Because PvP is quite important for a lot of folks who play Star Citizen, would we ever consider a PvP-specific dynamic event, or a dynamic event that has no combat at all?
TL;DRTony Zurovec says PvP should be handled through in-game systemic consequences like security, penalties and a harder prison escape rather than made impossible, and does not directly answer whether a PvP-specific or combat-free event is planned.
Well, the PvP stuff is something you always, I mean, if you're going to have freedom, some people are going to basically want to get in there and muck it up for other people. And so the way that I would aim to address that type of stuff is basically within the rules of the system. In other words, and again, we're still in the early stages of the whole prison thing, that's why we have a prison concept, which is you can be a bad guy, and if you get caught, then you basically go serve your sentence. And right now, when I say the early stages, I mean right now escaping from prison equates to walking through a hole in the wall, and basically assuming you actually know the escape route, then it's just a matter of time. And that's another thing that, we've got a few quarters out, to basically do a major revision so the entire process of escaping prison is going to be a challenge in and of itself. And there's going to be multiple ways. Are you talking about bribing guards? Are you talking about coordinating with other players? Are you talking about being the guy that's simply trying to avoid the cameras and do the whole timing thing, setting up distractions, setting a fire in the utility closet to basically draw the guards over so you can go over here? In other words, how many different ways can we support, such that a player can feel as if they've crafted their own particular solution to the problem? And as much as possible, you don't try to hard-code these things. You try to basically create a number of different systemic elements, and what inevitably winds up happening is players will find clever ways to exploit them to particular effect. We're actually seeing this right now. It was a bit of a headache in this morning's meeting when I was talking about the Xenothreat stuff. We were going through PvP and apparently some players have figured out this super clever way of very quickly sharing credits and getting out of prison, et cetera. It's always the case, which is it's an ongoing battle. When you provide a bunch of these raw elements, people will find unintended ways of basically accomplishing their effect. And I personally have always loved that, because that was always my favorite thing in games, was being able to craft what I felt was my own unique solution. In other words, what I don't want to do is expend copious amounts of time trying to figure out the one solution that the designer dictated would solve this particular puzzle. I'd rather give players a bunch of these logical elements and they can string them together in all sorts of ways. I kind of referenced that just briefly earlier with the prison guard, which is, well, if prison guards respond as they must to audible events, then if you can do something that generates a noise over here, then of course they should go to investigate. And so a clever player would basically say, hey, the same way that they'd go investigate a noise, and that would become a problem for you if you're trying to infiltrate an area, can actually become a great means for you to temporarily distract them so that you can get through a door to escape the prison, etc. And so all of this stuff comes back to the same thing, which is giving players the freedom to basically play the game how they want and having the system push back in logical fashion. So if we don't want a lot of player-versus-player stuff in this area, then we should bring logical elements of the game, more security, larger penalties in that particular area, things of that sort, to discourage it. It's still possible. But I wouldn't aim to reduce it to zero or to make it impossible, because impossible to me is never particularly fun. I'd rather make it so that if you want to basically accept the consequences of your actions, then more power to you. In some places, those consequences will be fairly minimal. In other places, they'll be quite large. And you see this across the law system, where we've got 40 different infractions, and some things are viewed as a minor little infraction. You basically pay a fine. Other things actually lock you into prison. And right now, like I said, it's fairly easy to escape prison. It won't be in the future. That will actually become a much more significant challenge.
So it sounds like the approach that we will generally take is to try to plug as many different groups and peoples and play styles into these events as possible, try to provide something for as many play styles as we can, including PvP.
Yeah. And the PvP is just, you always have to be sensitive to it, because a small number of players can always ruin the experience for a lot of other people. And so you do have to put a significant amount [of focus on it].
That's not PvP though.
Yeah, but again, how are you going to deal with that? And certainly there are some aspects where you take administrative action, but in general, to me, if you have to take administrative action, it usually signifies that you failed at something within the game. It's like in the real world, if I go out and I wreak havoc, there will be very real and obvious consequences that you quickly suffer, and it should be the same thing in a game, to where you can do it, but you better be extremely clever about how you go about it, or else the system's going to respond in logical fashion.