Well, just read a bragging thread where someone in a full on combat ship destroyed a Type 9.
On the other hand, anyone flying a T9 in Open is without doubt experienced enough with the game to understand the risks and accept them. Choice, again.
Well, just read a bragging thread where someone in a full on combat ship destroyed a Type 9.
On the other hand, anyone flying a T9 in Open is without doubt experienced enough with the game to understand the risks and accept them. Choice, again.
Actually, not only the linked article is VERY INTERESTING, but also a lot of other articles from this autor are excellent. Especially players should read them, not only peoples active in MMO development bussines.Just found something very interesting about why you should never offer "must have" rewards tied to content not all players will enjoy. It's an article by Raph Koster, about the issues SOE had with implementing Jedi in pre-NGE Star Wars Galaxies, and how awarding the Jedi class to players that maxed a random set of skills was a bad idea:
I've seen people making threads on this very forum about being killed in open, then being surprised to find out there is more to the game than forced PvP.
I've personally explained what the Mobius Group is to someone of these boards.
(remember, not everyone uses the forums and the game does not explain you can PvE this game)
What ho! I saw the other thread locked & thought we'd been being bad, straying from topic for Noodliness.
It is just WELCOME PART THE THIRD OF THE NEVERENDING THREAD! *pops champagne bottle*
This is The Thread That Never Ends;
It just goes on and on, my friend.
Some people
started posting here
no knowing what it was;
and they'll continue posting here
forever, just because
This is The Thread That Never Ends...
Actually, not only the linked article is VERY INTERESTING, but also a lot of other articles from this autor are excellent. Especially players should read them, not only peoples active in MMO development bussines.
In some other article, he mentioned a relatively good method how to minimise the amount of PKs/Griefers in Open PvP games. The idea is quite simple and relatively easy to implement.
The victim will have no penalty after death (in ED terms it probably must be "respawn in nearest station with ship intact and full cargo") and the attacker is punished. The punishment is also simple. Not to be able to attack any player for some time. Days, weeks of real time.
Both sides are well thought. On one side, players are not upset too much, if they are killed in non consensual PvP and there is no loss after death (except small amount of time). On the other side, the PKs/Griefers are punished in the main point, because the punishment will take from them their fun, the reason to play.
Which is one of the fears some Open players have about an Open PvE mode: that, after making all the player base aware that PvE is possible, there would be a mass exodus towards it. Just look at the size Mobius got despite being known mainly to players that also read the forums, which are a small minority in about every game.
See, this is something the PvPers have done in this thread.
I never used to have any sympathy for people who don't research a game before buying it / playing it.
However, PvPers have convinced me throughout the course of the 3 megas, that ignorance is indeed a defence.
And as FD have made no attempt at all to let people know "Blaze your own trail" includes a PvE only experience, every time I see someone has been griefed / ganked / murdered in open, I'm going to assume they were not able to make an informed choice on where to play.
I also feel the PvPers are right, I think people would abandon Open PvP in favour of a real Open PvE mode if they knowingly have the choice to.
Don't really know what it was you just said back there.....
all i can see is BACON CATS!![]()
<Snip>
The Open commanders should be thankful for my possibillity to switch, or they would not see me at all.![]()
Which is one of the fears some Open players have about an Open PvE mode: that, after making all the player base aware that PvE is possible, there would be a mass exodus towards it. Just look at the size Mobius got despite being known mainly to players that also read the forums, which are a small minority in about every game.
The problem is that instances overlap the same physical space. It would be very easy to have different people in different instances at the same location even if thy were all in open.
So even if they could only be looted the owners would freak out if they could be looted by someone they couldn't see in a different instance. They get upset about PP and CGs - if we were talking about structures they "own" they would be incandescent.
Instances are only created when the players are somewhere because, well, the "instance server" is actually the players' computers. It's what the game's networking being peer to peer means. And what allows Solo to work on a crappy tethered mobile connection inside a moving train (actually used by DB as a selling point for the game, for those that did their research).
So, there is not a permanent instance for a building to exist in. Instances are destroyed as soon as every player has left. Thus, if a player's building could only exist in the same instance as the player, it would only exist while the player is actually in or around the building.
Stations and outposts exist (for a given value of existing) independent of the player's instance. They are manifested in a player's instance but they are constants on the galaxy server.
I guess the solution might be that other players have to join the instance of the first player present at the base's location, thus manifesting it.
Stations and outposts exist (for a given value of existing) independent of the player's instance. They are manifested in a player's instance but they are constants on the galaxy server.
I guess the solution might be that other players have to join the instance of the first player present at the base's location, thus manifesting it.
I don't know enough about it tbh but that sounds like you'd still have the same problem.
If you have player owned structures they will be attractive to groups of players to own and other groups of players to attack if they can. So they will be busy areas which inevitably means more than one instance by the time the matchmaker has finished faffing around.