One Simple suggestion that could nullify the Solo/Open argument AND end the fear of Greifing

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This exact thing was discussed at length last year they looked like they were "leaning towards it" but it went quiet.
 
problem: most mostly harmless playeras arent really mostly harmless. so the whole "skill" thing had to be reworked. or they have two skill badges - one for themself and one shown to others..
 
I wonder since a time why we have open and solo and not "open with PvP" and "open without PvP" or as some suggested a flag to mark PvP wanted or not.

While I would have preferred not splitting the players into solo and open, I think it's better than a "PvP flag".
 
Im sorry OP. But no way.

There is no griefing in this game. period.

The people who whinge about being griefed are being griefed volutarily. If people are scared of other players: play solo. The anti-griefers have solo mode. Us PVPers have open play. Don't ruin open play for the people who actually want PvP because people are too stupid to play solo.

grief.jpg

Ive posted this meme that many times im going to have to make it my sig.
 
You've only looked at it from one angle. That of PvP and griefing etc. What about those players who just want the solo play experience or who have a crappy connection so thjat solo is all they can manage most of the time? How is this good for them?
 
Simple really....

Just don't differentiate players and NPC's on the scanner.

1) You can't greif players if you cant't distinguish them from AI's
2) It would make interdictions so much more unpredictable and exiting.
3) It would completely eliminate the need for a solo mode, hence eliminate the switching exploits and all the arguing...

In a way, I like it. Also drop the CMDR tag. Hmmmmm :)
 
No, while I understand where you're coming from, players are such a rarity that it's great to see them on radar.

I don't see griefing in ED as a problem that needs solving.
 
Playing Solo exclusively with no interest at all in playing Open, I somehow fail to see how your ideas would make my gaming experience any better.

Well its quite obvious then, his idea simply wouldn't affect your gaming experience, whatever that is, so no requirement for you to pipe up with a comment. Not sure why you even did.
 
Simple really....

Just don't differentiate players and NPC's on the scanner.

1) You can't greif players if you cant't distinguish them from AI's
2) It would make interdictions so much more unpredictable and exiting.
3) It would completely eliminate the need for a solo mode, hence eliminate the switching exploits and all the arguing...

AFAIK it was actually supposed to be this way, with players having a transponder they can turn on or off.
I always lked this idea. A shame it never made it in.
 
I don't see the problem as things stand.

Those who don't want to participate in PVP play Solo, those who do play in open. If there aren't enough people in open then that tells its own story. There is very little griefing in this game purely because it caters to both types of players.

People should be encouraged to play in open play, not forced. Encouragement could be incentive based.

This game has other problems that need addressing.
 
I had a thought the other day of disabling solo play after a certain amount of solo played time. Say.. 100 hours or so.. So new players could still enjoy the safety (if they want) of solo play and peeps would gradually use up all of their solo play time and come into the big bad world.
 
Well, the game may need "rebalancing" for PvP (e.g. insurance costs), but it's hard to "hide" the players and we'd still want them to talk to each other...
 
So in order to stop those PvP players from bounty hunting, robbing traders and murder civilians, you grief them by making everyone look like a NPC?

an absurd statement. Are you honestly saying you can only have fun if someone else suffers? That is pretty much the definition of griefer.

Playing Solo exclusively with no interest at all in playing Open, I somehow fail to see how your ideas would make my gaming experience any better.

Still this. But I am certain FD are making progress as we speak to make Open Play more attractive to people who don't want to kill or rob players.
 
Well its quite obvious then, his idea simply wouldn't affect your gaming experience, whatever that is, so no requirement for you to pipe up with a comment. Not sure why you even did.

Because (and this is the bit that the militantly proPvP camp refuse to hear) from his point of view he loses much and gains nothing by going to open, even if he's a "solid square". The ONLY thing that changes for him is now he may have to deal with people who want to shoot him, which in solo he doesn't have to. Sure PvP combat may be the best part of the game for YOU but it obviously isn't for him or he'd be in open already, so forcing him there help's the proPvPer's game AT THE COST of the antiPvPer's.

TL;DR You need him a whole lot more than he needs you.
 
Good idea. It would also give those who really don't want to deal with PvP an easier time of hiding outright, if they opt for the Go-To-Some-Distant-System route. A pirate or bounty hunter will only be as interested in them as they would any NPC, minimizing the chance of discovery, and all but eliminating the chance of outright camping, unless the trader says something to break the NPC illusion of course. xP Bravo. ^_^ Maybe an optional tag for the players that want to DECLARE they're players so everyone can see, so those with a 'Come At Me, Bro!' attitude can continue it.

Edit: That being said, while I do think this would be the best way to implement a Solo-less game, it's more like 'As Close To Perfect As Can Be' than actually Perfect. As has been pointed out, those not interested in player-interaction aren't going to be raring for 'It's LIKE Solo Mode Sorta!', and can't help but think more than a few PvP centric players would be displeased at the thought that they CAN'T identify players who don't want to be identified, leaving it up to a coin toss on whether they're targeting a player, or another NPC.
 
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