To Solo Play Players: If You Could Disable PVP, Would You Play in Open Play Mode Instead?

It's also not easily explained through in-game lore.
Identification Friend or Foe fitted to CMDR’s ships - if you have your transponder switched Off then you’re consenting to getting shot at by other members of the Pilot’s Federation. If you or the other player has it On, then weapons will not fire when pointed at the ship.

Won’t solve the Griefer’s other methods of delivering grief, but then again stuff like the speed limit around Stations didn’t either 😁
 
Identification Friend or Foe fitted to CMDR’s ships - if you have your transponder switched Off then you’re consenting to getting shot at by other members of the Pilot’s Federation. If you or the other player has it On, then weapons will not fire when pointed at the ship.

Won’t solve the Griefer’s other methods of delivering grief, but then again stuff like the speed limit around Stations didn’t either 😁
Autodocker solves that station ramming problem. It is get out of jail free card. Wannabe griefer rams you with disposable sidey, no problem :)
 
Really interesting conversation, thanks for raising this one. I'll throw in my two cents.

I can't see a version of Open where PvP can be toggled off, even if there are many who would like to play that way. IMO, it would go against the spirit of Elite and certainly against the idea of "Dangerous". It's also not easily explained through in-game lore.

However, I do sympathise with those who would like to encounter and interact with other players during their sessions without getting killed. Obviously there are private groups for that, but it's understandably not quite same since you could only meet people you already know.

Overall, I think the solution to this would be better coming from adjustments to the crime and punishment system to make sure there are meaningful risks/deterrents in place for non-consensual PvP encounters rather than from a binary PvP on/off toggle.
C&P rework confirmed!

Also, HL3 due next week.
 

Robert Maynard

Volunteer Moderator
I can't see a version of Open where PvP can be toggled off, even if there are many who would like to play that way. IMO, it would go against the spirit of Elite and certainly against the idea of "Dangerous". It's also not easily explained through in-game lore.
In terms of lore, we already have experimental effects specifically aimed at avoiding "friendly fire", i.e. the regeneration sequence (healing effect) for beam lasers and cannon / multi-cannon smart rounds (self destruct before impacting) - so weapons that selectively don't do damage to specific CMDRs already exist, while the scanner already differentiates between CMDRs and NPCs.

While the game name includes the word "Dangerous" (delightfully dual-purpose as the "official" reason for the name given by DBOBE relates to the combat rank), the game itself does not require players to face "danger" from other players directly while engaging in any game feature (apart from CQC) - so any danger posed by other players is completely optional while engaging in those features, as it has been from the very beginning.
However, I do sympathise with those who would like to encounter and interact with other players during their sessions without getting killed. Obviously there are private groups for that, but it's understandably not quite same since you could only meet people you already know.
Those seeking a co-operative game experience, without being engaged by others in PvP, need to find out that Private Groups that would suit their play-style exist out-of game - there's a lack of Private Group "advertising" in the launcher. It's also worth noting that, even in PvE Private Groups, PvP is possible (and has occurred on more than one occasion where individuals (sometimes members of a player group targetting the Private Group) have gained access to PvE Private Groups with the specific intent to break the out-of-game rules that they agreed to when they applied to join the Private Group). Zac Antonaci posted on the forums after one such occurrence to restate Frontier's stance on harassment, which was not well received by some of those who took part.

One possible approach to improving the game for those who play in Private Groups might be the introduction of owner selectable rules e.g.:

For PvP:
  • Enable mass-lock delay on hyper-jumps if due to player ship? [yes/no]
  • Increase menu exit delay if "in danger" determination includes player attack? [yes/no]
  • Disable menu exit option if "in danger" determination includes player attack? [yes/no]
  • Disable weapon healing effects? [yes/no]
  • Disable premium ammunition? [yes/no]
  • Disable Shield Cell Boosters? [yes/no]
  • Lost connection while "in danger" due to player attack results in destruction / rebuy? [yes/no]

For PvE:
  • Disable player / player interdiction? [yes/no]
  • Disable player / player wake following? [yes/no]
  • Disable player / player wake dropping? [yes/no]
  • Disable "friendly fire"? [yes/no]
  • Session & PG kick player on attacking another player and move attacking player to a Solo instance? [yes/no]
  • Session & PG kick player on destroying another player and move attacking player to a Solo instance? [yes/no]
  • Remove menu exit delay if "in danger" flag was only set due to player attack? [yes/no]

For all play-styles:
  • Move player to another instance after a period of inactivity on a landing pad.
Overall, I think the solution to this would be better coming from adjustments to the crime and punishment system to make sure there are meaningful risks/deterrents in place for non-consensual PvP encounters rather than from a binary PvP on/off toggle.
Some players insist that playing in Open at all is consent to PvP, for any or no reason - and, as Open is a PvP-enabled game mode where players can choose to shoot at anything they instance with, there's some merit to that insistence. Thankfully, for those who bought the game with no desire to engage in PvP, the actions of players in all three game modes affect the game's features, so playing in Open is not a requirement.

I'll be interested to see how any changes to C&P aimed at providing a deterrent to non-consensual PvP encounters would affect PvE gameplay, specifically criminal acts against NPCs.
 
I'll be interested to see how any changes to C&P aimed at providing a deterrent to non-consensual PvP encounters would affect PvE gameplay, specifically criminal acts against NPCs.
Hmm I'd think overall chances to C&P would make game somewhat more realistic. For example doing crimes in high security environment should cause problems, regardless of who is victim, NPC or commander.
 
A pity. "Dangerous" can also mean more teethy NPCs, must not be a player itself. Engineering trivialized it. The "Dangerous" argument is a strawman argument. "Dangerous" environments don't need forced PvP.

Yeah, let's segregate a significant portion of the playerbase and give them more hoops to jump through. Well done.
I can't blaze my own trail, PvP is not optional if you deal with randoms.
Mobius is a flawed workaround, not the solution.

This is fighting the symptoms, not solving the problems, which isn't really a deterrent but will backfire.
I love how you explained to the developer what their own game is about, and what the title they gave represents
 

Robert Maynard

Volunteer Moderator
Hmm I'd think overall chances to C&P would make game somewhat more realistic. For example doing crimes in high security environment should cause problems, regardless of who is victim, NPC or commander.
Whether such changes would be well received, or not, might depend on whether the consequences for criminal activity would result in players no longer being able to enjoy engaging in such activities during PvE, bearing in mind that half of players are at or below median skill.

In a discussion on a potential karma system, when asked whether karmic consequences should also apply to players who attack NPCs, Sandro had this to day:
* NPCs don't support the game's development. They don't (as far as I can tell) enjoy or hate the game mechanics. This system is not about them. It's not even focused on verisimilitude. It's about dealing with humans in a shared game space and creating an environment which supports as many of them as possible as well as we can.

Whilst we could apply a karma system to NPC interactions it would require more data tracking and serve no useful purpose as far as I can make out.
 
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Overall, I think the solution to this would be better coming from adjustments to the crime and punishment system to make sure there are meaningful risks/deterrents in place for non-consensual PvP encounters rather than from a binary PvP on/off toggle.
I don't usually bother with the fruitless circular argument over what open is / should be / might be - bar commenting that a dedicated PvE mode is needed other than Mobias - and find it diifficult to understand why, after 7 years of ED, Frontier are still unwilling to provide such.

Is it that you are absolutely aware that such a mode would be the one with the greatest population, because having the choice to either play for combat or play for cooperation would make a cooperative mode most attractive?

Me, most of the time I'll play in a PG as I prefer to actually play the game, even though it does limit those whom I might meet and enjoy time spent with.

C&P doesn't work to dissuade crime... We can make hundreds of millions of credits easily in an hour, notoriety will fade away just sitting in the landing bay of a FC or station 🤷‍♂️
 
I can only say:

BGS should only be possible while you are in the OPEN. As soon as you are in SOLO or GROUP, you should no longer have any influence on BGS. That would make BGS and POWERPLAY a lot more interesting if you didn't have to constantly fly against ghost.
 
I can only say:

BGS should only be possible while you are in the OPEN. As soon as you are in SOLO or GROUP, you should no longer have any influence on BGS. That would make BGS and POWERPLAY a lot more interesting if you didn't have to constantly fly against ghost.
Unsupported use of "should".

I'm happy with being able to alter BGS in all modes according to the game design.
 

Robert Maynard

Volunteer Moderator
I can only say:

BGS should only be possible while you are in the OPEN. As soon as you are in SOLO or GROUP, you should no longer have any influence on BGS. That would make BGS and POWERPLAY a lot more interesting if you didn't have to constantly fly against ghost.
While this is an opinion often espoused by those who don't accept that the galaxy is shared between all game modes, the game we all bought does not require any player to play in Open, if they don't want to, while engaging in any game feature.

The mode shared galaxy means that PvP is optional, even if some of those who enjoy PvP don't accept it.

While some players have been dissatisfied for years with the design of the game that they chose to buy, Frontier have previously been quite clear regarding the modes and game features:
The Kickstarter Pitch:
How will single player work? Will I need to connect to a server to play?
The galaxy for Elite: Dangerous is a shared universe maintained by a central server. All of the meta data for the galaxy is shared between players. This includes the galaxy itself as well as transient information like economies. The aim here is that a player's actions will influence the development of the galaxy, without necessarily having to play multiplayer.
The other important aspect for us is that we can seed the galaxy with events, often these events will be triggered by player actions. With a living breathing galaxy players can discover new and interesting things long after they have started playing.​
Powerplay:
According to some members of the community, Solo players should have a limited or no effect on Powerplay - or, alternatively, playing in Open should offer Powerplay bonuses. Is this something you are considering?

No. For us Solo, Groups and Open are all valid and equal ways to play the game.
Faction gameplay via the BGS:
Is there planned to be any defense against the possibility that player created minor factions could be destroyed with no possible recourse through Private Groups or Solo play?

From the initial inception of the game we have considered all play modes are equally valid choices. While we are aware that some players disagree, this hasn't changed for us.

Michael
The BGS itself:
BGS (Background Simulation) Changes

The Background Simulation (BGS) is a representation of how the actions of all players, no matter on which platform or mode, impact the galaxy. The factions that inhabit these system battle for influence over the population and control of the starports, installations and outposts. Player actions can push these factions into various states; such as economy, security, health and influence. With concerted effort players can help grow a faction's economy, destroy its security status, or help win a war.
 
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I don't usually bother with the fruitless circular argument over what open is / should be / might be - bar commenting that a dedicated PvE mode is needed other than Mobias - and find it diifficult to understand why, after 7 years of ED, Frontier are still unwilling to provide such.

Is it that you are absolutely aware that such a mode would be the one with the greatest population, because having the choice to either play for combat or play for cooperation would make a cooperative mode most attractive?

Me, most of the time I'll play in a PG as I prefer to actually play the game, even though it does limit those whom I might meet and enjoy time spent with.

C&P doesn't work to dissuade crime... We can make hundreds of millions of credits easily in an hour, notoriety will fade away just sitting in the landing bay of a FC or station 🤷‍♂️

It depends on what metric of punishment the C&P system chooses to use. Credits are going to be of limited usefulness, definitely, but there are other ways. For example, someone with a huge bounty could have dramatically increased NPC police spawn rates, constantly appearing behind them and interdicting them, or jumping in to their location. Get a high enough bounty, and the rates could be high enough that anything but running away becomes functionally impossible. You could make stations and police near stations shoot immediately, too.

IMO there also needs to be tweaks to how the game handles carriers that allow Notorious commanders to dock. Right now they can park their carrier in a hostile system and dock there essentially risk-free. I cannot see factions allowing this; there need to be penalties for players who allow notorious commanders to dock.
 
It depends on what metric of punishment the C&P system chooses to use. Credits are going to be of limited usefulness, definitely, but there are other ways. For example, someone with a huge bounty could have dramatically increased NPC police spawn rates, constantly appearing behind them and interdicting them, or jumping in to their location. Get a high enough bounty, and the rates could be high enough that anything but running away becomes functionally impossible. You could make stations and police near stations shoot immediately, too.

IMO there also needs to be tweaks to how the game handles carriers that allow Notorious commanders to dock. Right now they can park their carrier in a hostile system and dock there essentially risk-free. I cannot see factions allowing this; there need to be penalties for players who allow notorious commanders to dock.
Yes, it's really carriers which have broken the previous C&P pass by making notoriety irrelevant.
 
IMO there also needs to be tweaks to how the game handles carriers that allow Notorious commanders to dock. Right now they can park their carrier in a hostile system and dock there essentially risk-free. I cannot see factions allowing this; there need to be penalties for players who allow notorious commanders to dock.
I often have notoriety through murdering NPCs... I'd not be best amused if my own FC wouldn't permit me to land!

C&P doesn't work, I'm pretty sure that many players hoped that notoriety would only affect PvP players (which would be unfair) and not bother career criminals only interested in PvE. I can't think of any situation, including your system of harrassment of notorious players, that would serve any useful purpose for everyone, after all - not all PvE players choose to be 'squeaky clean' all of the time, so fall foul of the same justice system that others wish to affect PvP players.
 
Srsly now, any c&p pass needs to add some criminal gameplay including smuggling, stealing and sabotage especially of player assets.

I'm not bothered about modes and the BGS but if there were a PvP and "PvE" Open I'd like to see a PvP Powerplay only in the PvP open one.
 
This is why we can't have nice things.

I'm glad some tweaks to the C&P system are at least on the table.

My biggest complaint isn't with criminals at all, actually, but rather how it can accidentally hurt non-criminal players; when I'm doing some missions with some weapons(missiles especially), if one ally or police ship flies into my fire, they take enough damage to instantly give me a bounty, turning them all aggressive, and forcing me to flee to an interstellar factor. If you're a criminal, you can ignore this as you do your thing, but if you're trying to be legitimate, this can mean losing 10-20 minutes of play time getting rid of your bounty, and when you get back, it can happen again right away. It can be very frustrating.

I'm not 100% sure what the cure is, but it seems to me that having crimes first take away from your REP would help a lot. IE, if I'm friendly with the local controlling faction, and accidentally clip a police ship when they fly into my missiles, I would lose maybe REP++. Only when my REP drops below a certain point could unintentional actions like that give me a bounty.

Criminals would never get this leeway, because their crimes would(should) quickly lower them to unfriendly REP, and it wouldn't apply to intentional actions anyway, like deliberately targeting a police ship. However, it could also work as a deterrent here, as well, since it would mean local stations quickly becoming hostile, which would be a deterrent in a way that credit bounties simply are not. It wouldn't fix everything, but it would be a good start.
 
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