Immersion: Invulnerable ship breaks immersion, 12yr olds on system chat breaks immersion, invisible events break immersion...
true it is, and it is a shame it was never expanded upon. So why make it worse for certain players by shoving invincible ships in their faces?This to me is every bit as immersion-breaking as ships & players you can do everything with except blow up or be blown up by.
No of course they could improve on a lot things for gods sake almost every mechanic is shallow, I would love some different trucking gameplay that involves anything other than staring at a jumping screen and docking, I would like to actually be required to make physical repairs on my ship, having actually challenging combat PVE outside of a very few instances. However in this case by either:I think E: D could do better than that. Do you disagree?
. you can do those things already by just using system chat, and your substitute, wont be a substitute for the open we currently have. So again instead of taking things away from others why just no split.It's a matter of scale. 5000 maximum visible players across a galaxy of 400 billion is not a substitute for open play, where the potential for interaction is unlimited. Even if you can only see 63 at a time, it's still a much wider pool.
These are players you can mine with, explore with, do missions with, talk with, etc. The only thing out-of-bounds is PvP combat, but that's a player choice.
ok thanks for pointing out I forgot the p2p instancing. Who says that it will require a major rework? is there a possibility? yes there is, just like there is a possibility that pvp flags will require the same major rework.The PvP flags is a forum suggestion. But you're the one who thought that instancing happens on the server - when it patently doesn't. Hint: you are the instance.
A PvE mode won't happen because it would require a major rework of the game's networking model. And that will simply never happen, sorry. They had enough trouble getting the one they've got working at all.
If you have a better suggestion, I'd love to hear it.
Even when it's by literally having separate game instances?This doesn't mean it's impossible. From a technical standpoint, I think a PvE mode probably is though.
yes, either split the servers, completely separate PVP and PVE server or give the ability to actually make private servers that have really extensive and robust settings.As I said, if you have a better suggestion that would achieve the same goal (getting more people into Open safely) then I'm all ears.
I think conflict zones are at a good spot but it would be unfair to apply that level to all areas of the game.Fair enough.
I was hoping you weren't trying to make the "everybody should fly a PvP capable ship" argument.
I do agree that there's some stuff that'd be a PITA if all NPCs were much tougher.
Dialling up NPC competence/equipment/tactics would require a bit of thought and a certain amount of selectivity, rather than being an across-the-board thing.
Like I said, I'd like to see FDev implement a full-time beta server where they could test stuff out and let players get familiar with it and then offer feedback.
I wouldn't want to see ALL NPC's become super-tough but I would like to see the range of capabilities of NPCs expanded upward, so there'd be a possibility you would meet challenging NPCs.
Report crimes off breaks immersion...Immersion: Invulnerable ship breaks immersion, 12yr olds on system chat breaks immersion, invisible events break immersion...
true it is, and it is a shame it was never expanded upon. So why make it worse for certain players by shoving invincible ships in their faces?
No of course they could improve on a lot things for gods sake almost every mechanic is shallow, I would love some different trucking gameplay that involves anything other than staring at a jumping screen and docking, I would like to actually be required to make physical repairs on my ship, having actually challenging combat PVE outside of a very few instances. However in this case by either:
- making dedicated completely split game modes for PVP and PVE
- Adding more robust tools for private groups, like others suggested. But make them even more robust add things to tweak spawn rates, difficulty setting and NPC settings, etc. etc.
- Adding a complete solo mode with the same robust settings as the private servers
But not by adding some risk filled half/half solution that will change nothing but to take away for certain players. But to be honest
. you can do those things already by just using system chat, and your substitute, wont be a substitute for the open we currently have. So again instead of taking things away from others why just no split.
ok thanks for pointing out I forgot the p2p instancing. Who says that it will require a major rework? is there a possibility? yes there is, just like there is a possibility that pvp flags will require the same major rework.
I don't see how literally copying everything, putting it another separate server, and just completely separating PVE and PVP would require a major rework since nothing would be changed besides the fysicial server location you will be connecting to. Hell you can do that, and use your pvp flags on the PVE server, they just will be always on without the ability to turn them off.
Even when it's by literally having separate game instances?
yes, either split the servers, completely separate PVP and PVE server or give the ability to actually make private servers that have really extensive and robust settings.
But don't implement something like pvp flags which also might/might by technically possible, bring serious risks of exploits, and also takes away from certain players.
Just separate it, no more salt, no more immersion breaking stuff where invisible people affect things, no more: I got ganked!? threads on the forum, and specifically the and most importantly: No more pvp vs pve , and people can actually enjoy the game by their preferred playstyle without impacting each others games.
Those two different buttons for PVP and PVE should have been there from the start.......
LOL, why should a stock Sidewinder be balanced against an engineered Cutter?The other thing that needs to happen is a drastic change of build effectiveness. Things are ten times more powerful than they are supposed to be. Prominent examples are shield tank builds with up to 13000 mj shield power. A stock Sidewinder has 52.
How can anyone balance 52 against 13000?! Sure, some people would be upset about drastic changes, but we've been upset about all kinds of things. That's no reason to keep the game in a bad state.
LOL, 13000 is like 250 Sidewinders. They don't need to be 'balanced' against each other, but I guess it doesn't need to be 250.LOL, why should a stock Sidewinder be balanced against an engineered Cutter?
A stock Sidey should stand no chance against one of the big ships, and not even an engineered one should be capable of destroying it (although it should be able to escape from it pretty easily). That's pretty much how things stand now.
(There actually are quite a lot of balance problems in the game, it was just a bad example IMO.)
And it would take away from all the player who are not gankers and like the thrill of being ganked. So you are not only impacting the gankers... Also there are enough players who are happy in PG or Solo and won't want to move, so it will only be a portion that might be a fraction.I disagree. It would add a huge amount for the thousands of players currently forced into PG or Solo, and the only thing it would actually take away from current Open players would be the ganker's ability to gank. I see that as a win.![]()
I know that, but I still see no actual reason why it wont be possible to copy the whole of it and put it separately.Yes, because that's not how the game works. Even PS4 and Xbox players are playing in the same galaxy (there is no actual split), it's just that we can't see each other. But a PS4 player affects the same BGS that PC and Xbox players do.
I wouldn't see, copying everything, and just putting it on a different separate server insurmountable either.It would be a complete change in the way the game works according to the shared galaxy we currently have. A PvP flag is simply a game rule that says "If you shoot this player, it does no damage, and vice versa". That's not a major rework. The only issue with doing that (actually, there are many issues, it's not a simple thing) is game design & balancing. It would have to be restricted. But these are not insurmountable problems.
the whole problem, is knowing and seeing a ship, that I know is somehow magically invincible in the game world because some weird way.I think you're overstating the "god mode ships" angle, because they're not "god mode" - they just can't kill players or be killed by them. That's the only difference. They can still faceplant planets, be killed by NPCs, etc etc. Besides not being targets for gankers (who I don't think the game should accommodate at all), there's really no impact on anyone else's game... except potentially more people for you to interact with (in other ways besides combat). This is not a bad thing IMO.
As things stand, if you take the Odyssey mess out of the equation (where they have already done a hard split & intend to re-integrate One Fine Day for whatever it's worth), there are no differences in the game client between the different game modes. The only difference is group size. Solo is a group of one (you), PG is up to 5000 players, and Open is unlimited. Other than these QoL restrictions, the game client is the same across all three modes.
What you're suggesting is a game mode where the game client is different depending on the game mode, which is fine, but it's still a PvP flag, and you may as well just integrate everyone into Open to encourage social interaction if you're going down that route. And if you're putting in the PvP flag anyway, you may as well make it a toggle that the player can use, and balance it appropriately with restrictions to prevent exploits. The flag can also work in Mobius PG too, should players want that.
And it would take away from all the player who are not gankers and like the thrill of being ganked. So you are not only impacting the gankers... Also there are enough players who are happy in PG or Solo and won't want to move, so it will only be a portion that might be a fraction.
I know that, but I still see no actual reason why it wont be possible to copy the whole of it and put it separately.
the whole problem, is knowing and seeing a ship, that I know is somehow magically invincible in the game world because some weird way.
And no, it's not a pvp flag if I am in a completely different copied shared galaxy running on an actual different physical server. So no that is not the same as PVP flags, which reduce my chances of added danger, add risks of exploits and cheating. I will have 0% of running into those magic invincible, I wont affect them in any way and they wont affect me in any way. I wont be able to affect their BGS and they won't be able to influence my BGS.
Well, the Cutter costs way more than 250 stock SideysLOL, 13000 is like 250 Sidewinders. They don't need to be 'balanced' against each other, but I guess it doesn't need to be 250.
Ok so its not a technical issue anymore. Yes money might be a problem. Question is how much more would it cost, and how many new players it might attract.Money. And the enormous overhead of maintaining multiple systems. Again, money
No, because you said yourself, there will be less ability to gank.If you enjoy the "thrill" of being ganked, you leave the PvP flag on. I don't see the issue there. People play the game how they like.![]()
And I think having seperate bgs'ses would be better discoveries can still be uploaded to both across.This would be bad IMO. One of the few good things about E: D's architecture IMO is that we can all affect the BGS, regardless of game mode or platform.
I'm talking about ways in which game modes can integrate more, for the social, "emergent gameplay" aspect of the game. To make the game more fun. The thing that currently stops that is the risk of non-consensual PvP.
Remember that instancing is handled by the client, not the server. When you shoot someone, it's the client that deals with that and communicates with another client via P2P. The server only receives information on disconnect, or in regular 'ticks'. So the clients would be different in your PvE mode, which means a PvP
I think conflict zones are at a good spot but it would be unfair to apply that level to all areas of the game.
On the other hand, certain areas like anarchies are way too easy for law abiding citizens while high security systems are still way too easy for criminal players. It's almost like no balancing happened at all in that area over the last 7 years. So I would very much welcome the permanent beta server that you suggested.
Maybe you could only toggle your PVP flag while docked at a station?I completely agree. Such a flag couldn't just be toggled on/off at will, there would have to be some pretty stringent rules around its use. One that I suggested earlier would be to have it take a period of time to take effect - say 24 hours (though it needn't be that long) to prevent people showing up & suddenly turning on/off PvP mid-battle.
You could also tie it into Powerplay, so that if you've pledged, you can't change the flag until you've unpledged. Something like that.
They are not insurmountable problems though.
How many years are people going to fret about players who prefer to play in solo mode? It seems like such a weird thing to obsess over. There's nothing to negotiate. They just prefer a single player game without annoying humans running around. You do space in your way, let 'em do it in theirs.