Robert Maynard
Volunteer Moderator
.... at no risk to themselves and (practically) consequence free.So they want some paper targets to massage their egos.
.... at no risk to themselves and (practically) consequence free.So they want some paper targets to massage their egos.
If you don't want to fight or you are doing engineering or whatever, you have solo mode.What about having it like a certain other MMO if you want to fight a player you have to ask them to Duel, which they then can either accept or decline. There is a setting to auto decline the duel request.
TL;DR: Use the interdiction minigame to screen participation in PvP by setting a PvP opt-in flag and giving the participants a PvP or PvE instance based on their flag-setting.What about having it like a certain other MMO if you want to fight a player you have to ask them to Duel, which they then can either accept or decline. There is a setting to auto decline the duel request.
How long should a bounty be valid then? A few hours, a few days, a few weeks? Alternatively it would be active until collected by another commander, but then one could collect it oneself with an alt account.. It's always like that, any change of the game has a lot of follow on consequences. It's not easy and I don't see how one could reach a consensus in these threads, not to mention that it's all academical as FDev will do what they want (if they do anything at all)..![]()
Yes and no, but I'm not sure I agree with that. In fact I think in general it's pretty bad and inconsistent. And I mean that in a general sense, not PvP specific.The simple truth is that the mild C&P system we have is perfectly in line with "the punishment should be in proportion to the severity of the crime" principle.
You answered your own questionSince we're two hundred pages in...this may come off as a stupid question. That said, I like asking questions to refocus and/or refresh opinions.
What is the problem, exactly?
- Is player count in Open Mode too low? If so, why is this a problem?
- Is PvP in Open Mode pointless / only ganking? If so, why is this a problem?
- If you play in Open Mode, what is your grievance with other players not playing in Open Mode?
Now, the sort of answers I'm looking for aren't just opinions. I think more people ought be in open, for example, but that's just an opinion. It would be neat, but it hardly changed how I played the game. i.e. It wasn't a problem, just a desire. I'm looking for the problem. Because otherwise, we're just arguing over preferences rather than meaningful game design that might attract FDev's attention.
For a bit of fun, and perspective, flip those questions before answering them:
What is the problem, exactly?
- Is the player count in Solo Mode too high? If so, why is this a problem?
- Is PvE in Solo Mode just as enjoyable or more so? If so, why is this a problem?
- If you play in Solo Mode, what is your grievance with other players not playing in Solo Mode?
Recognize the answers to these two sets of questions don't necessarily inform one another. I played in solo when hauling a lot of cargo for CGs, for example, because my patience is really thin. I could have twenty good runs, and only one gank, and I'd be furious. What can I say, I'm not a patient gamer. I didn't come to Elite to work on being a better human, I have a therapist for that. Vice versa, I usually played in Open the rest of the time because I liked seeing other commanders and I inherently avoided crowded hot spots like Jameson. If I needed to go into a hot spot, for engineering or new stuff, I'd just swap to solo - do my business - then go back to Open. I almost exclusively played combat zones in open as my primary source of PvP because, in my head, it made sense to pick a fight with players and it didn't bother me when I lost those fights (frequently, I might add).
So it might not surprise I rather like organized PvP as a game design, but I recognize that Elite doesn't have that and probably never will. But I digress.
What, exactly, is the problem? Not your proposed solution, or how you think it should be...
Tell me what is. What is wrong with Elite's Open Mode?
That would happen once, resulting in a week system ban, and the new player would not be goaded into doing it again.Can be abused to harm the inexperienced players by provoking them to attack you using fragile spare ships.
it would be enough damage to the new player experience meaning the affected player will quit.That would happen once, resulting in a week system ban, and the new player would not be goaded into doing it again.
But I don't have to swap. I just choose to, and only when interacting with high traffic. I also don't (personally) see that as a problem. I figured that's why the three modes exist in the first place.You answered your own question
What is wrong with Open mode?
If you have to swap to Solo frequently that should tell you everything why PVE folks arnt interested.
O7 PS you seem to play pretty much like i do by switching.
Elite is billed as an MMO.Since we're two hundred pages in...this may come off as a stupid question. That said, I like asking questions to refocus and/or refresh opinions.
What is the problem, exactly?
- Is player count in Open Mode too low? If so, why is this a problem?
- Is PvP in Open Mode pointless / only ganking? If so, why is this a problem?
- If you play in Open Mode, what is your grievance with other players not playing in Open Mode?
Now, the sort of answers I'm looking for aren't just opinions. I think more people ought be in open, for example, but that's just an opinion. It would be neat, but it hardly changed how I played the game. i.e. It wasn't a problem, just a desire. I'm looking for the problem. Because otherwise, we're just arguing over preferences rather than meaningful game design that might attract FDev's attention.
For a bit of fun, and perspective, flip those questions before answering them:
What is the problem, exactly?
- Is the player count in Solo Mode too high? If so, why is this a problem?
- Is PvE in Solo Mode just as enjoyable or more so? If so, why is this a problem?
- If you play in Solo Mode, what is your grievance with other players not playing in Solo Mode?
Recognize the answers to these two sets of questions don't necessarily inform one another. I played in solo when hauling a lot of cargo for CGs, for example, because my patience is really thin. I could have twenty good runs, and only one gank, and I'd be furious. What can I say, I'm not a patient gamer. I didn't come to Elite to work on being a better human, I have a therapist for that. Vice versa, I usually played in Open the rest of the time because I liked seeing other commanders and I inherently avoided crowded hot spots like Jameson. If I needed to go into a hot spot, for engineering or new stuff, I'd just swap to solo - do my business - then go back to Open. I almost exclusively played combat zones in open as my primary source of PvP because, in my head, it made sense to pick a fight with players and it didn't bother me when I lost those fights (frequently, I might add).
So it might not surprise I rather like organized PvP as a game design, but I recognize that Elite doesn't have that and probably never will. But I digress.
What, exactly, is the problem? Not your proposed solution, or how you think it should be...
Tell me what is. What is wrong with Elite's Open Mode?
Oh I'm sure it is less damage than being ganked continuously in a popular system. Again, a week ban from a single high security system does not prohibit playing in the rest of the game. That player then realizes not to kill unwanted targets in that system, and won't make the mistake again.it would be enough damage to the new player experience meaning the affected player will quit.
Short answer : yes (it would benefit if a non-pvp mode was included).I'm under the impression that a lot of people, including myself, prefer to play Solo mode all the time, not because we don't want to play with others, but simply because we don't want to PVP others.
For comparison, let me talk to you about of one of the worst launches in recent years, Fallout 76, which to the surprise of some has actually redeemed itself (at least to some extent), but owes it survival to its community, which stood during awful first year fo the game, but also a community that confused Bethesda because the devs were convinced their players wanted more PVP... and they were proven wrong, best depicted through many of the ironic headlines that gaming journalism used to deliver the "shocking" revelation:
Bethesda Didn’t Get Why ‘Fallout 76’ Players Wouldn’t Kill Each Other
![]()
Bethesda Didn’t Get Why ‘Fallout 76’ Players Wouldn’t Kill Each Other
Bethesda was surprised to learn that Fallout 76 players didn't care much for PvP, and how the game has evolved reflects that.www.forbes.com
Bethesda Apparently Shocked People Didn't Like PvP in 'Fallout 76'
![]()
Bethesda Apparently Shocked People Didn't Like PvP in 'Fallout 76'
"It's a smaller percentage of our player base than we thought."www.gamingbible.co.uk
Bethesda Surprised By How Many Fallout 76 Players Didn't Want to PvP
![]()
Bethesda Surprised By How Many Fallout 76 Players Didn't Want to PvP
Bethesda VP Pete Hines reveals that the company was surprised to find that players preferred to avoid PvP in Fallout 76 in favor of PvE.gamerant.com
Bethesda was surprised how uninterested players were in Fallout 76's PvP
![]()
Bethesda was surprised how uninterested players were in Fallout 76's PvP
We just want to be friends.www.pcgamer.com
Bethesda got confused that Fallout 76 players don’t murder each other
Why is everyone being so nice?
![]()
Bethesda got confused that Fallout 76 players don't murder each other
When Bethesda was designing Fallout 76, it expected players to murder each other, but it turns out they'd rather just work together.www.pcinvasion.com
Don't misunderstand: Fallout 76 do had (still has to a small degree) griefers and gankers, but the vast majority of players simply preferred not to engage in PVP.
Keeping things short, today many of the ways to engage into PVP have been disabled, pacifist mode is a menu option that makes it almost impossible to engage in PVP, and while the game's reputation will forever be tarnished by its launch, its actually in a better than many people expected (which can't be said for games like EA's Anthem, which already threw the towel and cancelled further development). It still is no substitute for a proper Fallout 5, but as a casual time waster with a Fallout theme: it's passable.
Back to Elite Dangerous, I think a lot more people would like to try playing in Open Play with random strangers in Elite if they had the choice to opt out from PVP, like having an aforementioned pacifist mode that disabled PVP interactions.
But that's just my impression, and I would like to hear what other thinks on this matter:
Do you think that Open Play would be negatively affected if PVP could be disabled?
Do you think Elite could benefit from having more people try to play & cooperate with others in Open Play?
Good questions. For myself, I'm very happy with the mode setup. Open is fine; I understand why it's a bit dangerous in a game with armed spaceships. IMO the ganking thing spoils it a bit as that behaviour is OOC and immersion-breaking, but there's block to deal with that. I think the whole design with a single galaxy and the modes for interacting in it plus block for fine tuning is innovative, clever and works well.Since we're two hundred pages in...this may come off as a stupid question. That said, I like asking questions to refocus and/or refresh opinions.
What is the problem, exactly?
- Is player count in Open Mode too low? If so, why is this a problem?
- Is PvP in Open Mode pointless / only ganking? If so, why is this a problem?
- If you play in Open Mode, what is your grievance with other players not playing in Open Mode?
Now, the sort of answers I'm looking for aren't just opinions. I think more people ought be in open, for example, but that's just an opinion. It would be neat, but it hardly changed how I played the game. i.e. It wasn't a problem, just a desire. I'm looking for the problem. Because otherwise, we're just arguing over preferences rather than meaningful game design that might attract FDev's attention.
For a bit of fun, and perspective, flip those questions before answering them:
What is the problem, exactly?
- Is the player count in Solo Mode too high? If so, why is this a problem?
- Is PvE in Solo Mode just as enjoyable or more so? If so, why is this a problem?
- If you play in Solo Mode, what is your grievance with other players not playing in Solo Mode?
Recognize the answers to these two sets of questions don't necessarily inform one another. I played in solo when hauling a lot of cargo for CGs, for example, because my patience is really thin. I could have twenty good runs, and only one gank, and I'd be furious. What can I say, I'm not a patient gamer. I didn't come to Elite to work on being a better human, I have a therapist for that. Vice versa, I usually played in Open the rest of the time because I liked seeing other commanders and I inherently avoided crowded hot spots like Jameson. If I needed to go into a hot spot, for engineering or new stuff, I'd just swap to solo - do my business - then go back to Open. I almost exclusively played combat zones in open as my primary source of PvP because, in my head, it made sense to pick a fight with players and it didn't bother me when I lost those fights (frequently, I might add).
So it might not surprise I rather like organized PvP as a game design, but I recognize that Elite doesn't have that and probably never will. But I digress.
What, exactly, is the problem? Not your proposed solution, or how you think it should be...
Tell me what is. What is wrong with Elite's Open Mode?
I have spent the last week at notoriety 10 for a BGS project and apart from a station opening fire on me I have had very little to worry about.The simple truth is that the mild C&P system we have is perfectly in line with "the punishment should be in proportion to the severity of the crime" principle.
This is similar to what I end up with when thinking about this and talking to my friends...A reworked C&P system won't encourage more PvE to Open because it's not what PvErs want. Any C&P rework punishes the crime, but it doesn't prevent the crime.
I'm not the target audience, but what might help is NPC Wingrmen, and more co-operative gameplay that is easy to find.
All of those things should be mode agnostic however.
Since we're two hundred pages in...this may come off as a stupid question. That said, I like asking questions to refocus and/or refresh opinions.
What is the problem, exactly?
- Is player count in Open Mode too low? If so, why is this a problem?
- Is PvP in Open Mode pointless / only ganking? If so, why is this a problem?
- If you play in Open Mode, what is your grievance with other players not playing in Open Mode?
Now, the sort of answers I'm looking for aren't just opinions. I think more people ought be in open, for example, but that's just an opinion. It would be neat, but it hardly changed how I played the game. i.e. It wasn't a problem, just a desire. I'm looking for the problem. Because otherwise, we're just arguing over preferences rather than meaningful game design that might attract FDev's attention.
For a bit of fun, and perspective, flip those questions before answering them:
What is the problem, exactly?
- Is the player count in Solo Mode too high? If so, why is this a problem?
- Is PvE in Solo Mode just as enjoyable or more so? If so, why is this a problem?
- If you play in Solo Mode, what is your grievance with other players not playing in Solo Mode?
Recognize the answers to these two sets of questions don't necessarily inform one another. I played in solo when hauling a lot of cargo for CGs, for example, because my patience is really thin. I could have twenty good runs, and only one gank, and I'd be furious. What can I say, I'm not a patient gamer. I didn't come to Elite to work on being a better human, I have a therapist for that. Vice versa, I usually played in Open the rest of the time because I liked seeing other commanders and I inherently avoided crowded hot spots like Jameson. If I needed to go into a hot spot, for engineering or new stuff, I'd just swap to solo - do my business - then go back to Open. I almost exclusively played combat zones in open as my primary source of PvP because, in my head, it made sense to pick a fight with players and it didn't bother me when I lost those fights (frequently, I might add).
So it might not surprise I rather like organized PvP as a game design, but I recognize that Elite doesn't have that and probably never will. But I digress.
What, exactly, is the problem? Not your proposed solution, or how you think it should be...
Tell me what is. What is wrong with Elite's Open Mode?
I totally agree, I do not think that a better or even more logical C&P system would have any effect on how many more players there would be in open.I mean yeah, a harsh c&p like the one above will be more open to exploitation and trolling of "normal" CMDRs to get them banned.
And I can see a whole list of exceptions that would be needed:-
1. My BGS faction is at war and I am supporting them.
2. My opponent is a filthy Imperial slave trader. (YMMV)
3. My opponent is pledged to another power.
4. I tried to pirate them and they killed themselves on purpose
And after all that I still don't think it would attract more players into open as the net result for a CMDR is still facing the rebuy screen.
So are you essentially saying that meaningfull percentage of gankers are actually trolls who like to ruin others gameplay? In that case why not ban them outright from game?Can be abused to harm the inexperienced players by provoking them to attack you using fragile spare ships.