Do you like PVE? Well Star Citizen wants you to enjoy your PVE but there will be a chance of griefers.
Not sure how applicable that example is as it's more akin to poker where you have the real risk of loosing all your cash. And you get to decide if when and how much your willing to risk. After all game items are simply representation of sunken time and not a real risk to outside game resources or your ability to continue to play like the example above would imply with the methods of being able to play being destroyed, would be like them coming to your house and throwing your computer out of the window.Player vs Player in any other sport, take Baseball - Say the Yankees fly into Seattle to take on the Mariners. This isn't generally a hard game for them; there might be a couple of questionable calls but usually they play, notch a win and then both teams head out for the night to do it again the next day.
Now let's apply the concepts of PvP as it seems to be intended for SC. The game goes as expected, but half the Mariners team gets sent to Harbor View Trauma Center, and after the win the Yankees take the Mariner jerseys, steal their cars, destroy the team aircraft, break their bats, burn Lumen Field and probably eat all the mac-n-cheese at Beecher's.
Which is more sustainable?
I'm oversimplifiying, yes, BUT this is not a hard concept. If you want long term success you don't destroy your players.
I was looking for a different way of presenting the idea, something more relateable. To that end I don't feel successful because my point is that in sports, the OG player-vs-player, you might not win the game but you aren't penalized by losing previously earned income. Insurance does NOT make the loss temporary, it merely reduces the amount lost by some as-yet-undetermined amount, and is itself a continuos resource sink because you are paying for it whether it is used or not. IIRC in EvE Online it was about a 1/3 the cost of a T2 fit battleship to insure it for 3 months.. might have changed since I played.Not sure how applicable that example is as it's more akin to poker where you have the real risk of loosing all your cash. And you get to decide if when and how much your willing to risk. After all game items are simply representation of sunken time and not a real risk to outside game resources or your ability to continue to play like the example above would imply with the methods of being able to play being destroyed, would be like them coming to your house and throwing your computer out of the window.
From a game mechanics perspective the biggest issue is with out a lot of the law and order and rep systems missing its really hard to have any sort of pvp experience that doesn't revolve around a more lopsided scenario leaning heavily towards the initiator given they puck the easier target with little risk or consequences. This doesn't rule out the face that the highly valued and thus sought after items needs to be in these lawless spaces and not really a pve reward as it's the pvp dynamic that's at the core for driving everything else. After all why build a base, mine and manufacturer anything with out a driven need through equipment destruction sinks. Why team up but to be safer and push back against pirates.
If cig sets up the rep system and security correctly then there should be room and game loops enough for everyone even if not all players will end up with everything or be able to go everywhere.
So far things I have seen in game and some of the dev talks points to this bright future. Like comsats being able to turn off. Instant combat where only the instance your in can attack your base. Planet shields give multi layers of battles before real loss happens giving a chance for reenforcement and escalating battles which improves the experience and with the insurance the loss is temporary
I tend to agree. Development of compelling factions around which PVP occurs would better delineate what such gameplay. But we need CIG to share more of their vision on what such faction-based gameplay will look like. Is CIG's vision that Stanton is PVE and Pyro is PVP? And players PVP randomly for no reason other than to participate in the daily gankfest? And that's it? Or Will there be more of a stake to be had in PVP in this game? Factional standing? Territory and resource control? Something related to the game lore? As is, we hear from CIG mostly about gameplay systems that allow individual PVP and vague references to 'reputation', but not really big strategic reasons to PVP beyond target practice. Hearing more from them on where they want this to end up would help.The solution will come with the addition of Reputation tracking and NPC factions responding to harassment in their territory.
Just to clarify, not all sociopaths are like these PvP trolls. I openly admit to being a borderline sociopath. Most of my life has revolved around violence, receiving & then responding in kind to end it for the time being. I take great joy peacefully doing all sorts of things with others. However, when forced to fight, I suffer no remorse for what I do to those that forced the issue. If it was up to me, there would be a KoS list for all of these griefing jerks inside the CIG servers that would have them listed as full crimestat in every lawful & semi lawful system for at least a year after their last crimes in game. Leaving them only 4 options, stay in unlawful zones only while still having bounties targeting them by the stronger PvP lawful players in lawful systems, spend a year grinding in the in-game prisons, quit using that account for a year to use another that hopefully for them would be lawful OR quit entirely for a year if not longer. As these criminal players only care about their fun at the expense of the enjoyment being ruined by others, they deserve to have their fun destroyed in kind to the degree that they suffer enough to choose to change.There is also the more aggrevating issue of it being a one-sided exchange. The PvE player doesn't want or need the PvP player in order to find satisfaction in playing the game. Those who are more sociopathic DO require other players to exert power against to find the satisfaction they are looking for, and I've lived long enough to know there is no good end to that without guardrails.
The above point is accentuated by something @Cugino83 points out, and I've brought up before: Most ships in SC are designed and built as prey for the predators. Classic example is the turret on the Freelancers.. why in the HELL would any ship designer, anywhere intentionally block the line of sight for the only turret on the ship?
The strategic solution is to join a group, based on the tactical answer of roving around in the game in packs/gangs/tribes. Yes, this will lead to some fun gameplay. It is also not always desirable or possible, and if your casual player can't progress without getting his assed handed to him, guess where he and his money are going to go...
This is where & why I state that the best way to punish the PvP trolls / pirates / griefers, is for them to be punished by taking away their enjoyment by means of locking them away in a prison where they can have fun being ganked & violated by others like themselves for an extended period of time. Rinsing & repeating this until either they change how they play with others or rage quit like the worthless trolls they truly are in RL. Either this, or legitimize players being able to establish KoS lists for the griefers to endlessly hunt & ruin their fun, having their things taken until they either stop their BS or leave the game forever.Many games have tried to mix PVP with PVE. Most have failed miserably. I would even argue that all have failed in that the "successes" are only after most of the PVE players leave and only PVP players that dabble in PVE remain.
The problem is and always has been a combination of risk disparity and non-consenting gameplay (for lack of a better term). The PVE player ALWAYS risks more. They ALWAYS have more to lose than the attacking player or players. The aggressor never has anything on the line. They are trying to take the PVE player's goods, which usually represents time and effort, while risking absolutely zero time and effort on the attacker's part.
The other half is the bad feeling when another player gets to dictate your day in-game. For lack of a better term, we'll call this non-consentual gameplay. If the PVE player decides they just want to have a relaxing experience, but the PVP player decides it's time for a brawl, that doesn't feel fun to the PVE player. That doesn't mean the PVE player doesn't like PVP. It just means that they wanted to do PVE stuff at the time.
Apply internet troll logic to this and you have a game that only PVP trolls enjoy. All other players leave and it becomes a game comprised entirely of PVP trolls. I've seen it over and over and over.
I respectfully disagree. I think now is the perfect time to deep dive into the conversation. Not specifically now, but while development still has room to change. I've seen far too many games with relaxed pvp frameworks fail almost immediately. Millions of players show up to the game's start. A minority group of "pvp'rs" are allowed to run free. They gank, grief, harass, and drive the majority of the player base to quit. The developers see the player base tank, then finally take action. It's usually too late at that point. The silent majority has already moved on.Until they do, it is difficult to deep dive on a PVE vs PVP discussion, because its easy to assume that gameplay progress revolves around PVE only and PVP is just something others for kicks. But what if the game gave us a very compelling, very strategic game play reason to take a Test Squadron fleet to take and hold Pyro?
At times, WoW has had a system like this to a degree. If I recall correctly, you could only change from PvE to PvP or back in safe zones such as in capital cities. So if you were looking for a fight, you'd be leaving a safe area knowing that either you'd be safe from PvP or you'd be at risk, but receive higher rewards in regards of XP, rep, amount of items spawned in drops, etc. There was also a timer blocking when you could switch either direction. If this was converted to SC, I can see the switching points being inside the player's habs or hangars as "safe zones". I'd have all combat based missions & activities require PvP being active from the time you leave the "safe zone" until you enter another & then have timer start while inside. Meaning that if somebody attacks somebody, even if they rent a hab, those persuing them would be able to chase them & potentially hack the lock on the safe zone to get at them while the timer is still going. Think Star Wars, when they are trying to escape the Death Star to a degree. If the player leaves the safe zone before the timer ends, it is cut off & reset before the switch can occur.from my experience star wars galaxies had the best system, simply slider based. in galaxies you could declare yourself for pvp with the click of a button, there was a time set once you declare pve ( cant remember exactly, but something like 5 minutes) that prevented you from undeclaring to keep from getting killed. it worked really well and in general did not bother anyone. I enjoyed my share of pvp in that game with some times of pve to explore, craft and gather resources. from this experience i feel that a simple pvp decleration button would fix the issue and make all factions happy.
That's the other side of the issue. The more PVP is enabled, the more attractive it is for cheat developers and exploiters. Along with that is RMT and people that start using that community as a source of income. The true extent of the cheat issue is debated, but even on the low end it's estimated to be 10% of the player base. I've read studies that place it as much as 30%. Which is believable in some games.However, with PvP there will always come cheats.
Tons of games finally break down and take this route. They spend years or decades fighting cheats only to realize far too late that it's a loosing battle, financially speaking. Unfortunately it usually comes after the player base dwindles to a fraction of it's original potential. I don't want to see that happen in SC. We have guns on gimbals. There will be aimbots for those. They just talked about hiding your bases. There will be software that highlights every single player made base on a planet, like wall hacks show player location. CIG won't be able to stop all of it and tons of people will leave as a result.Given time, GTA V (well, Rockstar to be specific) figured the best course of action was to release the PvP locked content, while Tarkov just full on added a PvE/co-op mode.
I don't see Star Citizen being any different. We'll get out PvE solution given time.
The only concern I have here, is that 'given time' might be quite a few years.
There is a way to fix that. Spend some of your millions prosecuting the cheaters in court. Even though they won’t have real pockets to recoupe from, you can bankrupt them and terrify others that there are real world consequences to cheating online.
It’s astonishing how many real world troubles get settled in civil court.