Why not just close open play fdev?

I don't care if someone plays solo or private... but why reward someone more for less? Just like we all played games in the past... the lower the difficulty typically the lesser rewards. The harder aka open more rewards. Not sure why there is even a discussion.

Define harder for open. Also , no , "the lower the difficulty typically the lesser rewards." is not an exact statement. It is personnal opinion.
If i go open and block everyone i encounter ?

The reward of playing open , is encountering real people. this is all. With all the pro and cons
 
Well in my language there's common expression that say "Qui vole un oeuf , vole un boeuf " (yeah i'm french that's why i'm never happy =D )

Basicly it says that if you do something "reprehensible" but with little importance , you may reproduce it for a thing with large importance, especialy when you are not "punished" for that.

So yeah , ofc it's far from comparable to real life assault in term of how shocking/traumatising it is. But behind that , it is nearly the same instinc / mechanisme thats work. (unless assault is for a reason , like money / sex ect) .

To me this just prove that if humanity did not have law and some society rules we may have gankers irl.

I'm going a bit far here , but i dislike when you lower the power of HUMAN interactions , because they have little consequences.

If you prefer a "kinder" example , you could just think about a child breaking someone toys because of "jealousy , power ect" . the toy is not important . the act is.

No, it is not the same. Just don't do it, it makes the experiences of people that have survived any kind of assault diminished and equates them to whiney people on the internet that got blown up and lost some credits. People lose their lives. So no, it will never be the same as "wah wah my ship went boom" as someone who was assaulted [sexually or physically or psychologically] in REAL LIFE.
 
I must admire the dedication it takes to grind, the sheer willpower to keep on doing something that is boring and ignores all the things I find interesting instead. Keep going people, blaze your own trail!
I don't "grind" anymore, even though I did at the beginning after engineers were introduced because you pretty much had to. But once I had my main boats engineered up, I just switched to grabbing mats wherever I came across them anyways while doing other stuff that I'd rather be doing, such as routinely scanning other ships for encodeds, always gathering HGEs when I found them and checking to see if I was low on raw mats available in a system I was in anyways.

It stopped being a grind after that as, when I do need mats, I usually find all my bins almost full.

But it's a pain in the early game, I will agree with that.
 

Deleted member 192138

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Those ganking only need to optimise their ship for one role. Anyone wishing to do something other than combat would require to compromise rather than optimise their build.
A car has crumple zones to make it safer to drive but can end up being less aerodynamic because its profile as it cuts through the air is greater. Do you write letters to manufacturers and the government complaining that to drive your car on open roads its design has been compromised? Or is that a recognised element of driving on open roads with other road users, including pedestrians?
 
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and even if you are doing PVE , your gear can match pure PvP player to some extent. Also the death is much much much less punishing.

Yes, this...
Quoted for truth.

A pvp-er can play with an optimally tuned ship*
A pve-er in open cannot play with an optimally pve tuned ship. They have to make compromises not related to the scope that ship was built for

(*) optimally tunning a ship is a game in itself.

And the same goes for death penalties, a pve-er is in for heftier penalties, some of the irreplaceable.
 
The reward of playing open , is encountering real people. this is all. With all the pro and cons

And with block I can set my own filters:

Pirates on/off
Gankers on/off
Griefers/on/off
Traders/on/off

you get the idea.

So no, it will never be the same as "wah wah my ship went boom"

hmm that must therefore accept that people do get 'hurt' by other people on the internet. Definition of hurt or pain caused is variable. However, seeing another persons POV is a basic human trait, so a lack of understanding there seems to imply that one person has the right to force another person to play their pixels in a way that suits the aggressor only.

PVP is optional, unwanted PVP is avoidable by many means, but only one option leaves everybody else in the game so not sure what all the whining is about from those who choose to be added to the block list?
 
No, it is not the same. Just don't do it, it makes the experiences of people that have survived any kind of assault diminished and equates them to whiney people on the internet that got blown up and lost some credits. People lose their lives. So no, it will never be the same as "wah wah my ship went boom" as someone who was assaulted [sexually or physically or psychologically] in REAL LIFE.

I'm not saying it is the same , i'm saying behavior behind it are to some extent.
And i'm not trying to minimise the pain that people experienced , nor compare the trauma they got into.

This is why , by respect i searched for the kid example.
 
No, it is not the same. Just don't do it, it makes the experiences of people that have survived any kind of assault diminished and equates them to whiney people on the internet that got blown up and lost some credits. People lose their lives. So no, it will never be the same as "wah wah my ship went boom" as someone who was assaulted [sexually or physically or psychologically] in REAL LIFE.

"wah wah can't make ship go boom" is no different.
 
If certain gameplay styles being open to exploitation means they should be entirely avoidable altogether (which is a legitimate position to hold) - how come my BGS activity can be steamrolled by someone running bots or other exploits in solo play?

It cant - iirc the influence is capped at some point - rather earlier than later.
so a soloer can never be more effective than a group of players playing together.

I guess you meant that the solo bgs-er gets steamrolled by groups, but it slipped
 

Deleted member 192138

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It cant - iirc the influence is capped at some point - rather earlier than later.
so a soloer can never be more effective than a group of players playing together.

I guess you meant that the solo bgs-er gets steamrolled by groups, but it slipped
The cap is on total influence swing possible based on system population. If you're un-opposed then doing more than X amount of influence work won't result in any greater benefit, because you've already reached the limit of how much influence you can push around (whether a single individual or whole group actively working the system). But if you are opposed, you still need to do more influence push than your opponents to get a positive influence gain. So the cap is only meaningful if you can guarantee you have no opposition. Otherwise you always have to do n+1 influence work to ensure you're doing more than your opponents.
 

Deleted member 192138

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As a PvPer (that I suppose you are) you are walking on a slippery slope here. A much better analogy, with at least a vague relation to our game, would be to ask the manufacturer why not all their cars are in fact tanks.
You don't need to be a tank to survive a gank. But if you're flying through a known and established area with a high risk of conflict (as certain systems undoubtedly are at this stage of the game) you would be unwise to ignore the risks and turn up on a moped.
 
Yup, this age old gospel again. I'm just not sure, if I still would call that 'playing' when your only option is to escape. Why would someone halfway sane in its mind want that and not going Solo or PG instead? Is escaping a gank really such a thrilling pastime, even after the umpteenth time? I guess I would rather doing CGs instead, if I had a foible for grindy and pointless activities. But to each its own I guess...

The choice is: bland predictable NPCs with identikit loadouts, or unpredictable players packing anything. I can count the exact amount of key presses in Solo taking off and landing, to the point where even a second flight is repetitive and dull- which then makes the end goal 'it' and you tune out of doing the activity thats supposed to be interesting- i.e. flying. Take Powerplay, fortifying in solo is just a matter of time, there is no extra dimension to it. Throw in opposition who want you to be slowed or fail, and suddenly the game becomes interesting. You have to then build better, fly better and apply what you know to overcome the opposition.

In the end there is no thrill in inevitability- in ED you can sleepwalk to billions but you are literally in a coma doing so going A to B relentlessly because nothing in the game actually challenges you, or forces you to adapt. Really FD did themselves no favours with PvE because they have made it risk free. You don't have to drop into dangerous NAVs, drop out is well within station gun range (so no pirates) or actually do any thinking at all.
 
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