That would basically be the effect, for me, of removing solo / private groups
But nobody said they would. There's a big difference between talking about what effect different modes might have on a shared universe and the devs 'breaking a promise'. If someone wants to argue that ED should be a single player game only, I'd disagree, but I wouldn't threaten to withdraw my support. That would be... an overreaction.
I wasn't specifically referring to you btw (although if you have a guilty conscience...

), but it's something I noticed a few people doing.
What if the 76% who want full PvP/with limited safe zones threaten to withdraw their support if the others get their wish?
Where's the room for compromise?
I really don't think it's remotely constructive to threaten withdrawal of your support until FD tell us how things will be implemented in the final game.
Personally, even then it would feel dishonourable to me - we pledged in order for THEM to make the game they want to make, not for us to dictate how they make it. Having feedback and input into the design decisions is a privilege that came with that support, not a right to stamp our feet and throw a wobbly if we don't get it all our own way. I'm already disappointed we're not getting colossal space battles involving hundreds of players across vast swathes of space, but I'm still in. :smilie:
when combined with locking everyone into a single, PvP, rule set.
But we'd have solo offline, so that's not the case anyway.
It would render the online game absolutely unplayable for me
Why? Isn't this slightly hyperbolic?
I imagine us meeting in deep space - me waggling my wings at you in greeting and you rage-quitting shouting "this is just unplayable dammit! I want my money back!" :S
The galaxy is very big. Most of the time you might not run into human players at all. What's the difference between an NPC and a human shooting at you? Half the time you won't know the difference anyway, and there's actually a greater chance of a human
not shooting at you, if you think about it. Just because you're paranoid doesn't mean everyone is out to get you.
What's wrong with making player-avoidance a game-play mechanic (e.g. stealth tech, faster engines, choosing safer routes, convoys for safety, etc.) rather than a 'right' or simple switch-able option which might kill one of the main aspects of the game (Mike Evans' path of least resistance problem)?
Just playing devil's advocate a bit, but I'm interested why the massive reaction by some against, what I'd assumed at least, was going to be the default form the game. Multiplayer Elite was the 'pitch', by which I took it that we'd all be online together with the same rules. It just seems odd to me that some people are so vociferously opposed to that, seemingly on principle.
If having different modes aren't mutually exclusive and game-breaking, great, but I don't think it's unreasonable to question (a) what effect they might have; (b) how these might be resolved to everyone's satisfaction; and (c) will it mean making sacrifices of some kind - in the shared universe - if you choose a certain mode over the default.
On the other hand, as long as the devs don't break promises from the KS campaign
I don't recall PvE specifically being any part of the KS promises, if that's the issue we're talking about (for the record, I wasn't, or not specifically, but I'll come back to that later). They promised a solo option and a private grouping option - but they didn't say exactly how they would be implemented (and was this an initial 'promise' or something they said after the initial pitch? I genuinely can't recall, not doubting it).
It needs re-stating though: The option to do either isn't the issue. Nor even a PvE mode in and of itself. It's what potential effect they might have on a shared universe where everyone can influence the balance of power and/or affect other players experience through gameplay - especially if some have 'easier' routes than others.
If the same person in the same ship with the same equipment has an easier ride in one mode than another, and can have the same influence regardless of which he chooses, there's a potential imbalance which could have a significant effect on the game over time. Both in what players do and in the attractiveness of 'harder' modes - the path of least resistance problem again. It's not a given that everyone will take that path, but it's not hard to imagine some feeling forced down that avenue against their will either.
Moreover, the question being asked in the thread was far more general - a speculative 'why would it matter if some players made the game easier for themselves?', without specifying exactly how, so it's not necessarily even about PvP/PvE (although that's obviously a concern for some, including me).
This is not just about having a material advantage - if we all have the same opportunity to accrue those same advantages, then it all balances out (the same guy with the same ship with the same equipment is equal). The ONLY concern is what effect different modes or options to make the game easier for some - or even just DIFFERENT to some - might have in a shared universe, where what we do might have a measurable effect on another player's efforts (the blockade example, 'stealing' discoveries, etc.).
bump up the NPC difficulty to the effective difficulty of a PvP fight
How can you possibly measure the skill of a human player? Especially when figured against other players. It's not nearly as simple as replicating their ship type and equipment - without factoring in the abilities of the human behind the 'wheel' it's meaningless. Players
are the random element.
I'm not saying this is completely unworkable - but it would be a bit of a fudge at best.
My favoured solutions are:
- Gameplay solutions - easier = a bigger gun, bigger friends, safer routes, escorts, stealth modes, faster engines (players would have to balance offensive/defensive/stealth options). The different modes would be purely a social gaming function - you want to play solo or in a private group that's fine, but you might still run into other players.
- Abdication of the ability to 'change' the shared universe in easier modes, PvE, etc. (or limited to just yourself/your group - i.e. any influence you have or discoveries you make would alter your gameworld only, not the meta-verse)
- Certain tasks requiring players in PvE/Solo to risk PvP combat if they want to affect the balance of power in a system where there are mixed groups playing. E.g. in the blockade example, nobody could run it in PvE if there were other players involved in the action - they'd have to risk coming up against other human players, regardless of whether they'd chosen solo-online, private group or PvE mode.
This means when you're "going about your bidness" you wouldn't be instanced with other players, but if you wanted to "get involved in galactic affairs" then you'd have to risk being opposed by other players as well as npcs. I also think exploration should fall under this 'risk-reward' mechanic too - as you'd effectively be preventing another making that discovery without him being able to prevent you preventing him, if you see the distinction.
Fire away.
