50% Credit Bonus on Open Play Server

Ha now thats just Genius.
So your trying to make the Game which I play for relaxing more Hardcore and I am trying it with yours xD

Also.
I dont really see how its an Penalty to Private Groups or Solo.
Its simply an Reward for taking the higher Risk of being dragged into PvP.
Nothing more and nothing less.

You get not a Single Cent Less in Solo or Private than you had so far.
They could basicly add this change and the Solo and Private Players would not even notice because they don't play Open anyways.

Says the guy that was freaked out about a suggestion to let joystick players get higher rewards in War Thunder for having a much more difficult and realistic arcade battle experience than 21st century sniping mouse instructor. When we mentioned scaling the rewards by making them increase with the difficulty of game controls which rewards you for removing computer assistance from mouse etc you balked.

But now you want the exact same kind of perk in this game for yourself. That game you use a mouse and didn't want others to get a bonus but this one the tables are turned.
 
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''This idea does not really bring quality pvp, only strong abusing weak. Why do you want this kind of lame pvp?''

you call it just that ? it would fulfill the word ''sandbox'' meanning every role would get real, it would help create player territories, it would give factions their own devotees, create mining groups with armed escort who build stations and who trade their goods for station upgrades (assuming that rumour is true), it would give trading a new dimension (trading goods that other players need, not just what the npc market dictates because this is just plain grinding), freight services, mercenaries would get hired, bounty hunters would have more business cleaning up the galaxy, crafting would have to be introduced, bla bla blaaaa
that's probably why solo and open can't be separated. this game is a simple waste of potential and it's ment to be like this. lol


Because all you said ends to "just that".

Will it be so that there are 5 players in some place escorting Type 9 full of palladium, and then a guild of 100 decides that only 5 members will attack, and if they cannot win they will let them go.

I understand that EVE is for many, but "Mass > Skill" pvp is not for me. I hope ED will do it better than EVE.


Player run economy is nice, I am not saying anything bad about that, but it is not mandatory. In Elite players are insignificant. Elite feeling is that there is a vast space to explore and players try to survive in it, not to rule it. (I agree, at the moment it is not that Dangerous)


It is good that every game is not the same.
 
Because all you said ends to "just that".

Will it be so that there are 5 players in some place escorting Type 9 full of palladium, and then a guild of 100 decides that only 5 members will attack, and if they cannot win they will let them go.

I understand that EVE is for many, but "Mass > Skill" pvp is not for me. I hope ED will do it better than EVE.


Player run economy is nice, I am not saying anything bad about that, but it is not mandatory. In Elite players are insignificant. Elite feeling is that there is a vast space to explore and players try to survive in it, not to rule it. (I agree, at the moment it is not that Dangerous)


It is good that every game is not the same.

1. you don't go hauling where you know there's a bigger force waiting there. the very basic of trading is information.

2. how large will be the group is entirely up to the devs. eve is another story, it was made with large fleets in mind. i play that game solo or in a small group.

3. you can't have a quality singleplayer game if it was made for multiplayer. what you're left with is grinding, and the ''go to open play to waste your credits'' gimmick

4. no player really rules the game. he might claim that he does because he's some crazy but if you look closer, the reality is far from that. like i said, large fleet battles can happen only if the devs want to.

seriously i'm not pushing anything or trying to, because all this is not even doable here :p
 
Another thing you have to consider is that the game might be playing as FD intended. They have always said that player encounters would be rare but hopefully rewarding. There are lots of people playing in open. Judging by the recent server update. FD can control the frequency you meet other players, they increased it a bit a few days ago.

So they can control how frequently instances join up metaball fashion and roughly gauge how often players get to see one another.

I suspect the way it is now is by design and working as FD intends. At least for the time being.
 

Robert Maynard

Volunteer Moderator
Currently some players, myself included, are worried that there are not enough open players playing to support that format and it may eventually die off. So we want to encourage some players to play open. Basically its the Traders, miners and explorers that originally intended to play open but are playing solo instead that we want to encourage. Some of us recognise that currently there is a penalty for traders, miners and explorers to play open. Generally CMDR's are much better pilots than NPC's and the chances of losing ships and cargo are higher. So the OP's idea is to reward players who take that risk. As a way of encouraging open play.

As I said in a earlier post. Solo players will not be penalised. I really dont see why solo players would be upset if open players earn more credits for the increased risk since they are not competing against anybody.

All players equally support the game - open is simply one setting on the matchmaking system, solo is another with private groups yet another. All modes share the same galactic background simulation. All modes share the same servers. Open players support the game no more or less than any other.

It necessarily follows that a bonus for one mode is a (relative) penalty for the other modes - it really is that simple.
 
3. you can't have a quality singleplayer game if it was made for multiplayer. what you're left with is grinding, and the ''go to open play to waste your credits'' gimmick

I agree -> They have not yet introduced the end game, nor enough PvE content.
 
All players equally support the game - open is simply one setting on the matchmaking system, solo is another with private groups yet another. All modes share the same galactic background simulation. All modes share the same servers. Open players support the game no more or less than any other.
isn't the game supposed to support the players in a way ? i'm reverting this because currently in open you are literally ''supporting'' those who play solo by simply waiting if they will appear or not. as the game develops and becomes more complex this will become an even bigger troll for those who want to influence the game in open mode.
example: i bought 1000 units of robotics needed in a station just to realize everything is already there because some other solo trader started the route before me. lol nice.
but if i'm wrong, or if it's not how it really goes pls let me know. feels like discussing runescape.

E: anything similar caused by game saves won't make a big difference than this, so don't come up with meaningless details
 
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I agree -> They have not yet introduced the end game, nor enough PvE content.

There will be no end game. It isn't that kind of game. As for PvP, it isn't a PvP game. It's up to them if they want to increase it. That's what anarchy and conflict zones were for.

This game is supposed to be an evolution of the last 3 games. The last two didn't have fun dogfighting combat at all unless you called head on jousting at 1000's km per hour fun. I'm glad they went back to the original games combat style. Personally I don't think that area is broken. Only lack of communication and ability to hook up with other players in small wings.

If you bought Betas in the $150+ price bracket then you will get to play those MP parts earlier in the upcoming testing phase.
 
You know what I'd do if I was a Solo Play type, and saw FD bring in an (ill-thought-out, in my opinion) "50% Credit Bonus for Open Play" rule?


I'd fly to some backwater system in the middle of nowhere (in Solo), check out the "Traffic Report" and make sure it wasn't frequented by anyone, scope out a decent trade route (in Solo)...

...then switch to Open Play and go back-and-forth-and-back-and-forth-and-back-and-forth-and-back-and-forth-and-back-and-forth-and-back-and-forth-and-back-and-forth-and-back-and-forth-and-back-and-forth until I had some serious hard-earned in the bank.

If I saw someone in the traffic report, I'd move on (in Solo), and find a new backwater.



Amazingly... and you just knew I was gonna say this...

You can do this right now.



Because the human-populated galaxy area is Really Big, it's perfectly possible to play in Open and not see another player.

Consequently, a "50% Credit Bonus for Open Play" would NOT encourage those who prefer Solo Play to join in and interact with others. They would either ignore the (rather dodgy) carrot completely, or fly off to the other side of the black stump and "exploit" it. Oh no, now I've thrown in the "exploit" word, too! argh! It all just got REALLY COMPLICATED!


No, I doubt you'd see a heap more people "having fun in Open" because of a credit bonus.



The way to encourage Open Play? Make "Open Play" a fun and attractive mode of play.

Make a list of what people like about it, and what they don't like about it. Then do more of the things on List #1, and look at ways of making the things on List #2 palatable to more people. :)
 
Lots of sarcastic words with a point valid only in a status-quo premise

Yes the open play space is mostly unpopulated by players and while more features will indeed help with the issue the risk will always be higher in open-play. If you get more people looking for back-water system your chances to cross path with one will increase and at some point maybe a fellow trader will decide to root you out with fire from his back-water system. There are a lot of improvements and features that FD can add to the game but that will take time while what is proposed in this thread is easy to implement with a very small impact on the over-all balance of things.
 
I bought this game on 19th Nov and have been playing in open mode from day 1, in just short of 2 months play I have been interdicted twice by the same Cmdr in the space of 5 minutes in the Sol area.
( I let him off the first time, the 2nd time he was just space dust when I went on my merry way)

Other than that I have only seen Cmdr's on my sensors and 1 whilst I was undocking and he was docking. If players are playing in solo mode to be safe, then let me tell you the chances of you seeing
other players in open-play is remote, unless your specifically looking to meet them by travelling from system to system looking for player populated areas - war zones etc are such places, you wont see any.
I recently docked at a station in Empire space - the traffic report indicated it, as quite popular >270 vessels in the last 24hours ranging from Sideys to Condas!
I decided I would hang around in that area doing the missions, mapping the systems around that one, bounty hunting npc's at nav beacons - 10 hours later and I still had not seen 1 Cmdr...

Bounty Hunter/Explorer
and trader when i need an upgrade...
 
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I'll paste this here, as it's actually better as a response in this thread than the one I originally posted it in:

I'd actually like to see stats on how many players are actively switching between Open/Solo. I bet there's really not that many.

The only real "answer" I can see (to a problem that I don't entirely believe exists) would be to inject some sort of incentive for Open players - but of course this changes the balance of the game. An idea I had was to either;

a) Give some extra credits (max... 5%?, on a sliding scale) for trades made where there is lots of player interdiction activity. Market prices should take number of local (player) interdictions into account. This concentrates the PVP where the PVP happens, if you see what I mean. Traders make more money on dangerous routes, so more traders willing to risk PVP (in theory) use the routes, and more pirates use these routes thus forcing the "danger money" bonus up.

I feel that this is actually a good idea regardless of trying to fix this issue - dangerous routes = more risk and should = more reward.

Problems: Market prices are shared between Open/Solo, so manipulating market prices directly using number of attempted interdictions makes the prices go up in Solo mode too. Like I've said before, I don't think there IS a problem here, and that in all honesty the OP's issue of people bouncing from Solo/Open for tactical benefit is a red herring problem - that it simply does not exist (or at least not to the level that it will affect gameplay in any meaningful way).

b) Rather than applying the bonus to market prices, maybe apply a similar bonus to missions, particularly trade missions. More local interdictions = higher mission rewards. This can more easily be separated from Solo (again, not something I think is necessarily a good thing) to provide a "bonus" which is more in context than the previous "blanket bonus for Open play" suggested.

but either way, I don't really think there is too much to be concerned about here, although FD could well show us statistically if there is actually a core of players who swap over consistently (but proving that it is tactical gameplay could be problematic).

tl:dr Bonuses where bonuses are needed - player interdictions cause prices to rise locally, thus providing an incentive to trade in systems that are frequented by players/pirates. I don't think it's actually required to address the OP's problem, but I think it'd actually be a good idea on it's own merits.
 
The game hasn't been out a month yet. It's in its infancy with lots more to be added. Wings and other MP related updates are due soon.

It was mentioned that missions are getting a update with more complexity and depth.

The server was tweaked last week to make player meeting more frequent.

Comms are broken which makes mp a waste of time unless you just want to kill stuff with no interaction.

---
Is just going to take time and patience for the game to mature. FD are not going to do anything drastic. They have a lot of info on the game design in the forums and are sticking to it methodically.

If you don't like the game now. Play something else did a couple of weeks and check updates and feedback play some more later.

The were weeks that I didn't play during beta. Ultimately this is still beta with a good bare bones core. But even simple things like chat and teaming up are not working properly.

A lot of us have waited 30 years for this game and are happy to wait a little longer . It's fun now and will only get better.
 
I fully support some kind of system to reward open play since it is a lot more risky, or why does people want to play solo? Perhaps npc's could be better pilots and more aggressive in solo play, so the difference in risk between the 2 play styles level a bit.
 
Considering that it's rare to meet anyone in open anyway. That kind of advantage sounds unfair to me. Don't know why I am here to be honest. FD has made it clear how they stand on this stuff throughout the last two years.

Now that they took offline play out, those people have no choice but to play solo. I play in the Mobius PvE group which has almost 3000 members. So I don't know much about solo. Only used solo a couple of times before security forces and station defences were added and you would have anacondas parked out side killing everyone spawning into the game.
 
I'll paste this here, as it's actually better as a response in this thread than the one I originally posted it in:



tl:dr Bonuses where bonuses are needed - player interdictions cause prices to rise locally, thus providing an incentive to trade in systems that are frequented by players/pirates. I don't think it's actually required to address the OP's problem, but I think it'd actually be a good idea on it's own merits.

I used to play party, never solo. Now I play exclusively in open play because you can't hunt other players if you're not in the thick of them.

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Considering that it's rare to meet anyone in open anyway. That kind of advantage sounds unfair to me. Don't know why I am here to be honest. FD has made it clear how they stand on this stuff throughout the last two years.

Now that they took offline play out, those people have no choice but to play solo. I play in the Mobius PvE group which has almost 3000 members. So I don't know much about solo. Only used solo a couple of times before security forces and station defences were added and you would have anacondas parked out side killing everyone spawning into the game.

It's not rare to meet people in open play. I see at LEAST dozens of players in every single system. In heavily populated constellations, I see dozens of players at a time in every system.
 
Where I'm at less than 60 people visit the same stations as me a day. And some of those might be duplicates if they count visits and not individual ships. Only saw two people in a whole week.

I did start pretty far out, nearest friend was over 100ly away. Since chat barely works none of us have bothered to meet up and I started playing in the Mobius group more and more.
 
I used to play party, never solo. Now I play exclusively in open play because you can't hunt other players if you're not in the thick of them.

I'm not entirely sure what your point is? :)

...but the more I think of the "more interdictions = more trade profit" idea, the more it makes sense; supply/demand, difficulty of getting goods to the next station driving prices up, creating hotbeds of trade and PVP...

It's not rare to meet people in open play. I see at LEAST dozens of players in every single system. In heavily populated constellations, I see dozens of players at a time in every system.

That's very true, last two days I've seen more people in a single system than I did since launch - and that's no exaggeration.
 
Here's a better idea: make solo/group play not have any effects on the open play universe. That way, organized play (like the recent blockades) or people driving off capital ships in warzones in solo mode do not circumvent the efforts of the open mode players.
 
There will be no end game. It isn't that kind of game. As for PvP, it isn't a PvP game. It's up to them if they want to increase it. That's what anarchy and conflict zones were for.

The moment when you have enough money to buy everything, and maybe even Elite rank. Then what are you going to do? Just continue to grinding more money? Or maybe there could be something more? Elite will have an end game, I am rather sure about it.

I assume they want both to be good, PvP and PvE.
 
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