At the risk of repeating myself and flogging a dead horse as some would see it my central assertion is this:
If the multiplayer mode of the game is designed such that important effects of actions by players in that mode can be mitigated simply by a pilot or group of pilots switching to a solo or group mode - what incentive is there for players in the multiplayer mode to engage in those gameplay elements?
There are a few gameplay examples I can think of but basically they all boil down to the fact that at any time (apart from in the heat of battle - unless you pull the plug so to speak) you can just make all the other players go away!
Maybe I am missing the point - and I hope I am, I hope FD have created a new kind of gaming. But I can't see how the 'make any player whose having an influence you don't want dissapear' dynamic is going to lead to player created content driven by need/risk/co-operation. Where is the role for player co-operative combat if the influence one can have over other players is so nerfed? What will a wing of players be able to do? (apart from of course wing bulletin board missions, which will be great I'm sure) - but no match for PvP. There has to be incentive, consequence, influence, persistence for players to have conflict with each other - or on the flipside co-operate with each other. I'm finding it hard to see how the current implementation of multi-player mode creates these conditions.
I KNOW not everyone wants to play the game the way I want to play it. I probably won't always want to play in open mode, but I would be happy to have another commander to play in the other modes if it meant that open mode developed in its own right. You have sooo many options already to avoid PvP if you want; the size of the galaxy, group mode, solo mode. And you even have a background simulation that is influenced by player actions that you don't have to be involved in should you choose. But I feel that the mode switching dynamic as it is implemented at the moment, will seriously restrict the PvP development in multi-player. Necessity breeds invention. Restriction stimulates creativity.
I LOVE single player games - I don't really play much multi-player at all, and ED in my opinion is already a great single-player game that will get better and better - I'm loving it. AND it could ALSO be a great multi-player game, I would love to see that.
If the multiplayer mode of the game is designed such that important effects of actions by players in that mode can be mitigated simply by a pilot or group of pilots switching to a solo or group mode - what incentive is there for players in the multiplayer mode to engage in those gameplay elements?
There are a few gameplay examples I can think of but basically they all boil down to the fact that at any time (apart from in the heat of battle - unless you pull the plug so to speak) you can just make all the other players go away!
Maybe I am missing the point - and I hope I am, I hope FD have created a new kind of gaming. But I can't see how the 'make any player whose having an influence you don't want dissapear' dynamic is going to lead to player created content driven by need/risk/co-operation. Where is the role for player co-operative combat if the influence one can have over other players is so nerfed? What will a wing of players be able to do? (apart from of course wing bulletin board missions, which will be great I'm sure) - but no match for PvP. There has to be incentive, consequence, influence, persistence for players to have conflict with each other - or on the flipside co-operate with each other. I'm finding it hard to see how the current implementation of multi-player mode creates these conditions.
I KNOW not everyone wants to play the game the way I want to play it. I probably won't always want to play in open mode, but I would be happy to have another commander to play in the other modes if it meant that open mode developed in its own right. You have sooo many options already to avoid PvP if you want; the size of the galaxy, group mode, solo mode. And you even have a background simulation that is influenced by player actions that you don't have to be involved in should you choose. But I feel that the mode switching dynamic as it is implemented at the moment, will seriously restrict the PvP development in multi-player. Necessity breeds invention. Restriction stimulates creativity.
I LOVE single player games - I don't really play much multi-player at all, and ED in my opinion is already a great single-player game that will get better and better - I'm loving it. AND it could ALSO be a great multi-player game, I would love to see that.
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