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

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Uh how was I whining exactly? I got asked a stupid question and replied with a snarky answer.

You did invite the comparison by complaining about open not being segregated from solo and then saying that those that complain about the PvP are whining. I see little difference between the way you complained and how the typical PvP complaint post goes.
 
Well it does some things right, multiplayer just isn't one of them.

Hey Bigcheese,

The developers knew that some people wouldn't like their decision to allow mode switching. They still went ahead and built the game around it.

This might be a case where the needs of the many out weighing the needs of the few who want to split the groups. The grouping mechanism was designed to help remove the negatives of forced PVP. Your opinion may differ but forced PVP is a bigger problem than what influence a trader in Solo may (or may not) have.


Note that I've edited the following for clarity and highlighted what I think is the key section.

Hello all!

Time to dive in to this thread with our current thoughts:

<SNIP>

Griefing:

So, we've said we don't mind bad guys. In fact, we go further; we have bad guy gameplay options (piracy, smuggling etc.) By default, this includes psychopathic behaviour - randomly attacking other player "because you can".

We're currently looking at two different angles of defence: an in-game law system and private groups.

The in-game law system should be pretty robust. It allows plausible but strong responses from NPC factions to criminal activities (using authority ships, structures and factional bounties), as well as player-driven bounties (via the Pilot's Federation) and player bounty hunting mechanisms (e.g. broadcasting "sightings" of know villains to help player bounty hunters track them).

All of this should mean that that if you're being naughty you are generating additional challenges for yourself which will undoubtedly make the game harder in some ways (this applies equally whether you are attacking players or NPCs).

It won't guarantee safety, even though it guarantees additional challenges to the bad guys. Which I think is about right; we don't want to make being the bad guy impossible.

The second factor is our grouping mechanisms.

The way it's currently standing, players will be able to enter and leave private groups of some sort reasonably easily, so they will be able to control the level of perceived griefing they want to suffer.

I know this is a very contentious issue, which I have been wrestling with since I first came on to the project. The way I see it at the moment is pretty straightforward:

  • We have players that want a range of different experiences
  • All of those experiences are valid
  • Some of those experiences are mutually exclusive
So my answer is to say that we will support all of them but not to the point where one player is happy at the expense of another. And a clean way to do this is by using a grouping system.

The worst case scenario here is that a player who wants to avoid an encounter will vanish into a private group. In this case, the player will be forced to escape conventionally first (via hyperspace, docking or something similar).

In this instance, the aggressor still gets some benefit - they "defeated" their prey, and we can hopefully build on this in terms of rewarding them in various ways: via reputation, which can lead to missions and events, via player bragging rights (perhaps only players that remain in the "all group" can feature in various global news feed articles) and potentially via limited physical rewards.

If players are going to live in private groups, well, that suggests that if we had a single environment they would be playing offline or not at all, so they aren't part of the equation.

Players that dip into the "all group" after farming "private groups"; there are a few things to say about this.

  • They are unlikely to have as good player-vs-player skills as those who live in the "all" group day in day out.
  • NPCs can and will offer appropriate risks (in fact, it would not be a lie to suggest that we *could* make NPC ships significantly nastier than any human ships in the majority of situations. Not that we will, mind. But we could), so to get a tooled up advantage such players will have been facing a appropriate threat level (basically private groups should not be considered "easy mode").
  • Everyone has access to their own private group(s)

It's not perfect, but it's my best shot at the moment.

<SNIP>
 
Hey Bigcheese,

The developers knew that some people wouldn't like their decision to allow mode switching. They still went ahead and built the game around it.

This might be a case where the needs of the many out weighing the needs of the few who want to split the groups. The grouping mechanism was designed to help remove the negatives of forced PVP. Your opinion may differ but forced PVP is a bigger problem than what influence a trader in Solo may (or may not) have.


Note that I've edited the following for clarity and highlighted what I think is the key section.


I have the sudden urge to kiss you :p

(also, may I add that to my wall of info please?)
 
Hey Bigcheese,

The developers knew that some people wouldn't like their decision to allow mode switching. They still went ahead and built the game around it.

This might be a case where the needs of the many out weighing the needs of the few who want to split the groups. The grouping mechanism was designed to help remove the negatives of forced PVP. Your opinion may differ but forced PVP is a bigger problem than what influence a trader in Solo may (or may not) have.

When it comes to effecting the universe, only actions taken in open should effect open. That's it. It's not about "forced pvp", player interaction is more complicated than that. If you allow systems to be won and lost in solo games, it trivializes the aspect entirely because it becomes a cargo moving efficiency contest. It's not even a subjective thing if you think about it. The current design is short sighted and is akin to cutting off your nose to spite your face.
 
When it comes to effecting the universe, only actions taken in open should effect open. That's it. It's not about "forced pvp", player interaction is more complicated than that. If you allow systems to be won and lost in solo games, it trivializes the aspect entirely because it becomes a cargo moving efficiency contest. It's not even a subjective thing if you think about it. The current design is short sighted and is akin to cutting off your nose to spite your face.
Then how do you make it happen? How are you going to separate these modes when they all rely on the same background simulation? The advocates who want Solo (and I guess Group play?) to not affect Open are trying to change the status quo, and that's their right, questioning the way things are is great -- but the onus is on them to do more than say 'this is what we want' and let someone else figure out the details.

So how is it to be done? The infrastructure is in place, and has been running for many months now. With its known limitations, how would you change it?

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I raise you an old pizza slice and a bag of celery.
... Is it at least pepperoni pizza?
 
Popcorn? Heck, I'm making nachos!

I just ran out of nachos.... but I still have loads of salsa and cheese dip....

what to dip in them !?!?!? hmmmm ;)

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When it comes to effecting the universe, only actions taken in open should effect open. That's it. It's not about "forced pvp", player interaction is more complicated than that. If you allow systems to be won and lost in solo games, it trivializes the aspect entirely because it becomes a cargo moving efficiency contest. It's not even a subjective thing if you think about it. The current design is short sighted and is akin to cutting off your nose to spite your face.

You fail to understand, there is no "open" or "solo" as far as the game server goes.

It is 1 big field we are all standing on, but some of us brought fence panels with us. We have put those panels up - we are still on the same field, but now, you cannot see us and we cannot see you.... still the same grass for us both in the same area.

I'm really starting to think the only mistake FD made, was the terminology they used.
 
I just ran out of nachos.... but I still have loads of salsa and cheese dip....

what to dip in them !?!?!? hmmmm ;)

- - - - - Additional Content Posted / Auto Merge - - - - -



You fail to understand, there is no "open" or "solo" as far as the game server goes.

It is 1 big field we are all standing on, but some of us brought fence panels with us. We have put those panels up - we are still on the same field, but now, you cannot see us and we cannot see you.... still the same grass for us both in the same area.

I'm really starting to think the only mistake FD made, was the terminology they used.
How can you not see that is utter garbage? You should not be in the same system as another in your own personal bubble called solo and still be effecting the outcome of that system against someone who is in open mode or even another solo mode.
 
You should not be in the same system as another in your own personal bubble called solo and still be effecting the outcome of that system against someone who is in open mode or even another solo mode.
Yes, that is one of the stances we have heard for 156 pages now. I still don't recall seeing an explanation that doesn't boil down to "because I don't like that they can't be shot by other players".
 
Well I've just spent another hour and a half - in open - in a big lumbering pinata filled with gold - no one bothered me - apart from an NPC "Expert" who tried to interdict me and failed. So no difference whatsoever to my progress had I been in solo instead.

The "danger" in open is hugely overstated in my experience.
 
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When it comes to effecting the universe, only actions taken in open should effect open. That's it. It's not about "forced pvp", player interaction is more complicated than that. If you allow systems to be won and lost in solo games, it trivializes the aspect entirely because it becomes a cargo moving efficiency contest. It's not even a subjective thing if you think about it. The current design is short sighted and is akin to cutting off your nose to spite your face.

Hey, I totally respect your opinion. I even think that you have a valid, yet minor, concern.

It just comes down to this being your opinion and when I weigh it against that of the professional game designer, you lose.

Sorry, I don't mean that the be so harsh.
 
Yes, that is one of the stances we have heard for 156 pages now. I still don't recall seeing an explanation that doesn't boil down to "because I don't like that they can't be shot by other players".
How else are you suppose to prevent someone from influencing a system if you can't see them? How is someone suppose to stop that trade run to the opposing faction if you can't see them?? How are you people so ignorantly blind to this issue?
 
Its amazing how many people are going off topic and the mods do nothing... pointless..

This thread was all about Solo/Group/Open play and the myths about people getting advantages playing in each mode.

It has been proven that nobody gets any advantage whilst playing in Group or Solo modes where as Open did receive more credits for bounty kills and the PK squad could have fun killing others. But still after 156 pages, where people are now talking about popcorn and pizza's and anything other than the subject it amazes me that this thread is still allowed to continue.

When this thread was made there was big passion coming from the PK Squad about how much they are losing out on not being able to kill other players. Their answer was to force everybody into Open mode and have group and solo as totally different games which could not be slipped across like it is now. I stopped reading this post when it hit page 98 because the same rubbish was going around and around. As I have now noticed that FD are only listening to the PK Squad's opinions and are adjusting the game further into their domain it is now pointless getting a big ship to have fun in as small fighter, PK Squad, are able to take you down much more easily. This is not the Elite game which I paid for.

Elite has always been a Space Flight Simulator, It is not a first person shoot'um' up, its not a blast everything in sight, and should never be put in the same class at a lot of Flight simulator's which involve dropping bombs on people and shooting other planes out of the sky. All the other versions of Elite had the same style of game play. Trader, Bounty hunter, Pirate, and Miner. It was not a game which would be completed within 20 hours like 90% of other games. It wasn't a game which you would fight your way to get the best items which nobody else had. In this game everybody gets the same stuff, nothing special, no frills, but lots of fun when you find it.

I do believe that people are missing the whole point of Elite. Its not about beating everybody else, its about you and your ability to become Elite. If this game was about who becomes the first elite player and that's it then its a pretty pointless game. This game is all about you the player beating the environment, and along the way making friends, social groups and working together. You can play this game how ever you want, and if you want to kill everybody then that is totally up to you.

It makes me laugh when I read posts made by people who are the "I Want's" in this game. The same subjects just go around and around. If its not about solo players, friendly fire, or being killed over 200 Cr fine its about how players do not want to play the game how they want it played. I really hope that FD start listening to the real long term players who actually want other ships and other content which will make the game better for everybody instead of the "I want's" who just want everybody in their gun sights.

I am really surprised this thread has gone on for so long, unless its being used to thin out the trouble makers...
 
Hey, I totally respect your opinion. I even think that you have a valid, yet minor, concern.

It just comes down to this being your opinion and when I weigh it against that of the professional game designer, you lose.

Sorry, I don't mean that the be so harsh.
You think that this design is professional?? ahahaha that's the funniest thing I've read yet.
 
How can you not see that is utter garbage? You should not be in the same system as another in your own personal bubble called solo and still be effecting the outcome of that system against someone who is in open mode or even another solo mode.

Possibly true if you're in a highly competitive game where everything matters, but for the most part I think a great deal of the disagreement on this comes from the fact that for years many gamers across the world have been 'told' that PvP cannot work without this restriction.

When it comes to better group tools being in game I really doubt a handful of traders with less interest in PvP than they have in more co-operative forms of gameplay will be a match for most of the more dedicated pvp orientated players.
 
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