Judging by the misunderstanding in just this thread, I'd say that we do.do we really need to discuss the obvious?
Judging by the misunderstanding in just this thread, I'd say that we do.do we really need to discuss the obvious?
I piece of my reply went missing there. I can only assume you have visited a lot of high sell systems in open, as it’s pretty difficult otherwise to find someone to get attacked by.It got boring years ago. I don't really need to prove my PvP bona fides to you or to anyone. I pretty much went PG only after Engineering released. The gap between full content ships and PvP focused ships got too wide, relegating me to evasion only. Plus, I wasn't ready to commit to the efforts required to be PvP competitive (read Engineering). I believe there is a video out there showing me evading an Alt of Nighshady.
He was in an Adder, trying to pirate my mining C-MkIV. He worked so hard and showed great understanding of the game at the time, I was very surprised. Running an Alt sort of hid his real experience for a while. In the end we took it to combat, and he was partially successful with a hatch breaker. I left him bruised but alive with a couple tons of Gold for his effort. See if you can find it. I evaded him a handful of times, before I warmed to his efforts, and gave him a go.
I warrant that I have evaded you most effectively. Huh?
I piece of my reply went missing there. I can only assume you have visited a lot of high sell systems in open, as it’s pretty difficult otherwise to find someone to get attacked by.
Apologies - I should have responded directly to that section.You're not reading my posts correctly.
My post, which you quoted, I started by saying:
"In an open multiplayer game, everyone doesn't have to like everything that everyone else do. Especially here where multiplayer is also optional."
You said: "What is "interesting", or not, varies from player to player, therefore the things that might make the game more interesting likely vary from player to player."
So you are agreeing with me that different people like different things, they find different things "interesting". If you're trying to claim I said something else, you're putting words in my mouth. I have only said that you don't have to like everything that everyone else does, nothing about what people should be subjected to. That's another topic, and not this one.
That the only way to play purely co-operatively is in either of the PvP-enabled game multi-player modes is, in my opinion, poor game design. Many MMO offer both PvP and PvE servers and/or offer some form of PvP flagging.I know. Pretty sure almost everyone knows. So why is that in your opinion bad game design? Which is the topic of this thread.
There is a misunderstanding: I was just saying that to find so many cmdrs you must have been spending a lot of time in systems with a lot of cmdrs, that’s all. I certainly wasn’t doubting your credentials as a player. My point is that if you avoid the known hotspots for cmdrs you can easily play regularly for a year without ever being interdicted by another player. I also accept and identify with your feeling that ganking is ‘boring’, I would call it lame or lazy myself. Perhaps a lot of ganking comes from a combination of lack of imagination on the part of the players, but also frontier, who don’t appear to want to encourage role play pvp conflict.I flew PvP patrols of Eravate for some time. I participated in the Rise to Power CG's in open. I have nothing to prove. Especially to some rando on the interweb. Just what is your implication here? If I don;t rise to a certain level of experience you would seek to dismiss my point? Even if it is correct? If you don;t see my experience as valid, you can make it not true? Find a new topic.
You're wrong about this. I didn't make value judgements on anyones else gameplay. I started the paragraph by saying why I found certain things interesting, then proceeded to give examples of what I find interesting and add some nuance. I would guess that maybe you read my "the entire thing is a lot more boring" as "if you don't find this interesting you are boring". That's not what I said, and it's not what I meant. I don't think someone have to state every single line "I think..." - the context make it clear that I'm talking about my experience of what I find interesting. I then said that if someone was just interested in grinding while doing something else, it's probably not interesting to them to have to pay more attention to the game. There's nothing wrong with that, but I don't find that good game design. I think that good game design allow you to feel engaged to the game, and if you are engaged in the game, you wouldn't be able to do something else at the same time, not very well anyhow. That doesn't mean that there's anything negative when someone wants to do this. I just don't happen to think it's great game design.Fine. I'll just remind you, that is was you that made value judgements on imagined game play. Not me.
Would I be right in saying that what you consider poor game design isn't the piracy act, but that the poor game design is that there is no choice for the players who want to be excluded from player actions in an (unlimited) multiplayer environment?That the only way to play purely co-operatively is in either of the PvP-enabled game multi-player modes is, in my opinion, poor game design. Many MMO offer both PvP and PvE servers and/or offer some form of PvP flagging.
Those who prefer co-operative PvE have to make a compromise choice of which PvP enabled game mode to play in if they wish to play in multi-player at all.
Of course a PvE Private Group can select its members with care to reduce the likelihood of PvP attack - it's certainly no guarantee as there have been cases where players break the out-of-game rules they agreed to when joining the PG - most notably recently in the Fleetcom PG where players joined it with the specific intent of disrupting Distant Worlds 2. Thankfully something good came from that occurrence - Frontier introduced a session kick for any player kicked from a PG if they were playing in the PG at the time, limiting the potential of such "incursions" in future. Private Groups are further limited by the membership cap - meaning that Open is the only game mode with an unlimited population.
Mixing those seeking a PvE experience with those seeking a PvP experience is the mistake, in my opinion.Would I be right in saying that what you consider poor game design isn't the piracy act, but that the poor game design is that there is no choice for the players who want to be excluded from player actions in an (unlimited) multiplayer environment?
Indeed.If that's what you mean, I would agree with that. Many other games have PvE and PvP servers.
Given that the game already offers each player the possibility to completely remove in-the-same-instance PvP from their game, in Solo (and in Private Groups where they can actually trust the other members not to engage in it), while still experiencing and affecting the shared galaxy, I don't see any compelling need to change the fact that all players affect a single shared galaxy if an Open-PvE game mode were to be added to the available choice of game modes. By creating a separate mode players in the PvE mode would not meet the players in existing Open.I don't know how we could implement that right now without some massive changes to the core game which will split the playerbase (for example should PvE and PvP share same universe? There's some hard lines to draw on what's PvP and PvE with PP and BGS, and I'm sure there are many other complicated topics, such as CZ that could also split the playerbase).
It's an obvious attraction for some players just as it is an off-putting and unwelcome experience for some others.I do think that the threat of piracy/ganking is a good game loop and as such good game design, but I can completely understand why not all players enjoy that risk.
To those that want PVE mode: Frontier has something very close indeed that fits all player styles - Private Groups. The only thing you need to do is campaign to get the player number limit raised - good luck (no sarcasm intended).You're wrong about this. I didn't make value judgements on anyones else gameplay. I started the paragraph by saying why I found certain things interesting, then proceeded to give examples of what I find interesting and add some nuance. I would guess that maybe you read my "the entire thing is a lot more boring" as "if you don't find this interesting you are boring". That's not what I said, and it's not what I meant. I don't think someone have to state every single line "I think..." - the context make it clear that I'm talking about my experience of what I find interesting. I then said that if someone was just interested in grinding while doing something else, it's probably not interesting to them to have to pay more attention to the game. There's nothing wrong with that, but I don't find that good game design. I think that good game design allow you to feel engaged to the game, and if you are engaged in the game, you wouldn't be able to do something else at the same time, not very well anyhow. That doesn't mean that there's anything negative when someone wants to do this. I just don't happen to think it's great game design.
Would I be right in saying that what you consider poor game design isn't the piracy act, but that the poor game design is that there is no choice for the players who want to be excluded from player actions in an (unlimited) multiplayer environment?
If that's what you mean, I would agree with that. Many other games have PvE and PvP servers. I don't know how we could implement that right now without some massive changes to the core game which will split the playerbase (for example should PvE and PvP share same universe? There's some hard lines to draw on what's PvP and PvE with PP and BGS, and I'm sure there are many other complicated topics, such as CZ that could also split the playerbase). I do think that the threat of piracy/ganking is a good game loop and as such good game design, but I can completely understand why not all players enjoy that risk.
Not played in open in mining but are there mercenaries out there that look out for mining ships for a few units of whatever as payment for protection? I enjoy looking after that NPC miner that's being attacked by pirates. My reward is the bounty on the criminal but a few units from the NPC after saving his full cargo hold would be appreciated.And that's the thing. There is nothing making me feel, that i should agree to that kind of gameplay. I don't have to take up this challenge. SInce it's not really necessary, and winning doesn't give me anything.
If i loose, i give up my ship or my cargo. And if i win? Nothing.
Quite a few of the piracy squadrons would offer protection from gankers or other pirates for a price, and there are bounty hunter/anti ganker groups as well.Not played in open in mining but are there mercenaries out there that look out for mining ships for a few units of whatever as payment for protection? I enjoy looking after that NPC miner that's being attacked by pirates. My reward is the bounty on the criminal but a few units from the NPC after saving his full cargo hold would be appreciated.
This one is a very good idea in my opinion.For all play-styles:
- Move player to another instance after a period of inactivity on a landing pad.
I would rather this than the open-pve mode with separate instances, but I still think a few tweaks to the C&P system and economy would encourage people who want to see players but don’t want to ‘fight’ into open. The more rules and regulations the more suffocation it gets, and we know how much players love to get round the rules. That doesn’t mean I want to destroy solo or PGs, they would still be available.""Open Pve" and " Open Pvp "will be better if they are combined in one" Open mode "using a permanent, voluntary choice of game style before entering"Open mode". This will not divide the players . Players will also be able to fully interact with other players on a non-combat level. Everything will remain without significant changes except that players who choose the Pve style of play will never be able to attack other players, but they themselves will remain invulnerable to player attacks. And players who choose the Pvp style of the game will be able to conduct full-fledged combat operations with the same Pvp players without restrictions. For example, a gunker will be forced to choose the " Pvp "style for playing in "Open mode", but in this case he will not be able to avoid the attack of a bounty hunter or a player playing the role of a police officer, that is, a fair punishment for a crime.
I would rather this than the open-pve mode with separate instances, but I still think a few tweaks to the C&P system and economy would encourage people who want to see players but don’t want to ‘fight’ into open. The more rules and regulations the more suffocation it gets, and we know how much players love to get round the rules. That doesn’t mean I want to destroy solo or PGs, they would still be available.
Unfortunately not. This has been discussed before but the gist of it is that whilst the method you suggest would prevent direct attach from unwanted pirate (as far as PVE pilots are concerned) it does nothing to prevent indirect attach such as pad blocking, triggering station attacks and such like. Separation of the two proposed modes would, however limit, if not prevent this.""Open Pve" and " Open Pvp "will be better if they are combined in one" Open mode "using a permanent (In this case, "Permanent" means that this choice will be linked to the account.), voluntary choice of game style before entering"Open mode". This will not divide the players . Players will also be able to fully interact with other players on a non-combat level. Everything will remain without significant changes except that players who choose the Pve style of play will never be able to attack other players, but they themselves will remain invulnerable to player attacks. And players who choose the Pvp style of the game will be able to conduct full-fledged combat operations with the same Pvp players without restrictions. For example, a gunker will be forced to choose the " Pvp "style for playing in "Open mode", but in this case he will not be able to avoid the attack of a bounty hunter or a player playing the role of a police officer, that is, a fair punishment for a crime.
Also, pve players should not change the ability to change the game mode to solo or PG. For players who have chosen the Pvp style for open mode, you need to enter some restrictions for changing the mode. For example: a Pvp Player cannot change mode while in the same instance with another player. It is better to expand this area to the size of a star system, or allow such a regime change only in anarchy systems. Exit to the menu with a time delay to leave unchanged for all, but the player "Open Pvp" will not be able to change the game mode after entering the menu if the exit to the menu was made during the battle or the presence of other players in the conditional zone. The player "Open Pvp" will be able to fully change the mode by returning to" Open mode " and if all the conditions for the absence of other players and fighting are met, the player of the Pvp will change the game mode without hindrance.
Unfortunately not. This has been discussed before but the gist of it is that whilst the method you suggest would prevent direct attach from unwanted pirate (as far as PVE pilots are concerned) it does nothing to prevent indirect attach such as pad blocking, triggering station attacks and such like. Separation of the two proposed modes would, however limit, if not prevent this.
This has been discussed before
Nothing would prevent this except being thrown out of the mode and restricted from re-entry, something that could not happen if the modes were combined. As they say, "Once is an accident. Twice is a coincident. But three times is enemy action", three strikes and you're out, so to speak. Now, the "bully" only has to get anotther account and do it again but after three times they are out again. Eventually either the "bully" is going to get tired of throwing away money or FDev put in a permanent ban. Still, with separated modes the "bully" has to work hard and eventually spend money to achieve their aims whereas in the combined mode anyone can do this any time they like and there is no downside on the part of the "bully".A separate "Open Pve" also does not exclude the possibility of blocking landing sites and launching attacks at stations. And today's mechanics also do not exclude this. 100% this only excludes " solo mode". What will prevent a bully from going into "Open Pve" mode and blocking your landing pad?