No they would have to decide: attack or withdraw if the implementation is right. Thats the point.

Wraithbane wrote:
Dromsex wrote:

You still havent realized what i wrote there eh? Im not talking about ganking and there woudnt be an arms race. Read ffs ;D

For the good of the game - alpha should change accordingly.

Ah... Its not ganking to attack miners and haulers?... Thats certainly an "interesting" definition.  As for the other, of course it would be an arms race. Its happened in game after game that goes the guard route. The Dev's have to keep coming back to it to deal with an endless stream of "creative" antics on the part of the gankers and griefers. You said yourself its all about trying... Talk about the creation of a perverse incentive.  Far better to keep PvE and PvP separate, and save Dev time and retain the players that would other wise leave.


No its not about that. If you would have paid attention - the system is set up to make that impossible. PvP on alpha would be the non-scripted mob that would kill you in the same circumstances a mob did.

And no - there would be no arms race when guard attacks in high density areas would insta pop anybody.

And still 2 shot people who cant make their way to a beta port on lower density areas. If youd not be around with a heavy mech sitting next to a beta port - ot had 20 people remote repping you - escorting you to a station - youd be gone.

If people make that effort and coordination of investing like 30 minutes 100million in bots to kill an arkhe that was afk - well then they earned it.

-Hm - show me where i stated that i want to grief.
-Show me where the proposed system would allow it to the extend your making up here.
-Show me where there is a non existant problem - since the problem is there for lots of people.
-show me where something i propose is narrow minded while it actually doesnt take anything away but just add possibilities

You cant? Oh boy then you should shut up Savin.

The thing is - you know your wrong. Your attitude is so narrow minded an selfish speaking for the minority of this game and you want to force them to pve and or trade?

The game will go down the road if you force people to do that. All games did that forced people to pve.

You lost already Savin since you didnt bring anything up that show what would be taken away from you. Since then your only implying lies.

It's a logic and needed consequence. Nothing more to say.

You still havent realized what i wrote there eh? Im not talking about ganking and there woudnt be an arms race. Read ffs ;D

For the good of the game - alpha should change accordingly.

I always see this being repeated - but - never seen it happen anywhere. If you mean dead smaller then wow - then all other games are dead. Elaborate pls and give examples.

You imply that those proposals would only work for griefers - while i know that a lot of pve'ers would like that extra bit insecurity as an idea. Not everybody sure - but there would be enough room in high density areas where every attacker would be vapourized within a second. So it wouldnt take away anything from those.

The system wouldnt let griefers succeed more then once in a while and let them die aswell to 99% - you'd prolly die more often to mob then to those evil eyed bastards.

The changes in fact wouldnt change a lot at current alpha business at all - while they would change the feeling big time.

There wouldnt be much a pure pve'er needs to prepare for - just not being afk. The griefer would be the mob trying to follow you, where the mob would stop due to its set parameters.

Will he succeed? If certain conditions are met in that degrading density guard system - yes. Would he get away with it - hardly. Would he try? Yes.

As a sidenote - it would break up the artificially created pvp areas for desperatly trying to flee pvpers on beta. Artificially locked up rooms - are things to be improved. Its an element from shooters - not an element of sandbox mmos. Some would flee to alpha in hope to get away - and there would be a slight chance - but mostly they wouldnt.

So the only thing taken away from your point of view would be - that pure pve'ers or traders or whatever - have a chance of being killed when bein in one of the least guarded zones, afk in a minor bot being attacked by multi million mech - that would be blown to pieces if he cannot make his way to a beta teleport - while being increasingly attacked by guards he cannot hide from. Mostly - Youd be able to loot him after his fail attempt.

What you gain is: no instanced pvp areas - improving the overall immersion and feel, the idea of trying to have a go at some alpha guy - and for the not so PVE only part of the community - a more interesting pve experience.

Did i meantion the guards insta popping people when attacking players with a certain amount of standing? Would the attacker know? Even this fact would decrease the already small chance of someone firing more then  volley at someone by 75% - and make it a roulette for the griefer - if he'll be insta popped or popped sme minuted later - if he did everything right.

Again false implications. Your good at that!

Ok, i will give you time to prepare.

Yes Crye - the present system is pretty good - but it could be better without sacrificing anything but gaining some laughs when some ganker is blown apart on alpha. Thats all.

Not at all Anni - nobody is talking about the risk of facing pvp when being not prepared. In working implementations the risk is greatly reduced and the attacker has to invest a lot while he won't be successfull if he doesnt do everything right and the victim does everything wrong. Then still odds are against him since he flags himself. Now if the PVE Com starts to have a go at each other after helping out a fella - thats a whole different part.

Being afk would be 1 thing to do wrong - manouvering into a deadend also would be one thing - but both only when lurking around in a sector where protection isnt dense enough for you to survive also is (depends on yourself, the attacker and the priority at which the guards would interrupt).

Given the guard system comes from above and the response time of defending guards depends on the vicinity of major routes, terminals and OPs AND was tied to faction standing - you could even reduce those few possibilities to 0 and the attacker wouldnt know - and itd be russian roulette for him still if he did everything right and caught a supposedly "weaker guy" offguard in a deserted alpha site.

Guard intervention at most protected areas would be a mezz and nearly insta pop for even the heaviest attackers, while an attack at a "perfect" situation: afk, weak unprepared miner caught in a lower sec area with no faction standings, arkhe for instance - would result in a dead arkhe and a pvp flagged guy getting shot at and mezzed while trying to reach a port to Beta - the only way to go for him.

Increasing number of guards and increasing waves would shatter even biggest raids. This system isnt meant to make griefing viable.

MO does something similar, though less complex - when being attacked you just type: guards and the attacker is popped instantly. The techn ical implementation in MO is pretty bad - but its effective. Once in a while somone got attacked when doing everything wrong - but the attackers got away only if the victim was afk - or the bug ridden game killed the implementation.

Now this method and chances of a surviving such an incident would neet to be recreated by an autonom system - as shown above.

And still lots of pvpers would try it though their chances are nearly null - why? Because they even have fun loosing their stuff while trying something with a success ratio of 1-2% to get away flagged to Beta where they get *** by others again.

Its just about trying.

Savin this isnt about griefing. Killing somone isnt griefing ffs. And all your making is asumptions. So, you cant come up with a system that prevents continued griefing in protected areas?

MO just did. The game fails at mostly everything else - but this system - raw as it is - works. Now - go on again and tell people that work and are researchable right now - uhm do not exist and do not work.

Greenleaf wrote:

How could you guys expect the devs to read this when you rail road it into a pit a flaming $h!t.

Amen guys,. well done,. I think its time for a group hug.=p

Im gonna be blunt, after 3 weeks the game is boring me to tears,. lets try an help them fix it.

Hey Green - hopefully the DEVs wont listen to anybody on the forums - thats the worst thing they could do - since customers will never be satisfied due to some people soaking up the current content while others still want new one. You will always please some and negate others - so they should concentrate their effort on their own vision.

If they have one - it may become edgy and stuff - but special in its own way. Thats the only way to go for something that will hopefully be able to last. Players think they know what they would like but in fact would find it boring if they actually get it. Thats not a theory but gaming history.

Why do you think OP characters/classes do exist in MMOs? Not because DEVs are too silly to adjust accordingly - it called rolling OP and is a design to keep people satisfied while others are not. Discussions about those unbalances and the hope to fix them keep games alive. Experienced DEVs use this mechanics on purpose to make their games last long. But this must come from the DEVs themselves and not the COM. If the DEVs dont use these tools and follow the COM - any game is doomed.

Its like with the donkey and the carrot. I am the donkey - pvp on alpha is my carrot.

Sav your a tard, smarter? When owning yourself? Better in english - may be - its not my native language and i dont really care to polish it for you. Sry Sav im working in this business for nearly 20 years. Start over.

You dont make me mad Savin, you just are clueless and an amateur when it comes to the things your talking about, which wouldnt be bad if you werent trying to outsmart others.

Prolly you even payed for one of my concepts as an enduser ;D Thanks!

Btw - see? You become creative when loosing - even if its just anargument. Same goes for the game. Next time you gonna own yourself - pls tell me in advance, youd save me time.

Savin, i tried to be patient with you - but your an ignorant troll. Get out of my eyes. You have no clue of what your speaking of. First rule in systems and game design is to never give people what their begging for the most, never to make it easy, never to make it a 100% what they want. Now PvP players wouldnt get what they want if a working guards system would be implemented - since they couldnt grief to their liking. And Pve'ers wouldnt get 100% what they want aswell - the absolute security. This aspect would enhance the game for both parties. Anybody coming from these kind of professions will tell you that. Experience in this business proves me right. You - cannot prove me wrong. So - im done with you troll.

Your right Wraith - PVE servers are safe. Uhm - but wheres the numbers your talking of in people diskliking pvp? And if you misinterpret a woking guard system as absolute security, youre wrong of course. Thats the purpose of a guard system with open pvp - to not be 100% secure all the time - but most of it. It worked to a full extent in Neocron for example. Its just a matter of implementation.

So - both of you are going the way of indirect repercussions? Are you serious? How is someone with a brain supposed to talk to this simple minded style your calling out for?

If y<our serious you are simply too narrow minded or have too less experience in these things to have witnessed proper implementations of what im talking of. Thats not my fault guys. Do better homework next time.

The thing you are describing is known as 'rolling experience' - a game develops over time, changes, is dependant on player types - the game you mention - suffer from this system inherent disease to a normal extent. In wow for instance - open pvp worked perfectly when there werent even PVE servers - and instanced pvp was brought up to gain system stability.

PVE servers came when to marketing targeted at different people. SO maybe thats the way to go - bring a PVE and a PVP server.

Im not forcing anybody to anything. You should just get the sand out of your ***.

The problem simply is that its immersion breaking to have some artificial place to go pvp at.

And sure im going both ways. And i doubt the majority of pve players minds a system in which theres a slight possibility for someone else to attack you. I mean hell - even wow has this and it's the most carebare game out. So - who is right now? You assume something and i do. You allege me of speaking for my narrow minded point of view in a way you accuse me of ;D

Btw - i love pvp - when it breaks loose naturaly. I hardly remember any incident in the last 15 years where i went out to gank someone - in 95% i defended myself after being attacked. Why? Dunno - its more fun for me.

Just repeating it doesnt make it true Wraith. Guards worked in some games ive played and they made it hard to impossible to be successful in ganking someone in guarded areas.

Just say you dont want it - thats fair.

So if theres a problem for 1 kind of players but not for the other then its ok and fair? Strange logics.

Im neither pve or pve focussed - thats why id like to see a congestion - and it would be a win for both partys.

I actually would like to be ganked when pve'ing without the need to go to a special place to do that. It breaks immersion.

Sure, no question about PVE need be improved - whatever that may be.

And yes, if the guard system worked it would be a good solution. But it didnt, i assume or was too easy, prolly becasue of the landscape and means to exploit hideouts and LoS.

-flying guardians could have access to anything - and waste those guys attacking in alpha
-their concentration/response time or strength is biggest at terminals and outposts and slightly decreases in desolated areas
-balancing would need to assure that even large scale pvp raids would need to withdraw with each guardian wave increasing
-it also could be adjusting numbers of guardians increasing drastically by registering the number of pvp flagged players in that area

Theres lots of ways - overall there should be a chance for a prepared attacker to get away when he goes after a not so well prepared player at a place where the guards response time isnt the fastest. There would be safe no not so safe zones. Camping would be mitigated by increasing guardian waves.

I know a couple of games where guard systems worked properly. And no - it wouldnt keep gankers from griefing - sometimes it works for the attacker - more often it doesnt.

Savin wrote:

But other than that, you're still arguing that you should be able to grief whomever you want, whenever you want.

No Savin tongue

Dromsex wrote:

Beta-like pvp on alpha like it is now wouldnt work of course - and it would be boring for most pvpers to attack people who just want to pve - over and over without any difficulty and consequences. Thats why the high sec sectors in eve worked, or guards in neocron or any other example.

If there is no possibility to set up a working guard system here on alpha(possibly AI restrictions) then ok.

But people should be able to flee from beta while flagged - agressors could persuit them - and others (pvers or who ever doesnt want to interfere) wouldnt be affected.

Im not talking about no restrictions Savin, you should know that. But not being able to zone with a flag is a very direct and artificial reason which has no evident reasoning.

edit: uhm restriction*

Wraithbane wrote:
Heckle wrote:

Dude, don't say things like 'explain to the rest of us' ... you only represent yourself. 'The rest of us' are more likely to be embarassed with any form of association with you than sharing your views.

Long on unfounded authority huh ... pot, kettle and black springs to mind.

Actually, I'd also be fascinated to learn what you mean. Most times, when people take that approach(forced PvP), its because they want to gank/grief others, and want as many victims as possible.  I'd imagine that the current situation on Alpha makes many such types sad pandas <grin>

I doubt that implication. Most pvpers just hate it to play a game where everything is artificially restricted - it makes everything feel like a conterstrike mmo - but this here wants to be a sandbox mmo - so restrictions would need to vanish by definition.

Beta-like pvp on alpha like it is now wouldnt work of course - and it would be boring for most pvpers to attack people who just want to pve - over and over without any difficulty and consequences. Thats why the high sec sectors in eve worked, or guards in neocron or any other example.

If there is no possibility to set up a working guard system here on alpha(possibly AI restrictions) then ok.

But people should be able to flee from beta while flagged - agressors could persuit them - and others (pvers or who ever doesnt want to interfere) wouldnt be affected.

Savin wrote:

This is what we were looking for- thank you.

Dromsex wrote:

2. PVE has to be everything - a monotonous grind for the ones only wanting to make credits, a solo-experience and a group experience.

Oh boy.... And who is we? Stop implying your thoughts are more then just yours or be considered a troll.

To realize that the present pve implementation isnt more then a grind takes a second - same goes with the solution - scripted encounters/extended/improved AI behaviour.

But there more missing then that if PO wants to be a sandbox. And this missing sand is more vital then anything else since the required changes would affect the fundamental design and codebase of the game - rather then just some extended scripted events.

Those changes need to come in before anything else otherwise you'd *** up the priorities in the development path.

Savin, your implications are wrong and the way your putting them up only concludes your trolling. Fair enough - go study systems design and come back. Im not telling anything about me - im telling you how things work since people exist. Its an old story, nothing new here.

In PO PVE seems to be designed to just feed the economy which then again feeds pvp and buts the emphasis on pvp with a worthwile economy. Thats fine for me.

I wouldnt mind some other pve encounters for groups other then just being determined by numbers - so some sort of tactics needed could be nice if its an addition.

Savin, the current system is quiet solid since it incororates a mixture of (non)consensuality. You can decide when to go to beta - but hopefully - have something to gain and something to loose - that is good.

From a system related point of view:

The underlying system says you can choose, but if you get attacked and defend you get flagged and you cannot choose anymore. This is a workaround for the implementation since being able to escape on secure alpha feels lame - but being forced to withdraw without defending is also - this workaround feels flawy - hence the idea to make people able to zone to alpha with pvp flag. They can withdraw but, have a chance to escape, but could still be hunted down.

Now then again this would feel flawy because the flagged ones would have the odds against them. These flaws make it feel artificial and calculable.

So to make it coherent there would need to be no safe alpha.

From a pvp related point of view:

You talk of griefing as if it was something bad - and pvp was something unrelated to accomplishing your goals or making the goals of your opponent impossible.

To make this coherent again - there cannot be any consensuality. This is contradictory by system. As soon as someone agrees to take losses - there are no losses - as soon as someone doesnt care about dying in this conflict or not being able to achieve his goals - these goals are null making the conflict a farce - since it is not neccesary.

My own benefit over somone elses is the core of human conflicts - this is the basis of pvp.


Now for pvp in game systems:

In non-sandbox games this is being realized by instanced or isolated pvp surroundings. Its fine - there is no other goal.

Now in a sandbox game, where the game basically is what people make out of it - there should be the freedom to do what you want - granted you find a way to do so. Relating to pvp this would mean no artificial pvp restrictions. There would be the possibility to grief someone - if you if you have the means to do so - or there would be the possibility to go everywhere unharmed - if you have the means to do so.

Simple. Restricting anything related to pvp in sanbox games - makes pvp a farce.