmatches, capture the flag type activities or even Podracing type parcours with spaceships. Endless possibilites of player competitive things to do.
Several reasonsAssuming that such players were completely safe from player persecution in the "safe" area, how different would this be from a group system where such players could switch between "private" and "all" groups?
1. The switch is still an immersion break and an out-of-fiction mechanic, not a big fan of "gamey" solutions, when you have enough NPCs to govern systems / punish criminals who make trouble in the PvE-only zone.
2. People are taken out of the multiplayer universe just because they don´t like PvP happening, when you could have them all in the same universe, not in different "group dimensions".
3. The possible exploiting methods which many users mentioned.
e.g. hypothetical super valuable asteroid, made out of marshmellows, camped and mined by pirate players. What keeps me from switching to private or solo and getting the marshmellows, instead of getting friends for help, or waiting until they fly off?
4. Path of least resistence: What keeps me from running valueable cargo only in solo/private group, then switching back to all-group when I have nothing of value on board? Which trader would even take the risk to run cargo in the all-group, if you can make your life a little easier without consequences for adapting your circumstances by switching groups.
5. Missing out fun voluntarily:
Let´s say three ships actually blew me up in a PvAll territory and I´m raging. So I´ll put them on ignore because someone said something starting with "your mom". So the group switch and ignore options are there, I use it and they vanish from my universe forever. Not really fun. Fun would be using the bounty system and set them up for destruction, or getting a group together for revenge, but the quicker way is with the group and ignore mechanics.
Taking an alternative look: if we assume that even the "safe" area is not one hundred percent safe; that police response may not be quick and powerful enough to stop an attack, even if they can punish the aggressor after the fact, then I think we both know that this will happen to some degree. So whilst statistically the chance of being attacked by humans will be low, the perceived threat will likely be much higher. In this case those who don't care for the player versus combat experience will have basically lost out, as the "safe" area would randomly not be so.
People who try to attack a player in the PvE-only zone should just be punished in the hardest possible way. e.g. Take away their ship, give it to the attacked ship owner to cover their repair cost. Send the pilot to jail for two weeks. There are some similiar mechanics in "Age of Wushu". Basically ganking should be pure suicide and a total loss for the attacker and a win for the victim. Just think up the harshest possible punishments. Make ganking only a pain for the ganker - simplest, most effective solution, plus ->realism.
Another very interesting point about the map is the reward layers. In your map, there is a clear distinction between the potential rewards based on the risk of encountering adversarial human players. This makes perfect sense. However, it's also highly unpalatable for players that want a cooperative or single player experience, and that also makes sense.
Correct - this is what I think would be a sufficient risk vs. reward model, also encouraging people to take higher risks over the course of time.
Maybe some day a PvE-only player who shot a gazillion bots will think about venturing into the more riskier areas and finds out it isn´t that bad after all, no tons of "evil teenagers" waiting around every corner.
ED should encourage riskier gameplay involving multiplayer, because at the end we know it is the superior game mode. Don´t force single players to play multiplayer but encourage them to at least check out multiplayer and go for riskier more social gameplay and reward them for doing it.
Firstly, it may be the case that you are hoping for massively multiplayer features (territory control, large scale player organisations) that we aren't going to support. Unfortunately I'm not going to be able to help much on this one. It's just not Elite: Dangerous. In fairness we've not promised anything like this (to my knowledge ) I also think that what we are attempting is quite ambitious enough and nicely focused.
well maybe some day in the future. Owning a piece of the galaxy would be great and I think there is more than enough territory avaible to host a billion players and give all of them a couple of systems to call their own
Secondly, it may be that you are after risk/rewards that are commensurate with player versus player skill. Basically, the more skilful players get the best stuff/"win". In this case, I would like to ask another question: If the game clearly differentiated between rewards obtained in the "all" group and "private" groups, so players could very clearly see who had trod the path more dangerous, would you be less strongly against a grouping system.
Yes, that would work.
Take for example, Fallout New Vegas (got it off steam during the recent summer sale)
It has a "hardcore mode" and I wondered what the difference is:
http://fallout.wikia.com/wiki/Hardcore_mode
"Hardcore mode can be toggled off at any time through the options menu. Once turned off it can be turned back on, but you will not get the achievement/trophy."
So now I´m playing hardcore mode. Is it fun? You bet! But at the same time it´s also a major pain in the back, but the fun comes out of the increased realism and another layer of gameplay which is constantly looking for water and food. Even bullets have weight. It is just more realistic, to care about your dehydration and nutrition level all the time, looking for water sources which are not contaminated with radiation. Broken limbs don´t heal if you sleep in a bed not owned by you. Once I had to walk half an hour back to town with a broken leg to get to the doctor. Did it suck? YES. But there was a sense of achievement arriving there, shooting the damn geckos on the way.
It makes the game better, but if there wouldn´t be that silly steam achievement and alleged super weapon you get for completing the entire game in hardcore mode, I would have simply turned it off (path of least resistance again).
But I would lose the achievement and I´m already half way in the game.
(btw players complained they don´t got a super weapon or anything worthwhile for completing the game in hardcore mode, so the "trophy" reward is pretty lame, but the game is still more rewarding with hardcore mode on, and once you are in you just want that damn trophy anyway (carrot on a stick)...
In ED I´d rather like to see something like the "luxury yacht" which was available in SWG as an exclusive reward for a specific playstyle.
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