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Failing any other POSITIVE action being productive, I would self destruct and take us both out. BOOM.
So, that's POSITIVE interaction?
[snip]
Failing any other POSITIVE action being productive, I would self destruct and take us both out. BOOM.
Emergent content examples.
Open Play (With a REBALANCED CRIME SYSTEM to reduce ganking and murderers - Seriously this is needed, it will remove 90% of murderers and gankers if there was a real penalty and commitment.)
Your flying along in open, going to a CZ. You see a friendly ship in there, you say hello and make friends. Now an enemy ship comes in and you 2v1. Or, chase him off.
Your in a RES and see an enemy ship, since murder is a big penalty. Your not sure if he is a real pirate or not, you leave or make friends - or fight. If you made friends now you got a cooperative buddy and there was no PVP.
Your in a wing and going into a powerplay enemy territory, you see an enemy wing and fight. No grinding stupid undermine NPC's. No ganking, no murder - this was a proper PowerPlay fight.
Your in a trading ship at a CG, you join up with a escort / trading wing for added profit and protection. There is still risk of pirates (but no more gankers/trolls due to crime reblance - imagine) so you enjoy the wing/company. You make some new friends. These dudes you can chat with over comms or play with any other time. Solo exists? Just make a 4 man trading wing and who cares about anything else, removing options.
Damn, you could be flying a trader by yourself in open, with no fear of crazy gankers/murderers (cause of rebalance) and actually meet other people and anything can happen. But yet, most people are forced into solo because of gankers and or want the best profit so you never see them.
That's unscripted, emergent and could lead into anything. It's not all about player vs player. It's about meeting people for cooperation, friends or - some really meaningful combat other than grinding npc's.
You might say that is still possible now, but not many go for it, because they don't need open - solo is super efficient (So much that everyone grinds in solo), why risk anything with no increased reward? and lastly - the crime system still sucks so bad nobody wants to play open in the first place. because gankers and murderers can get away with anything.
Open play is content that practically writes itself, no dev interaction required.
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Here is my example of open and solo that helps define what i wrote above.
It's like having a gold mine out in the desert, you need body guards, escorts - it's risk vs reward and there might be enemies, a team of enemies. Maybe friends or a team of friends, all exciting game play options. Now they put the gold mine in your back yard (solo) and all that gameplay i just said is invalidated.
It's human psychology, path of least resistance - most people pick the easy and boring option because it's the most efficient.
Everytime I look, the thread is 3 pages longer. I'll start here.
I would be glad in a way that the player has finally chosen to INTERACT and not combat log or disappear to solo.
Failing any other POSITIVE action being productive, I would self destruct and take us both out. BOOM.
No idea but I would try it if there was nothing else POSITIVE to try.
Anyway how would his harpoon disable my weapons I wonder just because i'm being towed?
That's a rhetorical...
Nice to see that FD listens and is taking stuff on board.
As I said, its not the OPEN concept which is flawed , it their current mechanics.
Which are conscious choices by developers that want to force players to obtain their gear by playing the game, rather than crafting or trading, due to a misguided view that "playing" is fun and engaging while crafting is boring.Nah because half the items are completely garbage in single player games or made redundant by dropped items or gear within a short time frame that makes them useless.
Which is another thing entirely, even if it uses both crafting and commerce as a basis. You don't need to have players be able to prosper without combat in order to have good crafting or a reasonable player economy.THEN comes the whole market viability issue
As far as I can remember, crafting in UO isn't deep; that game merely forces players to trade among themselves by restricting or removing all other sources of gear in order to please the commerce-oriented players.If you cant be a pure Crafter or industry person, then the crafting is a second thought or after thought in the game and not very good. In UO, EVE, DF, Runescape you could be a crafter or builder that never fought a single monster because the crafting was so in depth and interesting.
Yep, slower. Much slower than a direct transfer of credits would be, to the point transferring large sums can be quite a bit of work. Given how easy it would be to implement a credits transfer, it's obvious that allowing player trading either isn't among the devs' priorities or is seen by the devs as not worth the risk of players bypassing progression through in-game gifts (including the kind of in-game gift paid for with real money).I guess they should delete dropping cargo from the game, because giving other players cargo is almost the exactly same outcome as giving them credits. Just slower.
What my example that you quoted anyway was about risk vs reward. If you put minerals in a dangerous area and the same ones in a risk-free area, nobody will ever go into the dangerous area therefore the possibility of wing pvp, wings, cooperative play, finding other people and making friends, escorts and random events is totally removed.
and an Elite example, PowerPlay has a lot of potential but everything is squandered into a nPC farming simulator in solo, because open has a bad crime system nobody plays there and solo is so powerful.
**Wasted potential is the reason this thread exists, not because we want PvP or people to kill**
"Risk vs Reward" and "Emergent Gameplay" are both nuances carried over from "that other space game".
Which, incidentally, makes Elite proof that there is no need for PvP, or even of multiplayer, to have emergent gameplay.
Again, I agree that the crime system isn't much of a deterrent to murder, but I also believe that that is in part because FD does not want to make murder something that is so severely punished that no-one feels inclined to do it. The game after all cannot tell the difference between a player role playing a killer, or someone just killing noobs or defenseless traders.
I really don't understand though why the kind of gameplay you are describing, if it appeals to players, shouldn't happen. All the tools are there to allow players to do it, but you seem to think that grinding in Solo trumps fun. The fact is, if a player has more fun grinding in Solo, what makes you believe that they actually want the type of gameplay you are advocating, and would do it if there were no Solo mode. Surely they would just stop playing and go and find a game that gives them the fun they are after.
The only way having the different modes affects Open play, is that it allows players to choose not to be another player's content. It doesn't reduce the number of people playing Open, as presumably, everybody who wants to play there does. If you cannot find enough players in Open who share your desire for the gameplay you are suggesting (and I'm not saying they are bad ideas), it just means not many people want to play the game the way you do, and perhaps they are not looking to make new friends through the game.
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And Steam charts are nothing to go by.
All of this can currently happen in open or group.
As for your gold mine analogy, a lot of gold miners were not very trusting of others, and were solo players, so others wouldn't steal there gold or there mine.
Which, incidentally, makes Elite proof that there is no need for PvP, or even of multiplayer, to have emergent gameplay.
Besides, Group mode has everything Open has except for the PvP, which means it's better for anyone that doesn't want to be subject to PvP. And an Open PvE mode would be even better at that.
Also: "wasted potential", in the way you used the expression, is highly subjective. I see any kind of non-consensual PvP as the thing that ruins otherwise good games, wasting their potential.
I don't see the difference between someone murdering and role playing murder.
That's a cop out, both should be heavily punished.
I'm not saying punish like destroy instantly - I'm saying punish like something that stops them from doing it each day for "teh lulz"
I never said they had more fun in solo - This is the exact dillema of path of least resistance. If people find a boring and easy way to do something, they will do it over the more risk and challenging option. Why do you think so many people stop playing the game because it's a grind yet Open and massive role play exists? (apart from it being a massive gank fest)
So what your saying is that actual sales , just because they are not from the Elite Store are not valid as a metric at all?
They still had risk. Did not make them invisible
That's all part of the game tho.
I mean, why don't they just give everyone a free 1 billion credits? Instead of making it a skinners box xD
While true. Does not mean it's good emergent gameplay, evidence by a lot of people calling the game a grind or simply not playing, or a third type of perseon - me.
So i'l jump right into group mode right now and meet some new people right? Or some unexpected gameplay?
"Few and far between" is still too much for me and many others. I won't open myself to any kind of non-consensual PvP, specially piracy. And this game, with the early promise to allow players to choose who we would allow to play with us, was explicitly advertised and sold to players like me.That's what was so interesting about my post and reducing the crime system a load, most of the non-consensual gankers/murderers have no penalty or commitmetn and do it for the lulz. Pirates and murderers would be few and far between and consenual pvp like powerplay and cg would be a lot more common.
Not really. It's just a variation of the "other players are my content" argument that surfaces from time to time. I clearly remember someone a while ago even providing a quote of how much he would charge to be content for the PvPersThough I must say that the "turn the planets off analogy" a couple of pages back has to qualify as a total original too.
I don't see the difference between someone murdering and role playing murder.
That's a cop out, both should be heavily punished.
I'm not saying punish like destroy instantly - I'm saying punish like something that stops them from doing it each day for "teh lulz"
I never said they had more fun in solo - This is the exact dillema of path of least resistance. If people find a boring and easy way to do something, they will do it over the more risk and challenging option. Why do you think so many people stop playing the game because it's a grind yet Open and massive role play exists? (apart from it being a massive gank fest)
Soooo... why, exactly, have pvpers not made their own group...
Answers on a postcard please.
There is no "disappearing" into solo, there is people playing in solo because they want to.
Soooo... why, exactly, have pvpers not made their own group...
Answers on a postcard please.
There are, however, those who use Solo as an exploit (for want of a better term). I have read comments from commanders in the forums that basically come down to, "I was in Open. Got into a fight. Started losing. No worries. Log off. Log into Solo. You can't find me now!" It's possibly players who do this that are tainting the reputation of legitimate Solo players.
DISCLAIMER: Not suggesting that players shouldn't be allowed to switch modes. Possibly suggesting that switching modes purely to avoid combat which you were only just otherwise happy to be involved in... until you started losing... isn't cool. All other offense and misinterpretations unintended.