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

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In my opinion a very easy solution for most of the problems would be to decrease death penalty dramatically. Give us a very, very cheap insurance - even for cargo! So i think many solo players would change to open because even those PKs are just an annoyance. Nearly nobody would then use combat logging, and playing in solo mode would feel like the offline option that FD kicked. No save/load but getting killed would just cost a few credits and not perhaps some million credits because of cargo loss. Additionally the PvP people would get more opponents.

Why not doing just this? Who really likes being pushed back for several hours because of getting blown up? I think this is the main reason for playing solo.
 
Because the ability to switch modes gives advantage ONLY to traders and PvE'rs whilst giving NONE to PvPers.

So this would be one of the design decisions made explicitly to discourage PvP, then? That's been one of FD's goals all along and they've been 100% open about that fact since the kickstarter.
 
Well no wonder it doesn't make sense to you if you expect people to find Player Versus Player activities in a SINGLE PLAYER mode. o_O

Ahem, still waiting for your answers here....

Could you clarify that please? What are these advantages and why do PvPers not get any advantages? Edited to add: And you still haven't answered this question... How do you know the player didn't make all his money in Open? Very easy to do, just go somewhere quiet.
 
In my opinion a very easy solution for most of the problems would be to decrease death penalty dramatically. Give us a very, very cheap insurance - even for cargo! So i think many solo players would change to open because even those PKs are just an annoyance. Nearly nobody would then use combat logging, and playing in solo mode would feel like the offline option that FD kicked. No save/load but getting killed would just cost a few credits and not perhaps some million credits because of cargo loss. Additionally the PvP people would get more opponents.

Why not doing just this? Who really likes being pushed back for several hours because of getting blown up? I think this is the main reason for playing solo.


completly agree. i say that since beginning. death penalty when death for npc event. no death penalty in pvp event. and all like me return in open. atm, with my play time, i cannot go open and lost millions. in solo i can lost millons with npc, perhaps, but npc + pc increase the bad meet. in many mmo, pve can cost minor or major penalty (depend from games) but in many, perhaps all games exept ED, pvp cost is nothing or very little cost.
 
Well no wonder it doesn't make sense to you if you expect people to find Player Versus Player activities in a SINGLE PLAYER mode. o_O

It's your choice to play exclusively pvp only but just because others have alternate choices doesn't make it unfair.

You say only solo has advantages and online none but this is not true.

Having a friend or two as wingman is more of an advantages then any solo player would have.
 
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Ok.

So my bait worked.

Now, you people say you want a fair fight right ? You want PvP to be fair ?

So, how is this fair, when somebody makes A TON OF MONEY, trading OFFLINE and then switches to ONLINE and blows my PKr's *** out of the sky with his vastly superior ship, he earned in the safety of offline mode ?

How is that fair ?

As soon as anyone tries to argue a gameplay position by using the word 'fair', they've lost.

Newsflash 1: The world isn't 'fair'.
Newsflash 2: The term 'fair' is totally subjective.
 
completly agree. i say that since beginning. death penalty when death for npc event. no death penalty in pvp event. and all like me return in open. atm, with my play time, i cannot go open and lost millions. in solo i can lost millons with npc, perhaps, but npc + pc increase the bad meet. in many mmo, pve can cost minor or major penalty (depend from games) but in many, perhaps all games exept ED, pvp cost is nothing or very little cost.

This is because PvP (particularly the meaningless kind) is actively discouraged in ED.
 
As soon as anyone tries to argue a gameplay position by using the word 'fair', they've lost.

Newsflash 1: The world isn't 'fair'.
Newsflash 2: The term 'fair' is totally subjective.

I don't want the game to be fair. It was making a counter point here.
 
I don't want the game to be fair. It was making a counter point here.

What are these advantages, you speak of, that are gained by traders in Open and Group and why do PvPers not get any advantages? And you still haven't answered this question... How do you know the player didn't make all his money in Open? Very easy to do, just go somewhere quiet.
 
I don't want the game to be fair. It was making a counter point here.

Then you have a very odd way of phrasing things.

So, how is this fair, when somebody makes A TON OF MONEY, trading OFFLINE and then switches to ONLINE and blows my PKr's *** out of the sky with his vastly superior ship, he earned in the safety of offline mode ?

How is that fair ?


My answer to this situation?

So what? None of my business, I don't care. They're playing the game they bought with their money in the way that is most fun for them. More players having fun, the more successful the game is,

I win, we all win.
 
Could you clarify that please? What are these advantages and why do PvPers not get any advantages? Edited to add: And you still haven't answered this question... How do you know the player didn't make all his money in Open? Very easy to do, just go somewhere quiet.

Bro. Bulletpoints:

- traders have an ability to gain UNFAIR ADVANTAGE by TRADING in a safety of offline mode
- they can then use this advantage in an OPEN WORLD
- PvPers have NO WAY to gain said unfair advanatage by PVPing in some kind of "PvP with increased rewards cheat mode"

tl;dr Traders can TRADE in their "cheat mode" while PvPers can't PvP in any other mode than OPEN.

One playstyle already has a clear advantage over the other. And FD is pushing it even more.
 
Bro. Bulletpoints:

- traders have an ability to gain UNFAIR ADVANTAGE by TRADING in a safety of offline mode
- they can then use this advantage in an OPEN WORLD
- PvPers have NO WAY to gain said unfair advanatage by PVPing in some kind of "PvP with increased rewards cheat mode"

tl;dr Traders can TRADE in their "cheat mode" while PvPers can't PvP in any other mode than OPEN.

One playstyle already has a clear advantage over the other. And FD is pushing it even more.

Ok, two answers to that. the first one is the part you DIDN'T answer... How do you know the player didn't make all his money in Open? Very easy to do, just go somewhere quiet. And the second part goes all the way back to what was being discussed earlier. You play PvP by choice. By making that choice you have to accept the limitations that come with it.

Edited to add because I just noticed. PvPers can also play in Group.
 
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Bro. Bulletpoints:

- they can then use this advantage in an OPEN WORLD

??? if a day i return open, is not for pvp or competitive thinks. many players can enjoy a game, in open word, without pvp . some pvpeurs forgot one point : pvp is not for all the ultimate plaisure in a game. my plaisure is explore. 500Ly from sol, you think i have an advantage solo or open ? this activity is competitive ? exploring is perhaps boring for you and not for me. you can accept perhaps some players boring with pvp. is only one in many activity we can play in ed
 
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One that can only be made once. Can't flip flop in and out of the running like you can flip flop in and out of solo. Once you go solo you are disqualified. Why do you think they made that distinction?

So again, I agree choice is good. Make it once and stick with it.
People can try to put words in my mouth all they want but I still say feel free to choose Open, Group, or Solo but it isn't FAIR to be allowed to move between the modes as it confers advantage. The rules of the Race to Elite seem to suggest the devs concur.

People can claim that if you stand on one leg, put your head to one side, squint down your nose and pat the top of the head that things can be said to be fair either way.

But we ALL know that isn't really so. ALL of us.



I don't really care if people are playing in solo mode and then switch in open mode when they feel they want to interact with others players. Or if they do the opposite when they want to be safe from other players.

To me ED is not a competitive game. I really don't care about how much money one can make in solo mode or in open mode.
What matter to me is the interaction itself.
I like diversity. I do not expect all players to play the same way or to have the same "experience" neither to aim to the same goal.
Interactions are asymmetric, and can't therefore be "fair" in combat situation, most of the time.

What could balance this is how players are willing to cooperate together.


Two nights ago a friend and I tried to hunt a wanted cmdr in a Python. We were flying an ASP and a Cobra.
We get our butt kicked hard.
I have never for one second asked myself how this cmdr got his Python.
He could have played in solo mode all the way to get a Python and went to open mode after only, I don't care.
Instead I thought about two things :

I need to improve my combat skills
I need to bring more Cmdrs to figth that Python

And the Cmdr in the Python was glad we did not run and tried to figth him instead.
We tried two times and the second times he let us go without destroying our ship.

I am glad that people can choose to come and play in open when they want to, with their asset.
When they feel the time is right for then.
It brings more interesting situation to deal with, to my opinion.


Cmdr Teldja
 
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This is because PvP (particularly the meaningless kind) is actively discouraged in ED.

Is it? So explain this. Enjoy.

Hello Commanders!


I'd just like to add this morsel to the debate, again to explain where we're coming from.

I'm not overly interested in the whole "who wins the encounter" discussion, especially when the encounters can be very lopsided. I'm interested in how game play is served for both parties:

So a combat-heavy ship interdicts a trader. What's interesting to me here is: how are the players' game play needs being served? My first thought is: is the frequency and mechanics of the interdiction process working? If it is, then great, I know that the trader is facing a threat that I believe traders need to create interesting and exciting journeys.

I know that if I asked a bunch of traders about their thoughts on this particular interdiction they would all likely cry out in despair - the odds are stacked against them. But I have faith that the potential of this encounter makes their overall game play experience better (of course, this assumes that the frequency and game play is correct, something which might need a number of tweaks).

I look at the combat ship. Regardless of what their intent is, at this point in the game play they have a material advantage. But I want to make sure that the length and options of the encounter mean that both parties have at least *some* tricks to employ (hence I want to make sure that the trader could have fitted modules that make life more difficult if used well, and that the combat ship has the means to potentially prevent instant escape and actually attack). If you fly a stripped down trader with no shields or means to defend yourself, I contend that you are taking a calculated risk and can't complain too much when you get interdicted.

All in all, the end result of this encounter is mostly likely that the trader suffers some amount of material loss (the extreme being that they are destroyed) and that the combat ship more than likely has a bounty. Depending on player skill and materials involved the result can swing one way or another, but this is most likely outcome.

At this point, the trader needs to recoup their losses (being traders, they'll likely trade to do this). I believe we currently have some issues linked to the severity of their potential loss, but I suspect we may be able to find ways of softening the extreme cases a little better (tweaks to the credit line, for example is something we're looking at, or some changes to overall ship costs). Importantly, to me it makes no sense for the trader to perceive that they somehow "lost" this encounter - because the deck was stacked against them from the start.

The only sensible way for traders to assess how well they did is to consider how much they lost. And in a nutshell, this is where we have to make sure that traders can *if they wish* alter their ships to mitigate the loss caused by loss. Tough shields, armour, point defence, weapons - these all make a difference. For sure it's no guarantee that the trader can defeat the combat ship, but - if we get the numbers to the right place - it may well mean the difference between some hull/module damage and complete ship loss, depending on the equipment and *how well* it's used.

And I have to say that this is a core concept for the trader's basic journey. It really has nothing to do with them "beating" or "losing" to ships that are designed specifically for combat. It's about the dangers and efficiencies of haulage.

For the combat ship Commander, who presumably wants to fight - they now have a bounty which allows anyone to attack them in the area. Both player and AI ships can take advantage of this, and, again, almost certainly through some ongoing balancing, they should get more fights, which is kind of what they want, I would hope. The idea we want to create here is that living by the sword means risk of dying by the sword, potentially quite often.

Now, for the combat ship pilot who targets weaker ships then pays off the bounty instantly, I don't believe the answer is in making trader ships invincible, or impossible to find or catch. I'd suggest we will get better results in increasing the likelihood of dangerous combat encounters for them, such as tweaking the frequency of more powerful authority ships, especially around stars and starports, increasing the bounty they accrue based on the imbalance between ships, making bounties they accrue sit around as debt once they've been claimed - basically making their infamy count against them wherever we can do so and in so doing increase the chance for combat.

Again, this isn't to make them "lose", it's to provide an entertaining experience for them to work through. The only time player versus player becomes a clear cut case of win/lose is when too evenly fitted ships decide to slap each other about (which they can do, I have no issues with that).

I'd say that possibly we should look into AI to make sure that the more experienced Commanders can feel challenged, without destroying newer players. I think that there is perhaps room to look at rewards in addition to credits, to minimise the perception/reality that trading is the path of least resistance to progression. I think we can look at improving AI goals and activities in super cruise (for example having AI more interested in players based on how the player acts, maybe AI that can use wakes). We will also have lots of interesting situations to monitor when player wings and other features come on-line.

This game is certainly an ongoing endeavour and we're committed! All I'm saying here is that, due to the nature of the game, Commanders are going to inevitably find themselves in situations that aren't necessarily balanced or fair.

What I want to be able to do is make sure that Commanders who employ skill and knowledge (which can include knowing how to outfit your ship) maximize their success in those encounters.

Of course, to caveat, no guarantee or ETA on stuffs that are discussed here, it's simply me trying to explain our current line of thinking (and therefore is in no way immune to change!) Hopefully though, there's some food for thought (and of course, just because you disagree does not instantly make you "wrong" or us "right").

I hope this proves at least an interesting read :)
 
How do you know the player didn't make all his money in Open? Very easy to do, just go somewhere quiet.

You truly don't get it. It's not about hating on traders and its not about auditing the rich people and checking if they've made their credits in open. Its a meta-idea that a roaming buccaneer should STATISTICALLY see more traders and miners around. Currently they reside in solo and mobius group and such. Its really not that hard to comprehend this.
 
Bro. Bulletpoints:

- traders have an ability to gain UNFAIR ADVANTAGE by TRADING in a safety of offline mode
- they can then use this advantage in an OPEN WORLD
- PvPers have NO WAY to gain said unfair advanatage by PVPing in some kind of "PvP with increased rewards cheat mode"

tl;dr Traders can TRADE in their "cheat mode" while PvPers can't PvP in any other mode than OPEN.

One playstyle already has a clear advantage over the other. And FD is pushing it even more.

Yes, because of people like you, Bro...

Back from PMSL...

If you want to avoid interaction, you shouldn't play open. It makes no sense to insist on the interaction, but cherry pick which sort of interaction you shall have. You either play in Elites dangerous universe or you don't, you can't insist it be safer for you as else what's the point? May as well call it Elite: Mostly Harmless.

I have to do this:
reason.jpg

Safer in Solo is a fallacy, an opinion...

Case by case examples ? There's like 110+ pages of said whine in this very thread. o_O

Okay... since logic isn't very strong with you let me ask you this: HOW AM I SUPPOSED TO PVP ALL BY MYSELF IN SOLO MODE ? /facepalm

Er... most of the Whine comes from people saying the Game is broken. The people who are saying it's fine cannot be, by definition, whining. Own goal, bro.

Who said you can't do PvP in groups, or are we forgetting a mode here for the sake of trying to be 'right' which is so last century...

Cheat Mode? Reality check. You can't cheat when doing something by design.
 
Bro. Bulletpoints:

- traders have an ability to gain UNFAIR ADVANTAGE by TRADING in a safety of offline mode
- they can then use this advantage in an OPEN WORLD
- PvPers have NO WAY to gain said unfair advanatage by PVPing in some kind of "PvP with increased rewards cheat mode"

tl;dr Traders can TRADE in their "cheat mode" while PvPers can't PvP in any other mode than OPEN.

One playstyle already has a clear advantage over the other. And FD is pushing it even more.

What exactly is a PVP'er supposed to 'gain'? And "cheat mode" for trading? Personally, if you really think they are all carebears or 'using cheat mode' wouldn't you want these terrible PVP'ers without the manliness to trade in Open to bring their super tank worth millions so you could easily outclass them with your hard-earned, awesomely acquired, super duper PVP skill?

Are you scared of a bunch of carebears in Pythons who overheat when they deploy hardpoints?

Is it? So explain this. Enjoy.

That's not the "meaningless" kind. That's pretty specific to pirating. And yes, it's still "supposed to be an afterthought", just because you found a quote focused on it doesn't mean that's the entire stance they have on the subject.

I'd be fine if they game me a Solo mode offline. I don't really care about all the PVP interaction, it's not what makes this game "exciting" for me. So seeing PVP balance interfere with my corner of the world is discouraging.
 
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