Well, it's still more coherent than some posts.
The PvP players then are at an advantage as they will be seeking conflict...
At risk of repeating myself, we live in a real world where we CAN be attacked without warning and without (obvious) reason, but we're not usually or often attacked (perhaps with the exception of my wife )
I definitely want an enjoyable game but can't say the same about being a mass murderer .. NPCs don't cry in spaceLet's start out by assuming that most of us want an enjoyable game and are not immediately out to become mass murderers. Hopefully, even 'official' pirates will have a modicum of rationality about them.
At risk of repeating myself, we live in a real world where we CAN be attacked without warning and without (obvious) reason, but we're not usually or often attacked (perhaps with the exception of my wife )
I think that a lot of the (heated) argument in this thread may be based on an assumption of the truth of that statement.
WILL everybody who plumps for a PvP universe be actually seeking conflict???
It might just be possible that somebody (like myself) will choose it, not because they want to go out and attack everything that moves, but because they prefer the 'reality' of the risks involved. With the original Elite, you couldn't opt out of being attacked - just trading without risk would have put an end to the game long ago, and we wouldn't be where we are now.
That depends a bit on how you define "environment". I can't see a good definition of it that doesn't involve taking away a lot of what Frontier have already promised us in terms of cool features.
Let's say Ellen and Paul are both PvE players. Paul is a pirate, Ellen likes escorting freighters.
Ellen is escorting an NPC freighter. Can Paul shoot the freighter? If he can, Ellen unavoidably fails the escort contract. If not...
Paul is attacking an NPC freighter. Ellen comes along and offers to escort it at a knockdown price. The freighter suddenly becomes immune to Paul's attacks, after he's spent consumables, taken damage, got a bounty, whatever trying to get it to dump cargo.
Either way there's potential for someone to grief someone else. Indeed, either way there's potential for people to get on each other's nerves while just playing, if they didn't notice one of the ships in that furball around the freighter was player-controlled. Elite Dangerous doesn't seem inclined to the same clean separation of Player and Environment that other MMO games have - which will make it a great game in general, but I really have no idea how Frontier could resolve this one if they do implement a PvE mode.
As a possibility - they could make it a real cash transaction to switch between modes, or limit it to an absolute finite number, or a finite number in a certain period.
Why should you have to stick with your choice in PvE if you don't have to stick with your choice in Solo or Private groups? If people are switching to game the system, locking off PvE will do absolutely nothing except annoy PvE players.
With the original Elite, you couldn't opt out of being attacked - just trading without risk would have put an end to the game long ago, and we wouldn't be where we are now.
Actually, no. PvE players likely wouldn't mind, they would just choose PvE from the start and be done with it.
But players that want to sometimes take part in PvP and be able to sometimes avoid PvP would be forced to choose. And, while it's hard to say how it would go, I do believe that forcing this choice would result in less players in the PvP group than if players were able to freely change.
Well, you'd be telling PvE players "you can't switch group ever because we deem it unfair even though PvP players can switch group whenever and that's doubly unfair" and that'd be bloody annoying to me. Even if I didn't want to switch groups, being told I'm not allowed to for essentially no reason...
I disagree with this - it should be quite easy to "sometimes" avoid PvP in the PvP universe. That said, I don't think the choice should be forced either way - but my point was, you can't force it on one group, it has to be all or nothing. (Okay, Ironman is an exception, but then they've deliberately made their game harder and aren't interested.)
The way I see it is that the form of government a system has is an indication of how PvP is going to go.
For instance:
An Anarchy system is a law unto itself and PvP is expected if you dare set foot there. On the other side of the scale a Corporate state is extremely quick to deal with unwanted piracy/assassination. That being said I'd expect the Capital systems of the 3 factions to be deemed "safe zones" due to the high level of military vessels and police.
This doesn't mean there can't be "sanctioned" PvP, for instance what if a Bounty Hunter is able to buy licences to operate in a system to track and kill pirates. So you could have a corporate state or democracy or a monarchy selling permits. Likewise you could have certain governments selling privateer permits within their systems to enact piracy for the benefit of the system government.
You could also perhaps deal with "safe zones" in a widening arc from the planets. E.G in a corporate state the safe zone could stretch most of the system, whereas an Anarchy system the safe zone is only really right next to the station/planet.
PvP can add a lot to the game, but it should be a risk/reward type deal. The brave pilots will risk getting maximum profits by travelling the dangerous routes, whereas the wise pilots sacrifice maximum profit for relative safety.
^This is the difference between a MMORPG's hardest raid ever and its dedicated pvp battleground. I don't know if Elite Dangerous is going to be able to provide this because it's not that sort of MMORPG.
Yep!If anything E: D can cater for all play styles it just seems that the grouping system in E: D is still poorly understood.
To get the above experience, play in the 'only yourself' group on 'iron man' mode; and pick a hard area of the galaxy to visit. simples