Re: Elite: Dangerous - Design Decision Forum
Posted: Sat Jun 08, 2013 10:29 pm
Elite: Dangerous - Groups
Skinny of the player grouping system from FD (This has already been posted to the DDF archive on the Frontier Forums).
Skinny of the player grouping system from FD (This has already been posted to the DDF archive on the Frontier Forums).
Sandro Sammarco, Lead Designer- Elite: Dangerous wrote:Hello you lovely backers!
Here's the skinny on our player grouping system. It's been through the DDF (thank you!) and internal debate. Have a gander.
The usual caveat applies - any paper design is bound to change during implementation/as issues ariese - these documents are statements of intent.
Groups
A player can only exist in one of the following groups at a time:
As described above a player also has a Friend List that they can manage which helps facilitate inviting players into private groups and allow preferences to be taken into account when joining sessions:
- All Players Group– Players in this group will be matched with each other as much as possible to ensure as many human players can meet and play together
- A player’s Friend List and Ignore List is used automatically to indicate preferences in match making so that friends will be matched instead of others if a choice exists(though this is a fuzzy system so there are no guarantees)
- E.g. In a nearly full session a player with more friends in the session than that of another arriving at the same time would mean the first player getting in and the second spawning a new session instead
- Players can use an option to indicate they would like friends of friends to be included in the preference system described above (which basically expands their friends list for the purposes of preferences under the hood only)
- Players playing on ‘Iron Man’ mode will only be matched with other ‘Iron Man’ mode players
- Private Group – Players in this group will only be matched with other players in the same private group
- Players can create their own private group and invite people into it
- To help facilitate inviting players into a private group, players can be indicated as friends in game and can be selected easily for sending invites out too
- Any player can be invited into a private group regardless of friend status so player name searching and direct in-game selection is possible
- A player who accepts such an invite will be removed from their current group upon the next hyperspace jump and be placed in the private group of the inviting player
- A player who refuses such an invite will remain in whatever group they were already in and the option to ignore future requests from that player during the current gaming session is presented
- Players can only invite other players of the same type (normal, iron man) to a group
- Players can save private group settings including players to invite to allow quick selection and set up of groups
- A player can set an option to allow friends to “quick join” into their private group
- They can change this option at any time
- Players will be able to see on their friend list that other friends are in private groups and that some may have a symbol indicated they’re free to “quick join” into the group without needing an invite
- The “quick join” option can be extended to allow friends of friends in freely also
- A player wishing to join another player’s private group will have to message them asking for an invite as there is no way to formally request admission into the group
- Players will thus typically set the “quick join” option if they don’t want the hassle of their friends having to message them when they want to join in with the group
- Only the original private group creator can invite others into their group. They can also do the following:
- Kick other players out of the group
- Disband the group resulting in all the other players entering their own individual private groups with “quick joining” disabled (gives them the opportunity to play solo or decide to join the all players group)
- Pass their leadership and thus all these options to someone else in the group
- Upon disconnecting, logging off or leaving the group automatically passes leadership to the oldest private group member, i.e. the first player to accept an invite into the group that is still present
- When creating a group the player creating it can decide how the group will react to crimes committed by players while in the group
- The player can decide to either count only crimes committed against other players, or against AI ships
- The player can decide if a player who earns a bounty is either kicked back into the all players group, or can be kept in the private group
- Solo Group – Players in this group won’t be matched with anyone else ever (effectively a private group with no one else invited) with the following properties:
- Players in this group are effectively indicating they want to be left alone and not disturbed by anyone else
- By default group and friend invites are ignored but this can be enabled if desired
- By default a player’s online status is hidden (set to offline) from others but this can be change if desired
- A player in this group can still see when other friends come online and can message them
- A player in this group can still receive messages from friends (possibly revealing the fact that they are online by virtue of return messages but still indicated as being offline)
A player also has the option to add players to an Ignore List which does the following:
- A player can request friendship with others
- An accepting player will add themselves to the player’s friend list as well as adding the player to their own list as well
- A refusing player will remain off the other player’s list and the option to ignore future requests from that player during the current gaming session is presented
- A player can remove a friend from their list at any time and such removal will also take them off that friends list at the same time
- Requesting a friendship can be done inside and outside of the game client
- Friends will be matched with each other as much as possible when entering new sessions
- If a choice needs to be made between which players to allow access to a session the player with the most friend influence will trump a neutral or ignored player
- Players Friend lists are based on player accounts, not player characters
- Removes any friendship between the players automatically (players can’t be friends with players they ignore)
- Ignores all communication from them in game
- Ignores any friend requests from them
- Is active across multiple gaming session until changed by the player (this is different from the options presented in the above sections as they only last as long as the current gaming session)
- People on others ignore lists will not be favoured if a choice exists when match making players together
- If all players in a session have the same player ignored then that player will never be able to join that session
- If at least one player is neutral or friends with the ignored player above then they will be able to join that session providing there is no better suited players trying to get in at the same time when only one slot is available
- If a person earns a bounty their ignore list and friend preferences won’t affect matchmaking, and bounty hunters will still be able to encounter the player, even if the bounty hunter is on the player’s ignore list
- If a player is in a session with another player on their ignore list they will still receive messages relating to that players in game actions and pre-canned dialogue, such as declarations of piracy
- If a player follows another player’s hyperspace trail, the ignore rules cannot be applied to them. The players will join their next session as a group
- Players Ignore lists are based on player accounts, not player characters
In addition to the groups presented above a player can be a part of an Alliance with other players. This is a separate entity that operates within the boundaries of whatever group the players are in:
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- A player can only ever be in a single alliance at a time
- Alliances allow players to indicate trust between themselves so they:
- Can freely jettison and pick up cargo between themselves
- Can fire upon each other without criminal implications
- Gain the same criminal fine/bounty if one or more other members commits a crime
- This only occurs if the player is in the same vicinity as the player committing the crime
- Have the ability to slave hyperdrive systems together to make travel easier
- Get matched as a whole during slaved hyperspace travel and if not possible spawn in their own instance at a location rather than splitting the alliance up
- Alliances in the all players group allow those in the alliance to come across other human players as normal except the game is explicitly trying to keep the alliance together when they arrive at the same location through match-making
- This is in addition to the normal preference system and operates by giving a much higher weighting to alliance members when determining preferences over friends for example
- Alliances in a private group would only meet other players in that private group
- Depending on the size of the group, players may typically be in an alliance with everyone else in the private group but multiple alliances can exist in a larger private group if desired
- Creating an alliance is handled exactly the same way as creating a private group with the caveat that anyone in the group can invite other players (including non-friend players) into the alliance and no one is the leader
- In the all players group any player can be invited into the alliance by any alliance member
- In a private group only the players in the private group can be invited into an alliance by alliance members
- Players can vote to kick an alliance member out of the alliance
- After a set time limit the vote is closed and the majority is taken to decide the outcome unless all members have already voted or the required number of votes is reached
- Players can leave freely of their own accord
- Any criminal status or reputation earned as a consequence of other alliance members behaviour is kept after leaving an alliance