Modes The Solo vs Open vs Groups Thread [See new thread]

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Again, sorry. You do have a habit of making these "freudian slips" don't you.

As I actually know what a Freudian slip is and you apparently don't it's hard to respond. And don't edit my posts, it's classless and rude. And the word Assertion is wrong. The correct word is 'fact'.
 
Its just plain stupid to have the solo and the online achievements/credits/"call it whatever" within the same save. Its two different things, which needs two different savegames, whereas the online one is obviously stored online and the solo one is stored on the client (or also online).
Solo + private groups can share the same save.

There is nothing more to add. Thread can be closed now.

Such.. what do you call it... confidence?

You forget that switching between solo is not just for the purpose of avoiding PvP. It can be because you are going to spend two weeks in a hotel and want to continue your journey. So that commander has to start from scratch, earn less, just because you and a couple of others decide that Open is a privilege?
 
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Rule 101 in piracy: Don't poop in your feeding bowl.

Destroy a ship, you get a bigger bounty. Bring his hull down to teach him a lesson, maybe. If you murder, the Mark next time would rather Self-Destruct since you are going to kill them anyway and not give you the pleasure. Killing is not good for piracy.

Unless you haven't go the skill or self-control to stop firing that death-beam... :p



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You who?


I disagree. If they run, kill them. This is common in war and in piracy. Once word gets around, people don't run.

Alexander the great like other famous generals would be fair with towns and cities that surrendered, but the would murder every man woman and child if the town resisted. Most surrendered.

This is the preferred method as in the long run you have to do much less fighting which in turn keeps costs down.
 
Your idea reduces the risk for traders playing in open but it is still more risky that solo, so why would they bother?

Back during development the devs mentioned making NPCs both more common and skilled in solo, to even up the difficulty and risks. Anyone knows if this is the case?

Because, if it is, then making loses lower when facing players would actually make open mode less risky than solo.

(Which I see as fine, mind you; most MMOs reduce or even remove the penalty for death if that death is caused by players, and I myself only engage in PvP when, among other things, there is no penalty for death.)
 
Its just plain stupid to have the solo and the online achievements/credits/"call it whatever" within the same save. Its two different things, which needs two different savegames, whereas the online one is obviously stored online and the solo one is stored on the client (or also online).
Solo + private groups can share the same save.

There is nothing more to add. Thread can be closed now.

Outstanding!

Where have you been for the last two years? You could have saved us all so much time...

:D
 
As I actually know what a Freudian slip is and you apparently don't it's hard to respond. And don't edit my posts, it's classless and rude. And the word Assertion is wrong. The correct word is 'fact'.

If you had followed the conversation you would know why the phrase "freudian slip" was used.


So this guy is sitting at work and he turns to the guy next to him and says...
"Man I did a right freudian slip last night"
His mate just looks at him blankly and asks "A what?"
So the guy says "you know, a freudian slip - where you mean to say one thing but because of your subconscious thoughts something else actually comes out"
"No", says his friend, "explain"
"Right," says the first guy, "so I was at the train station and the woman behind the counter was very well endowed up top, if you know what I mean? Well I meant to say - can I have a first class ticket to Tooting please - but what came out was - can I have a first class y to Tooting please?"
"Ah", says his mate, apparently satisfied with the explanation.
---
---
So the next day the guy's mate says "Hey, I did one of those freudian slip thingies last night."
"Did you?" asks his friend..
"Yea" he replies, "I was sitting at the table having dinner with the missus and what I meant to say was - can you pass me the salt please dear - but what came out was - you ruined my life, you cow!"

Sorry, thought it was time to lighten the mood.
 
I disagree. If they run, kill them. This is common in war and in piracy. Once word gets around, people don't run.

Alexander the great like other famous generals would be fair with towns and cities that surrendered, but the would murder every man woman and child if the town resisted. Most surrendered.

This is the preferred method as in the long run you have to do much less fighting which in turn keeps costs down.

Actually, word has got round. The response has been "Well since they are only going to blow me up, I'll self destruct and take the cargo with me." So your assertion that this works appears not to be the case in this scenario. Probably because the insurance and escape capsule mean that death is less meaningful (but no less painful financially.) Plus, when they get to a point that they cannot risk it, they would rather walk away and not play.

War is once thing, but piracy requires a regular income. Pirate too hard and the Bounty goes up, and the rewards go down (Marks avoid the area.)

Your 'prefered method' may be fine for your costs, but it doing murder to ya supply... hence all the calls for pulling people out of open!
 
Back during development the devs mentioned making NPCs both more common and skilled in solo, to even up the difficulty and risks. Anyone knows if this is the case?

Because, if it is, then making loses lower when facing players would actually make open mode less risky than solo.

(Which I see as fine, mind you; most MMOs reduce or even remove the penalty for death if that death is caused by players, and I myself only engage in PvP when, among other things, there is no penalty for death.)

I have not noticed any difference
 
Sorry, thought it was time to lighten the mood.

Thats the point of this whole thread, is for the entertainment value and to keep the forum tidy. We know the player choice design stuff isn't changing, this stuff has all been hashed and rehashed hundreds of times, that boat sailed during development . Amusing quip though.
 
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I can't help it. It just astonishes me how many PVP'ers, think it's there God given right to have the PVE type player base forced into there space, for nothing more than there targets. It's almost like a PVP game doesn't exist in all play, unless non PVP players are forced to get involved for there benifit.

It just astonishes me how many people continue to think its only the mythical 'pvp bad men' that prefer open mode and not more realistically, people that just want a populated and dynamic MMO space sim.
 
It just astonishes me how many people continue to think its only the mythical 'pvp bad men' that prefer open mode and not more realistically, people that just want a populated and dynamic MMO space sim.

Which is why this whole "debate" falls flat. There are plenty of people that prefer to play on Open in all roles. The core systems are packed with CMDRs. This whole discussion is a non issue.
 
Thats the point of this whole thread, is for the entertainment value<snip>

Well in that case...

I was down the pub with my friends and Bill turns up. Now Jack can talk the hind leg of a donkey, but only Bill can convince it to walk again. So bill starts talking about this game he's picked up. How it's dangerous and exciting. In the middle of his spiel, about thirty minutes in, Jack excuses himself and heads towards the general direction of the gents. After another thirty minutes Jack's not back. I get worried about him. So I call him on his mobile... No answer, but I get a text message... "Tell Bill I've slipped in to Solo..."
 
Actually, word has got round. The response has been "Well since they are only going to blow me up, I'll self destruct and take the cargo with me." So your assertion that this works appears not to be the case in this scenario. Probably because the insurance and escape capsule mean that death is less meaningful (but no less painful financially.) Plus, when they get to a point that they cannot risk it, they would rather walk away and not play.

War is once thing, but piracy requires a regular income. Pirate too hard and the Bounty goes up, and the rewards go down (Marks avoid the area.)

Your 'prefered method' may be fine for your costs, but it doing murder to ya supply... hence all the calls for pulling people out of open!

Actually war requires a regular income too. Not sure if you noticed but you seemed to have ignored or missed the part where I said "if they run".

If you blow your self up, I cant see it making any difference to the pirate. They just look for another one. Its a bit like a home owner destroying their hose to avoid the "door to door salesperson". They just go to the next house.

As far as people pulling out of open. Yes, thats why I think profits should be double for open players. To offset the additional risk.
 
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It just astonishes me how many people continue to think its only the mythical 'pvp bad men' that prefer open mode and not more realistically, people that just want a populated and dynamic MMO space sim.

No, you are quite right. A lot of people love Open. However it appears to be (not exclusively) the characteristic of those promoting the following that love PvP encounters, or are into PKing for Lulz:

  • Removal of the mode switching
  • Incentives to bring people out of open/nerf Solo
It's people like me who propose that these are the same people who decide it for those who have that bad experience that pushes them into solo.

But then people like me can't go into Open for technical reasons. So the idea of Nerf Solo/Incentivising/Separating grates, seeing I paid the same for the game.

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Actually war requires a regular income too. Not sure if you noticed but you seemed to have ignored or missed the part where I said "if they run".

If you blow your self up, I cant see it making any difference to the pirate. They just look for another one. Its a bit like a home owner destroying their hose to avoid the "door to door salesperson". They just go to the next house.

As far as people pulling out of open. Yes, thats why I think profits should be double for open players. To offset the additional risk.

Actually, the Russians in WWII facing the German advance make my point for me. Nuff said. :D :p
 
It just astonishes me how many people continue to think its only the mythical 'pvp bad men' that prefer open mode and not more realistically, people that just want a populated and dynamic MMO space sim.

Nothing wrong with preferring ALL. Personally in principle I do too.

But preferring something yourself is totally different to forcing that preference onto others, esp when in some instances it completely and utterly bones them!.
 
No, you are quite right. A lot of people love Open. However it appears to be (not exclusively) the characteristic of those promoting the following that love PvP encounters, or are into PKing for Lulz:

  • Removal of the mode switching
  • Incentives to bring people out of open/nerf Solo
It's people like me who propose that these are the same people who decide it for those who have that bad experience that pushes them into solo.

But then people like me can't go into Open for technical reasons. So the idea of Nerf Solo/Incentivising/Separating grates, seeing I paid the same for the game.

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Actually, the Russians in WWII facing the German advance make my point for me. Nuff said. :D :p

Poorly equipped they died in their millions but exhausted the enemies supplies. The difference in this case is...... they fought and didn't run (although, maybe not willingly in all cases).
 
I have an honest questions to those who advocate trading in open be boosted in terms of rewards over solo trading -
Would it make you, yourself, trade more in open than you currently do? I'r really like to know why this would make you trade more often (or why not).
 
Poorly equipped they died in their millions but exhausted the enemies supplies. The difference in this case is...... they fought and didn't run (although, maybe not willingly in all cases).

Poorly equipped to fight, traders died. Those that stayed, burned their cargo so that the pirate/PKer would have nothing to gain. Fortunately there was escape from the onslaught: Those that fled, fled to solo/groups. Praise FDev for the fact that there are still traders playing the same game, waiting for that day when the PKers run out of fun and leave, hungry and starving, back to the places they came from.

The end. Happier endings!!!
 
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