Territory based security means "stay at home"? What a ridiculous exaggeration.
50% of the galaxy would still be 50 000 000 000 systems, more than the PvE-only player will ever see in their entire lifetime, but hey let´s argue for the sake of argueing. Let´s go for an obcscure filtering system instead, ´cause the galaxy is not big enough.
Territory based security typically means that the easiest, kiddie space is PvE and the actually fun and challenging part of the game is PvP-only.
If this was inverted somehow, so the zones with the hardest PvE fights were the ones where PvP wasn't allowed, I could live with this. Otherwise, just no. I want absolute control over when I engage in PvP, but at the same time I want the most challenging PvE content the game can throw at me.
There is
no PvP universe, mate - It´s a PvAll universe. Those who like a chance of PvP happening are still forced to do PvE too. But hey, since minorities get their way:
I demand an option to filter out NPCs too. If I get "griefed" by a NPC one single time in a non consensual fight, I´ll deinstall and go back to World of Tanks.
(look PvE guys I can do it too!)
I fully support this. Have an
optional mode that is PvP only, no PvE, as well as an
optional mode that is PvE only.
Any problems with democratic voting? The PvE-only lobbyists are completely overrepresented minority anyway. Give them three ways to play and they will demand a fourth one, otherwise they threaten to quit and go back to WoW.
Actually, the silent majority is typically made mainly of players that are not really confident in asserting themselves against other players and / or want to avoid conflict. Guess if they are mainly PvP or PvE.
It was very funny in Star Citizen when the devs decided to create an official pool, announced in the project's home page, that included a couple questions about whether players wanted PvP or PvE. Up to that point every pool in the forums was showing between 10% and 20% of PvE players, with typically less than 1K players taking part; the official pool, with over 7K players answering, showed that 75% of the players mainly look forward to PvE (51% towards co-op PvE, 24% towards solo PvE), and 51% of the players prefer having just PvE combat (as opposed to 20% that want PvP, and 26% that want both PvP and PvE).
+1 all of it please. Even Star Citizen has permadeath with an inheritance system
Or, as I call it, cosmetic permadeath, because it's effects are only cosmetic (pick another name and appearance). Worse, with lives; you can die a number of times and get a permadeath when your lives run out.
It's silly, with little to no gameplay impact, almost as if it was only created to spite roleplayers, which are the kind of players that are most attacked to their character names and appearance. For me that cosmetic permadeath wouldn't matter anything, as I simply choose to never attach any importance to anything that I can lose in a game. Or, rather, it would matter in one thing; I would create further character names intentionally joking with the whole cosmetic permadeath concept.
BTW, one of the first questions asked CR about that system is if players can disable it in private servers (they can).
it was only a matter of time until some WoW players find this game and come here to ruin it.
He didn't quote what is perhaps the most important part.
There are 8.3M WoW players out there.
At the same time, there are over 16M previous WoW players out there looking for new games.
For some time yet anyone that creates any MMO game is bound to get a healthy number of interested previous WoW players
How about no groups at all, that would be even better.
If the group concept really gets into game, I agree at least the selections need to be permanent and 100% secluded from other game modes. (No mailing, no credits or goods transfer, ...)
Unless Frontier breaks promises made during KS, both groups, and the possibility of changing groups without restarting, are already in.
BTW, the non-consensual PvP play style depends on having prey ("sheep"); but, if the choice of group happens at character creation and can't be ever changed, where do you think most prey will end? Quite likely it won't be in a PvP-enabled group, just like the prey in UO mostly migrated to Trammel as soon as that world was made available.
With players being able to switch groups you would get some of that prey making forays into the PvP groups, perhaps some of them even deciding to stay there for good, just like in UO some players "graduate" from Trammel to Felucca; but, without the ability to change groups, anyone that flees to a PvE-only group will be there to stay, never again seen in a PvP group.