Why is being a "prey" of a pirate in open a bad game design...

Sounds like a case being made for more Open modes.

It is in part, if, the Open PvP mode is more strict with logging out for piracy, and that Powerplay is the feature that has least, if not none, get out clauses. For example, if in Open Powerplay you log while in combat, your merits are deleted.
 

Robert Maynard

Volunteer Moderator
It is in part, if, the Open PvP mode is more strict with logging out for piracy, and that Powerplay is the feature that has least, if not none, get out clauses. For example, if in Open Powerplay you log while in combat, your merits are deleted.
As it would be another mode option that players consciously chose to play in then it would be reasonable to change some aspects to better suit those who chose to play in it.
 
It is in part, if, the Open PvP mode is more strict with logging out for piracy, and that Powerplay is the feature that has least, if not none, get out clauses. For example, if in Open Powerplay you log while in combat, your merits are deleted.
Of course, you would need to make the logging detection program pretty near perfect first.
 
Of course, you would need to make the logging detection program pretty near perfect first.

Its things like block rules in Powerplay, they should be disabled and any winged non pledges either de-prioritised and / or inherit Powerplay rules (as not to get around the issue).

By logging, any forced exit in combat, or menu exit while in danger. Its harsh, but it has to be.
 
Which only confirms my opinion that a single compromise Open mode isn't what at least some players want.

If compromise is that way forward, then thats the conclusion really. Group people who want to do that type of thing. Either make PG more or make Open pre selected in some way like a spectrum (one end soft, the far end the harshest).
 
It seems that, while some do find it to be fun, some don't. Use of "many" is down to observing how many complaint threads there are regarding unsought player interactions vs. how few players state that they are happy with such encounters. YMMV.
While I have no statistics either way, I have heard, and I believe this statement to be true, that people are far more likely to complain than praise (on a forum or otherwise). When someone is happy, they will go along doing what they enjoy, but when something upset them, they will complain. So seeing more complaints than praise doesn't have to mean that more people are unhappy, just that they are more vocal. I'm not saying that most people are happy, just pointing out that seeing more negativity on forums isn't proof that the majority share the view.

While there is no game mode with an unlimited population for PvE players it remains pertinent to a topic examining why players in Open don't all enjoy being attacked by a pirate, in my opinion.
I think this is probably because those players aren't interested in any interruption or challenge. For example if I'm sitting down building a puzzle, I wouldn't appreciate if someone ran into the room trying to steal pieces from me. Silly example maybe, but I think you'll understand my point. And I think it's fair that not everyone want a challenge (or another kind of challenge).

Unfortunately some challenges (PvP piracy) depend on finding someone to pirate, and I think that one of the issues is that it's so hard to find anyone outside specific systems in the first place. For a pirate, you don't just have to find anyone (gankers probably happy with anyone), but you have to find someone which, right now, got a valuable cargo. Because there's no (in my opinion) engaging gameplay loop to hunt for them, you wouldn't be happy after spending an evening looking for someone to pirate and find none at all. All you do is wait at a certain system or jump around and hope you find someone, with little thought around it.

I would argue that being a PvP pirate have bad game design.
 
To explain it logically, what would it look like magic is not very difficult. For example, if you link this to the choice of "civil license of the Federation of pilots". Let's say that with such a license, a module is installed on your ship that counteracts the FSD interceptor module and installs a conditional module that creates a very powerful protective force field. And now it doesn't look like "magic"anymore. I fully support you in the case of "magic" functions and want to make sure that there is as little "magic" as possible.

Anything that arbitrary will still look like magic to me and the game has too much unnecessary arbitrariness already, IMO.

Is that real exploits or things that are in the game legitimately that you consider to be exploits?

Anything used contrary to intent that creates an undesirable situation is a real exploit, even if policing such activity is impossible or impractical.
 

Deleted member 182079

D
I don't see a requirement for a video game has to be a challenge? People face plenty of challenge in RL, a video game, even one so cool as E|D, could very well just be a way to relax from the challenges of everyday. The day I need a video game, to find self worth, or challenge myself, it will be all over.
Maybe I'm not explaining myself well enough here. I'm not asking for/telling people to accept a 'challenge' of sorts, to "gid gud" - for the umpteenth time, I'm not a PvP player myself, far from it - but I enjoy playing in Open and other (hostile) players are not ruining my game because I've learned over the years to either fend them off or to escape (mostly) unharmed, regardless of whether I'm in a combat or trading boat. As such I'm getting more out of the game enjoyment wise (believe it or not, but I also play the game primarily to relax, not to win medals). And even if they 'get' me and I suffer a rebuy - so what, the way the game showers people with credits now the only damage a ship explosion does is to the player's ego.

But what I am saying is the game gives you the tools to stop being the victim. To learn new skills (be that evasion, ship building, engineering, etc.), to better understand the mechanics of the game which in turn rewards you with deeper gameplay and increased player agency.

But by all means, if people prefer to refuse those tools out of principle and instead come onto the forums and moan and complain about being victims (which in itself can't be fun and relaxing, surely), I will shut up and let them whinge about it. You can only lead a horse to water and all.
 
Well you're more than welcome to do so. Case closed

Do you agree that it cannot implement this in full? If he challenges himself by engaging in random combat such as playing the role of a pirate or a police officer or a defender of his faction this will only be possible as long as his target agrees to it. Right? How can a player who likes open mode respond to their own destruction with a fight, if the player who destroyed it can simply block their victim after it is destroyed?
 
You can replace them with football, soccer, baseball, basketball, rugby, hockey... and the list goes on if you want. Pretty much every ball game revolve around someone being chased and someone escaping the chaser to perform some goal (scoring).
cough Golf, Tennis, Bowling, Snooker/Pool, there're games with balls that don't involve chasing at all. cough
 
Maybe I'm not explaining myself well enough here. I'm not asking for/telling people to accept a 'challenge' of sorts, to "gid gud" - for the umpteenth time, I'm not a PvP player myself, far from it - but I enjoy playing in Open and other (hostile) players are not ruining my game because I've learned over the years to either fend them off or to escape (mostly) unharmed, regardless of whether I'm in a combat or trading boat. As such I'm getting more out of the game enjoyment wise (believe it or not, but I also play the game primarily to relax, not to win medals). And even if they 'get' me and I suffer a rebuy - so what, the way the game showers people with credits now the only damage a ship explosion does is to the player's ego.

But what I am saying is the game gives you the tools to stop being the victim. To learn new skills (be that evasion, ship building, engineering, etc.), to better understand the mechanics of the game which in turn rewards you with deeper gameplay and increased player agency.

But by all means, if people prefer to refuse those tools out of principle and instead come onto the forums and moan and complain about being victims (which in itself can't be fun and relaxing, surely), I will shut up and let them whinge about it. You can only lead a horse to water and all.

Whatever. Peeps play how they want. Your post reeks of Virtue Signaling. You're awesome because you found the true value of E|D. Now we should all want to be awesome too? The tools provided allow for players that know what they want to achieve it. There's no reason we shouldn't just leave it at that.

You have found, in the game, what suits you. Good on you. I think that is perfect. We should all learn to just be satisfied with that, and leave others to their satisfaction. If someone simply wants to see the sights, they should be allowed to do so. Period. All of this 'play the victim' and 'learn new skills' rubbish is just condescending.

I learned all of that open play stuff, found it boring and moved on. How do you answer for people who ran the gauntlet, and just found other entertainment?
 
Do you agree that it cannot implement this in full? If he challenges himself by engaging in random combat such as playing the role of a pirate or a police officer or a defender of his faction this will only be possible as long as his target agrees to it. Right? How can a player who likes open mode respond to their own destruction with a fight, if the player who destroyed it can simply block their victim after it is destroyed?
My point was just because one can improve their gameplay in any way, does not mean they are required to if the gameplay does not require it.
 
I strongly believe if the game went to fully Open, we'd see a massive exodus of players.

Now we also do not see a mass influx of players. We only see that Fdev shares have grown over the past few years, we see that these shares have increased sharply after the release of FC and the announcement of Odyssey and began to decline. Players come in, buy the game, buy ARX and there is no information that most of these new players remain in the game.
 
Do you agree that it cannot implement this in full? If he challenges himself by engaging in random combat such as playing the role of a pirate or a police officer or a defender of his faction this will only be possible as long as his target agrees to it. Right? How can a player who likes open mode respond to their own destruction with a fight, if the player who destroyed it can simply block their victim after it is destroyed?

That is exactly the situation you bought into when you purchased this game. The whole operation was spelled out in advance. You still chose to buy the game, and play by it's rules. So did the players who don't enjoy PvP. No one owes you their gaming time.

Your issues with PvP etiquette are a matter for discussion, but there is no reason to use poor sportmanship as a cudgel on all players.
 
While I have no statistics either way, I have heard, and I believe this statement to be true, that people are far more likely to complain than praise (on a forum or otherwise). When someone is happy, they will go along doing what they enjoy, but when something upset them, they will complain. So seeing more complaints than praise doesn't have to mean that more people are unhappy, just that they are more vocal. I'm not saying that most people are happy, just pointing out that seeing more negativity on forums isn't proof that the majority share the view.


I think this is probably because those players aren't interested in any interruption or challenge. For example if I'm sitting down building a puzzle, I wouldn't appreciate if someone ran into the room trying to steal pieces from me. Silly example maybe, but I think you'll understand my point. And I think it's fair that not everyone want a challenge (or another kind of challenge).

Unfortunately some challenges (PvP piracy) depend on finding someone to pirate, and I think that one of the issues is that it's so hard to find anyone outside specific systems in the first place. For a pirate, you don't just have to find anyone (gankers probably happy with anyone), but you have to find someone which, right now, got a valuable cargo. Because there's no (in my opinion) engaging gameplay loop to hunt for them, you wouldn't be happy after spending an evening looking for someone to pirate and find none at all. All you do is wait at a certain system or jump around and hope you find someone, with little thought around it.

I would argue that being a PvP pirate have bad game design.
Not to mention you have to assume they have anything in their cargo holds at all. You can't manifest scan in SC, which sucks big time. The only way to do that is interdict a player, then expect them to stay still long enough for you to cargo scan them(Which is unlikely). After that, well that's assuming you can get that far.
 

Robert Maynard

Volunteer Moderator
While I have no statistics either way, I have heard, and I believe this statement to be true, that people are far more likely to complain than praise (on a forum or otherwise). When someone is happy, they will go along doing what they enjoy, but when something upset them, they will complain. So seeing more complaints than praise doesn't have to mean that more people are unhappy, just that they are more vocal. I'm not saying that most people are happy, just pointing out that seeing more negativity on forums isn't proof that the majority share the view.
Indeed.
I think this is probably because those players aren't interested in any interruption or challenge. For example if I'm sitting down building a puzzle, I wouldn't appreciate if someone ran into the room trying to steal pieces from me. Silly example maybe, but I think you'll understand my point. And I think it's fair that not everyone want a challenge (or another kind of challenge).
I expect that players play to the level of challenge that they want - which often does not include that from other players.
Unfortunately some challenges (PvP piracy) depend on finding someone to pirate, and I think that one of the issues is that it's so hard to find anyone outside specific systems in the first place. For a pirate, you don't just have to find anyone (gankers probably happy with anyone), but you have to find someone which, right now, got a valuable cargo. Because there's no (in my opinion) engaging gameplay loop to hunt for them, you wouldn't be happy after spending an evening looking for someone to pirate and find none at all. All you do is wait at a certain system or jump around and hope you find someone, with little thought around it.

I would argue that being a PvP pirate have bad game design.
Any gameplay loop that depends on other players is vulnerable to those other players not wanting to engage in it. As already discussed, being subjected to an unwanted encounter by a player seeking to dominate, coerce and/or force an outcome is only "fun" for a subset of players.

The game not providing specific tools for players to find players with valuable cargo is perhaps unsurprising - as pirates would not be the only players to use them and incurring as much loss as possible is a desirable outcome for particular players - which would likely be even less "fun".
 
That is exactly the situation you bought into when you purchased this game. The whole operation was spelled out in advance. You still chose to buy the game, and play by it's rules. So did the players who don't enjoy PvP. No one owes you their gaming time.

Your issues with PvP etiquette are a matter for discussion, but there is no reason to use poor sportmanship as a cudgel on all players.

Open the official site and see what it says about"large-scale multiplayer game". There is no word that you will have a game "on a full scale", only if it is allowed by the other players, who do not really need it. It doesn't say that "bounty hunting / piracy / murder" can only be fully implemented in relation to NPCs, and in the case of other players, you must get the other player's approval for all of this. Don't you think something's wrong?

I understand that "nothing personal, it's pure business" and nothing more than just marketing, but it's not fair.
 
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