With contested zones, because these are these open areas, what's being done to avoid bottlenecks and other obvious camping spots that negatively impact the player experience?
TL;DRThe designers plan multiple entry points and exfiltration routes to spread out bottlenecks, but say camping cannot be fully removed and some friction is intended, since these are PvP spaces.
I guess I should go for that one, John, right? We're looking for multiple entry points, like establishing multiple entry points that can come from the interior, but also from the exterior of the station, so that we just don't have one bottleneck. I mean, I guess you kind of spread the options out a bit. We can't fully eliminate the possibility of this, but at least giving players the option and giving them some sense of opportunities in and around the station to enter this contested zone will definitely help it out.
Yeah, exactly. I think whenever you have an entrance into a place like this, where PvP is possible, it naturally creates a bottleneck. You have to be able to enter the space, and there could be people camping that space waiting for you to enter. So what we can do as designers is try and offer alternate paths in, as Khan said. There are side elevators, there are ways in from the exterior of the station. So we're just trying to provide as many different opportunities to enter that space so that it's more difficult to use those bottlenecks if you are of a griefing mindset.
Yeah, what's also important is that there's like exfiltration points inside these contested zones. So if you hit a specific depth of the contested zone, you can get to a part that offers you a one way exit that brings you to the social area, so back to practical safety.
Interesting. And you're talking about things that we can do to battle or defeat the bottlenecks and stuff that the camping and stuff like this, but some aspect of that is intentional. Some aspect of that is not a bug. It's a feature. These are still intended to be PvP zones. They are intended to still have a certain level of friction. The balance in all of this is in finding the right level of friction, not eliminating all the friction altogether.
Yeah, that's a tough part of designing a map like this. Definitely.
Yeah, ultimately, it is a PvP space and griefing, unfortunately, you know, is something you try to design against. But this is a kind of a whole philosophical debate we could get into about griefing versus PvP. But griefing is just PvP, ultimately, at the end of the day, there's technically nothing wrong with someone finding a defensible position and using that as an advantage over another player. And that aspect of being on the defensive in the PvP kind of equation is you dealing with those kind of bottlenecks and those camping positions, you know, which cover do you use? How do you approach a room? Do you breach the room? You know, do you use like grenades to flush out a room before you enter it? You know, scouting opportunities. And there are things we can do as designers to kind of aid that as well with like cover placement and, you know, lighting and things like that, that can alleviate these issues. But ultimately, you can't get rid of them. And you probably shouldn't because ultimately, this is pyro and this is a PvP space as well as PvE.
So it's also part of opting in, right? It's just like, you want to do PvP. And then I mean, that can also spark like new things. Imagine like back then in the days in WoW Classic, right, when Crossroads was raided, and then suddenly you try to ally with some friends or like people and just like try to push back on things. And I think that can be really interesting.
Yeah, yeah, we obviously we obviously do want to, this is not the place to do a giant Griefing versus PvP discussion. We've actually done that on SEL a number of times. It's, but ultimately, just because I can already I can already see the chat now. Hi, Twitch chat. And I can already imagine the YouTube comments later. At the end of the day, I think a baseline here is is that there has to be an alternative, there has to be a solution available to the player who's being attacked in order to turn the tables when there's not a solution when there's not an any an option that's accessible to that player to continue to go on and have a good experience to continue to do the things that they want to do. That's when PvP turns to Griefing when you when you when you when you take away the gameplay experience, not not just make it difficult. That's PvP. But it's a fine line. And I think every you sit here, we could we could march a parade of 500 developers in front of this camera, you'd probably hear a solid 400 different answers about what that is. So for those of you for those of you who are already working up your YouTube videos and stuff saying CIG says this or CIG says that, that's not what's happened now. We're hearing a couple of people express some individual opinions on what the difference is. And again, I promise if you brought 400 people in here, you get 300 different answers. So it's at the end of the day. It's about our job here in this situation, right? And this is me where I'll put on the CIG hat and speak on behalf of CIG here. Our job in those situations is to find alternatives for the for the players who are suffering at the hands of PvP, find ways that they can counter it, provide ways that they can counter it provide alternatives that still provide the same experience other places where they can go other things like turrets and things like like factions that NPC factions that can come in and help defend to find the things that can help when when a player runs out of options. And the only thing they can do is be killed over and over and over again. That's where there's a problem. So I said some friction is intended, but it's all about finding that point.