Originally posted by mayito7777 It is open world PVP with consequences, but you will have the choice to play solo, so no one to gank you or anything like that. My only worry about this game is this game is nothing more like EVE Online 2 The resurrection.
My only worry is that its NOT 'EVE Online 2', as you call it
EVE with all of its flaws and ugly mechanics is by far THE best Sandbox & 'Space MMO' out there, hands down without a shadow of a doubt. Some of the things EVE does right can be considered genius.
My dream game would be if SC made a "merge" with EVE in terms of design, mechanics, player freedom & impact. (Not actually merging the games, just taking the best bits and pieces from EVE and implementing it in their own game.)
This talk of a "PVP Slider" and "9/10 of the population is an NPC" makes me shudder, in my humble opinion, wasted potential. I'll still definitely try SC out when it comes out, I just wish they didn't take this casual approach to their game as they seem to do.
Well, they have already prevented the game from being able to become EVE 2. Something like LTI is so game breaking for an open econemy and for so many other elements that they have closed that door right out of the gate. More nails in the coffin is single player mode and multiple universe servers (as far as I understand). EVE works be course there is always risk of loss and one ruleset/server. You might say that those things are unimportent, but the devil is in the details. Look at Perpetuum, that game did about everything right, and even implemented quite a few of the improvements that EVE players have been asking for, for years. Yet still that game is struggling to make it all work just semi well, even if they did it all right in theory. Making a sanbox MMO really work is more than having the right ideas, it is the delicate balance of making those ideas work for real.
I think the one thing that CCP did right was actually staring out simple and building on that. Back when it launched it took quite a while to get even that first very simple initial version of the player driven market to work. Then they slowly build that out piece by piece until they got tp where they are now. I simply dont think it would have worked if you just started a new server/game with the same complexity.
dude don´t start the "LTI is game breaking" fallacy again.
LTI is EXACTLY the same as the regular ingame insurance which can be purchased for regular ingame credits, earned by regular gameplay. Insurance just costs a few credits, everyone can afford it, no one will ever fly without it.
LTI covers exactly the same scenarios regular insurance covers so where exactly is your frickin problem?
Or are you saying insurance in a space game is generally a "bad thing"? If so, why? Why lose a ship permanently?
Besides it will take longer and longer until a ship gets replaced over time also several mechanics against insurance fraud.
So please. Get informed first before making wild accusations about what you consider to be "game breaking"
The way I understand it (from reading many forum posts and dev blogs):
If you are flying in a civilized core system with a heavy police presence and a dialed down "PvP slider" you wont experience any PvP unless you agree to it (e.g. duel request). Compared to EVE Online, where you are NEVER entirely save, you will most likely NOT be suicide ganked by other players in those systems.
If you are flying in one of the lawless outer systems with no police presence and a healthy player pirate population and a dialed down "PvP" slider, you will be able to avoid some encounters (especially against vastly superior forces). But you will never be able to avoid all encounters. I strongly suggest a very fast ship with "stealth" mode upgrades (reduced emission versions of the current equipment, best passive sensor suit that you can buy in-game so you see 'em before they see you !).
If you are flying in one of the lawless outer systems with no police presence and a healthy player pirate population and a dialed up "PvP" slider you will almost certainly have a PvP encounter. Go shoot 'em, Tiger !
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dude don´t start the "LTI is game breaking" fallacy again.
LTI is EXACTLY the same as the regular ingame insurance which can be purchased for regular ingame credits, earned by regular gameplay. Insurance just costs a few credits, everyone can afford it, no one will ever fly without it.
LTI covers exactly the same scenarios regular insurance covers so where exactly is your frickin problem?
Or are you saying insurance in a space game is generally a "bad thing"? If so, why? Why lose a ship permanently?
Besides it will take longer and longer until a ship gets replaced over time also several mechanics against insurance fraud.
So please. Get informed first before making wild accusations about what you consider to be "game breaking"
The way I understand it (from reading many forum posts and dev blogs):
If you are flying in a civilized core system with a heavy police presence and a dialed down "PvP slider" you wont experience any PvP unless you agree to it (e.g. duel request). Compared to EVE Online, where you are NEVER entirely save, you will most likely NOT be suicide ganked by other players in those systems.
If you are flying in one of the lawless outer systems with no police presence and a healthy player pirate population and a dialed down "PvP" slider, you will be able to avoid some encounters (especially against vastly superior forces). But you will never be able to avoid all encounters. I strongly suggest a very fast ship with "stealth" mode upgrades (reduced emission versions of the current equipment, best passive sensor suit that you can buy in-game so you see 'em before they see you !).
If you are flying in one of the lawless outer systems with no police presence and a healthy player pirate population and a dialed up "PvP" slider you will almost certainly have a PvP encounter. Go shoot 'em, Tiger !
Have fun