Well...YARRRRR!!!
This is one of my main complaints about ED. Even if I as a player can place certain constraints on my play that are rightly beyond the purview of my character (modes for example), the setting we have prevents me from playing a character that has any rational incentive to take on life threatening risk. Indeed, the game has no such risks.
So, I'm forced to compromise by having my character engage in less rational behavior and still getting a less acute thrill. It's much better than nothing though and much safer that looking for real-life danger, which I've had plenty of. Sure would be nice if the game could meet me half-way though.
Just impose a personal 'iron-man' mode on yourself.
Any time you lose your ship, you delete your save and start again.
I like that idea, and an interesting proposal would be a sudden-death "hard-core" mode.Just impose a personal 'iron-man' mode on yourself.
Any time you lose your ship, you delete your save and start again.
One of the ways that Star Citizen handles "rebuys" is a system of progressively more significant consequences to one's character. Insurance becomes more expensive the more ships one loses, until whole limbs are lost and replaced by cybernetics. At some point permadeath actually becomes a thing, IIRC.I like that idea, and an interesting proposal would be a sudden-death "hard-core" mode.
In such a mode, one would have to log in and start in an open-only mode. Losing would wipe out everything. Destroyed player loses all credits, vessels, unlocked locations, access to areas they'd gained, reputation, ranks, and any and all engineers. There would be no way to transfer anything to or from another mode of play.
Of course, darn few would opt for such a brutal mode.
So much this!One player's "playful RP interaction" that is forced on another player can be considered to be anti-social - it depends on how the target feels about it, not the attacker (as the attacker consciously chose to do it even if they didn't know how the target would react).
Just because one player wants to do something doesn't mean that another player does, even if the game allows it - nor does it mean that they have to play along with what another player wants.
So why not just toss all the PvP players into a Free4All group and open is a PVP optional game?If that player does not want interaction with another player, they simply have to click on SOLO or join a player group that forbids it.
They have no place to complain if they chose to play in OPEN.
I'd play in Open-PvE any day if that would be an option.The situation could be significantly improved if Frontier were to add an Open-PvE mode to the game.
I'd play in Open-PvE any day if that would be an option.
One suggestion made a few years ago was that your account was locked to a particular mode for a certain length of time (a week, or a month for example) or permanently. Whilst that would prevent ducking into Solo to avoid a confrontation it also prevented the situation where a pilot just didn't want to play in open today and preferred solo."Open pve" mode would be a very good solution to the problem. But what about abusing the ability to switch to other modes to avoid danger? A player in "open pvp" mode can simply switch to "open pve/solo/PG" mode in case of danger? For example, a gunker attacked a player who was more experienced in Pvp combat. The gunker begins to lose the fight. What will prevent the gunker from escaping to another game mode and leaving the battlefield in peace? Except for 15 seconds on the timer output in the menu? An honest Pvp player is unlikely to be satisfied with this "open pvp" mode. And imagine that the gunker will switch to "open pve" and becoming not vulnerable will fly around his former rival?
Why are people who don't like PvP forced into a PG group or Solo?
As I've stated, my personal opinion is that I'd only log back into Solo if I was hauling six month's worth of cartography data back from the black. Now, under what some players propose about restricting mode switching would I be penalised for that? That seems unfair, especially because we all have those 'real lives' that keep us from wasting all our time in space and I really don't want to lose six months of gameplay progress for the lolz, but by the same token I understand people worried about PvP ambushers realising they've picked a fight they can't win and combat logging. That's a bit shady, innit.
Whilst this might possibly satisfy the PVP pilots, the question would still be taken up by those who work the BGS. Their main beef, if I recall correctly, it that players in PG or Solo were free to manipulate the BGS without "interference". Whether or not tis is correct, one solution for the PVP pilots may not satisfy the BGS pilots and vice-versa.Being able to switch modes is the intended functionality of the game. Being able to use a mode in a tactical manner to harass other players is not and could be largely eliminated with say a 10-30 minute delay on one's return to Open.
The issue that people seem to keep bringing up with Open-PvE is combat logging and mode switching as a further form of griefing (note that I'm loathe to use that term, coz I play my game how I wanna play and you play it how you wanna play and if you're better than me then).
As I've stated, my personal opinion is that I'd only log back into Solo if I was hauling six month's worth of cartography data back from the black. Now, under what some players propose about restricting mode switching would I be penalised for that? That seems unfair, especially because we all have those 'real lives' that keep us from wasting all our time in space and I really don't want to lose six months of gameplay progress for the lolz, but by the same token I understand people worried about PvP ambushers realising they've picked a fight they can't win and combat logging. That's a bit shady, innit.
But at the end of the day the game is what it is, we're obviously still enjoying it or we wouldn't keep complaining about it! Let's just keep playing the way we want to play, accept the ups and downs of it, and let everyone else enjoy the game in their own way. I'm still very much new to the game mechanics and online community, but nothing I've seen in or out of the game so far has made me want to turn back now.
I believe something like this was proposed before but the arguments against it, mainly technical, would probably have made it unworkable. Perhaps RM can remember where that particular thread was as I don't.You can restrict switching between open pvp and open pve modes. Exclusively for open mode, provide a voluntary choice of playing style on a permanent basis. a player who positions their style of play as pve will also be able to remain completely safe in open mode, but they will never be able to attack players themselves. a player who voluntarily chooses an open pvp mode will be subject to all the dangers that open pvp provides, such a player can only attack players who also choose the "open Pvp" mode without the possibility of blocking players and changing the game mode in the presence of other players of any positioning. For example, in the zone of one star system. Also, changing the game mode can only be available in independent anarchy systems.
Whilst this might possibly satisfy the PVP pilots, the question would still be taken up by those who work the BGS. Their main beef, if I recall correctly, it that players in PG or Solo were free to manipulate the BGS without "interference". Whether or not tis is correct, one solution for the PVP pilots may not satisfy the BGS pilots and vice-versa.
It may very well be that solutions for all parties turn out to be mutually exclusive!
Rather than a house, it's more like an apartment block where the owner chooses to offer shared spaces that can be used by all of the residents if they choose, or not.For example, you live in a house. Another person lives in the same house. You really like this house, maybe even expensive because of what memories, etc.. But you don't like that your neighbor is Smoking, watching TV loudly, or burning car tires for fun and you have to breathe this smoke. What will you do? Will you leave this house? Why do many people offer to leave? Do you really think this is the way out?
Rather than a house, it's more like an apartment block where the owner chooses to offer shared spaces that can be used by all of the residents if they choose, or not.
If smoking, watching TV loudly and burning car tyres is not prohibited by the terms of the agreement signed when buying an apartment then it's ones choice whether to remain if one does not like those things occurring.
I believe something like this was proposed before but the arguments against it, mainly technical, would probably have made it unworkable. Perhaps RM can remember where that particular thread was as I don't.
Again, it's a question of numbers. We don't know how many people stop playing Elite Dangerous, we all know of some, usually the most vociferous, but FDev are the only ones that have access to this data.I didn't specifically specify: "You love this house." Why is it not considered to negotiate with a neighbor and make changes to the contract? I gave this example in response to the chummy suggestions to "change the game". I think that even Fdev will not be happy that all the players who do not like something in the game will leave it. What do you think?
The neighbours aren't in a position to agree changes to the contract - each resident would require to seek changes to the contract directly with the owner.I specifically specified: "you love this house."Why is it not accepted to negotiate with a neighbor and make changes to the contract? I gave this example in response to friendly suggestions to "change the game". I think even Fdev won't be happy that all the players who don't like something about the game will leave it. What do you think?