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

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if you are not living in player hot spots then you will see more friendly players than hostile ones. PvPers will be looking for a constant supply of targets to hunt, so they flock to places like the Lave area which is well known for it's densely packed rare commodities.

the best way to prepare for unexpected PvP is to never undock in a ship you cannot afford to lose. this means waiting a little longer before buying a new ship to make sure you can afford to lose it a few times. it also means being careful not to invest all your credits into cargo.

evading and escaping can be a lot of fun, far more so than vs the AI. so it can be entertaining to risk those hot spots just to see if you can run the gauntlet. in general though most of space if sparsely populated and so there is very little PvP to be worried about. i know my flying habits change a lot when i'm in the Lave area vs any other area, i get a lot more alert near Lave and take the long way to station to try and keep my 6 clear of any other ships.
 
What are the chances of getting constantly hassled by bigger better and meaner players?

Cheers!

Totally depends on where you are, I'd say. I've been playing since release, too but moved away from the starting
area very soon (while staying in Solo for maybe also 10 hours). I usually only see other players on the Traffic Report.
Except that poor sod yesterday.
Just don't go where everyone and their dog goes. That's where bullies look for victims.
 
Strongly suggest you join a Player-vs-Environment group, e.g. mobius, and see how you get on.

I play in Mobius, so I hope to see you there!
 
Strongly suggest you join a Player-vs-Environment group, e.g. mobius, and see how you get on.

I play in Mobius, so I hope to see you there!

This! That is if you don't want to risk PvP. If you don't mind the risk, then definitely Open over Solo unless you have network issues.
 
Strongly suggest you join a Player-vs-Environment group, e.g. mobius, and see how you get on.

I play in Mobius, so I hope to see you there!

I too stuck to solo just to begin with and have no migrated to the Mobius group and have only come across one other CMDR so far. I intend on then moving to Open once I get the hang of combat with FA off.

If you don't want the risk of being shot for no apparent reason, then as people have said, either move away from the starter system and it's neighbours or play in the Mobius group so you get the interaction without the worry.
 
Why are you kicking up the pointless numbers again, about PVE/PVP in other games? You already were proven wrong, and your last comment just highlighted it even more.

Where was I proved wrong?

For example, you aren't talking about empirical data, you are talking about what you think is a fact, based on an assumption. If you have empirical data, link some of the sources for the games you mentioned.

Like LotRO devs saying that almost no one uses their PvP option, or EVE devs saying that most of their players never get to engage in PvP? (Well, the EVE one was second hand, but it's a report on a stream by the EVE devs.)

If you have any examples of devs saying that PvP is prevalent, in a game where both PvP and PvE are viable, perhaps you should point them? I pointed two places were devs said they have problems with PvP being partaken in by too few. I could also hunt down the dev posts about how PvP was removed from Firefall during the Beta because almost no one was playing it, if you want.

Also, the WoW numbers you mention, if they are even accurate, put PVE players just 10% more than PVP players. So, thats your earlier argument from your previous comments blown completely out of the water. You said a 'majority' of people play PVE and not many play PVP. 10% difference is nothing, so you were totally wrong, with your empirical assumptions.

Majority is typically defined as more than half (or half plus one if going for the common legal definition). A side with 10% more players is a majority.

And this doesn't take into account the players that are on a PvP realm but don't actually want to engage in PvP. My whole guild back in WotLK was like this, we were in a PvP server for various reasons but few, if any, of the players in the (200-strong) guild had any interest in PvP. Thankfully open world PvP in WoW is as rare as hen's teeth even on fairly balanced PvP realms like the one we played on.

Not only that, in the EU, which is where i live and what i care about, more PVP servers exist for WoW than PVE servers. Im not bothered about US servers, just like 9 times out of 10, no one on a US server even knows EU servers exist let alone cares about what numbers they put out. Regardless, WoW server data is highly innacurate and changes dramatically year to year anyway, depending on expansions, new content and free server transfers.

And the servers available to me are the US ones, though I do make an effort to look at the EU ones (and would look at the Chinese ones if information on them was available). If you want a point to stick, better to avoid biases.

Also, number of servers is not a direct indication of popularity. A funny tidbit reinforces that: while counting just EU servers wield 123 PvE and 144 PvP servers, when you consider each connected realm group (i.e., the merged-in-all-but-name realms) as a single realm, there are 67 PvE "realms" and 57 PvP "realms" in Europe. Of course this is in part because PvP realms need a higher population, so open world PvP has an actual chance of happening, but it does show an interesting trend.

BTW, I've been tracking WoW servers, and things like PvP/PvE balance and Alliance/Horde balance, ever since realm tracking sites first appeared, and while there have been some fluctuations, the overall values remained surprisingly stable. The PvP to PvE balance has been like that — about 3 PvE players for every 2 PvP players in the US, and close to balanced with a small PvP advantage in Europe — for at least half a decade (and three expansions). Faction balance also didn't change; Alliance has a slight advantage overall, but when you break it down by PvP and PvE, Alliance has a large advantage in PvE and Horde has an even larger advantage in PvP (which is why PvPers tend to think that everyone plays Horde). Server imbalance has changed for worse; of all the servers I've directly monitored, imbalance has only grown worse as time goes by. And, before you say that faction balance has no bearing on this discussion, imbalances can kill PvP even when the game systems allow, or incentive, it; when I say that many of the largest WoW PvP servers might as well be single faction PvE ones, I'm not joking, there is no PvP happening there because the opposite faction is, for all practical purposes, absent.

(That imbalance is a reason Ashran, the open world PvP zone in the new expansion, is seen by many players as a failure. Thanks to faction imbalance, in many, perhaps most, realms the smaller faction is always being curbstomped and for the most part decided to not get into the zone, since playing there without any chance of victory is seen as a complete waste of time; meanwhile, due to the server trying to balance the number of players from each faction in the zone, the larger faction can't get in because queues are always full, since the server is only allowing the minimum number of players into it due to the other side not having even that minimum number inside.)

As for death hurting, you COMPLETELY IGNORED, my point about how easy it is to avoid threats in open mode. As usual, another person that can't go straight up with someone's comment, but instead has to slide and sidle around by either manipulating quotes, or in this case, ignoring valid points from other posters.

Easy for you. Likely easy for me if I ever get into open; I'm the kind of person that typically RTFM before even installing the game, to the point I've read most of the Industrial Sized Knowledgebase before my short stint in EVE (easier then than now because at the time I think it was only one volume; either that or I ignored the PvP volume out of lack of interest).

For a common player, though? Be realist. While trying to educate the player base is a noble (though often futile) effort, devs have to build the game for the players they have, not for the players they wished they had. Heck, if we could just make other players learn even just the easy and obvious things about a MMO, raiding wouldn't be compared with herding cats (and I would likely still be happily raiding in WoW).

And anyway, I was talking about how death in ED hurts, and how in games where death hurts players go to great lengths to avoid it, even if it means avoiding anything even barely exciting and killing their fun. Which is part of why the risk of a setback is a powerful force to get players out of open and into solo (or group) over any kind of player-based threat, real or just perceived. A dev here said something of the kind in another thread, pointing that losing a ship is non-trivial for most pilots and that he believed having a player that commits in-game crimes have a more or less permanent target on his back would likely stop players committing crimes altogether.
 
Fixing open play and PvP for all playing styles

Hi all,

Been playing Elite from launch in a multitude of roles, from bounty hunter to trader, experiencing what the game has to offer. I also play a lot of MMOs and PvP style games and I was really excited for open play when I first started the game.

Why are so many people frustrated, either with the game or other players, let's start with framing the issue before we can effectively solve it:

The Problem

Right now the massive debate on PvP and how it impacts players in open play is caused by the current situation:
  1. Elite's sense of progression is mainly presented through the ships, they are the "star" of the game and you see them in almost all visuals/marketing of the game. In other words, most of us are here for the ships. If this was a MOBA it would be Heroes, if it was an RPG it would be items.
  2. As the game's design nudges you towards getting "bigger and better" ships via cash it's natural for players to start optimizing how to earn money.
  3. Trading, as of right now, yields the fastest rate to earn credits. Earning credits for high-end ships takes a long time.
  4. Ships designed for optimal trading are typically the weakest at combat. Optimal trading loadouts on those ships are effectively non-combat.
  5. Majority of PvP interactions in open play, regardless of intentions, are between someone in a ship outfitted for combat against a player fitted for another role. Which is good and reasonable planning on the part of the initiator. Player pilots, especially combat pilots, are way above the skill level of an NPC pilot. This tends to results in, at best, a small loss of credits (damage, loss of cargo or even lost trading time due to evading interdiction) or at worst the set back of hours of progression to the loss of a ship for the victim of the attack.
  6. Finally, there are no additional in-game or progression based rewards for the additional risk in open play vs. closed/solo play.

Looking forward, for a vibrant and exciting community there needs to be different levels of interaction. This game *needs* for combat and non-combat players to mingle. If all the non-combat players are driven into private groups or solo play then the discussions will shift towards "why is the game so empty? why can't i find anyone to PvP?"

Continuing that train of thought, once all the non-combat players are pushed to solo play then we have the issue of newer PvP players coming later, if they are being stomped by players in high-end ships then they'll be pressured into quitting or going solo to get the funds for a competitive ship. This again will limit the growth of the game and open play.

In summary, risk vs. reward needs to be balanced to allow the impact of PvP to exist but not be extremely punishing to any play style (trader, pirate, bounty hunter) etc.

The Solution
  1. In open play, after moving between systems for the first time, all costs are reduced by 5% and credits earned for trading, missions and NPC bounties are increased by 5%. Mining resources yields 5% increase as well.
  2. In open play all players who are clean that die to another player ("victim") get their ship back for free. In addition 80% of the cargo is returned and 20% of the most valuable cargo ("Flotsam") is left in space. Dying to an NPC/accident will result in the usual costs, no returned cargo and no Flotsam.
  3. A fine of 25% of the value of the Flotsam, based on the price it was purchased by the victim, is placed on the "killer". This flags the killer as Wanted if they were not before. Meanwhile a bounty for the full value of the Flotsam. In an Anarchy system there is no fine or bounty applied. The killer can sell the cargo as normal stolen goods and benefit from the profit as usual.
  4. A new contact is added to the contacts page to every location that has a Black Market. This new contact can be utilized to pay the 25% fine (let's call it a bribe) which makes the bounty dormant but the player remains flagged as a "criminal". The longer the player stays in-game with the bounty active, the cheaper the bribe becomes. If a player flagged as a criminal dies then they pay the usual rebuy costs with 80% of the money spent rebuying their ship going towards paying off their dormant bounty. Once the bounty has been paid off (or claimed by another player killing them if they left it active) then the CMDR is flagged as clean again.

Overall this approach gives a positive incentive for players to take part in open play, it prevents players from logging in just to buy a ship and log off without at least travelling somewhere which increases traffic. For players who are not equipped or willing to take part in combat can still be part of the world without fear that hours of effort will be undone. If someone attacks you and you have an empty hold then all you've lost is a little bit of time. Meanwhile players who prefer a pirate play style get consistent income stream with floatsam, an interesting push your luck mechanic on the bribe/bounty and also creates a much higher and profitable revenue stream for bounty hunters resulting in even more PvP.

Please let me know your thoughts, don't get too hung up on the exact numbers above. The numbers given are purely to illustrate the point and without FD's data it would be hard to suggest precise numbers.
 
No, just no.

I don't know where to begin, death should be more than a mild inconvenience, even if it's from another cmdr.

Killing players shouldn't be encouraged with 20% of their cargo on death, even if it will barley cost them anything.

Your solutions seem very roundabout, if anything needs changing it should be more straightforward. For example, double the murder, make it more difficult to pay off bounties, add cargo insurance for 5% of the cargos total cost(purchasable prior to take off), 10% cargo drop on self destruct, increase police response and intelligence, and lastly lock pirates or killers out of stations in the system in which they are wanted. Boom solved and without massively changing game dynamics.

I do like the 5% bonus for open play tho, I doubt anything like that will ever be implemented. I could see a large portion of the solo/group crying about it.
 
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A couple of bad assumptions you've made there

Firstly non-combat and combat player is are one and same. I trade in a T6, bounty hunt in a Viper and pirate in an Asp
Secondly for me and many others the attraction to open is the risk and opportunity amongst other things
Thirdly I want the galaxy to be a hard unforgiving place. I've read the new E: D books and that is exactly what the Galaxy is, a hard unforgiving place where life is cheap
 
This seems to be a good compromise. The huge death penalty (especially losing cargo) is IMHO the main reason for traders to play solo. Reducing that (and increasing penalties for killing players) could bring more traders into open.

BTW: In most MMOs there is nearly no death penalty for being killed by players.
 
This seems to be a good compromise. The huge death penalty (especially losing cargo) is IMHO the main reason for traders to play solo. Reducing that (and increasing penalties for killing players) could bring more traders into open.

BTW: In most MMOs there is nearly no death penalty for being killed by players.

Looks like FDEV will implement cargo insurance in the future, so this problem will be solved.

BTW: I dont like most MMOs ;)
 
What is the point of this thread? This has been posted a million and one times already! Open doesn't need fixing; those that want to play open do, those that don't, don't. Not everyone needs pvp in their gaming life, deal with it.

The modes are fine as they are.
 
Some players just like shooting.

And some arrived from MMO, then they thinks that it is very competitive game, and every loss of trader is their own profit. As well as combat rank they earning is also loss of trader.

Some traders arrived from MMOs thinks that their income is comparative losses of each other. (Thus that traders imagine themselves as griefers)

It is partially true, because costly ships in general is slightly better. No way to fix it. That is why multiplayer somehow made games worse, that is the competition. Some people has accustomed to excessive competition even in real life.

If game place barriers, then they try to avoid it in order to achieve the goal (as example they can wipe bounty via murdering themselves with their friends).
 
I don't know where to begin, death should be more than a mild inconvenience, even if it's against a player.

Killing players shouldn't be encouraged with 20% of their cargo on death, even if it will barley cost them anything.

I appreciate the time you've taken to respond, but my question is why not? Right now people are being driven away from open play because the game is unbalanced on both ends. The time it takes to lose resources is a tiny fraction of the time it takes to build resources.

Your fixes seem very roundabout, if anything needs changing it should be more straightforward. For example, double the murder, make it more difficult to pay off bounties, add cargo insurance for 5% of the cargos total cost(purchasable prior to take off), 10% cargo drop on self destruct, increase police response and intelligence, and lastly lock pirates or killers out of stations in the system in which they are wanted. Boom solved and without massively changing game dynamics.

Yes this was intentional to redistribute wealth through the trading players to the other play styles. Traders generate the majority of the player wealth, Pirates will chip away at that and simultaneously build an economy for the bounty hunters. Over time I would expect a lot of pirates to also act as bounty hunters against their fellow pirates to increase profits even more.

I do like the 5% bonus for open play tho, I doubt anything like that will ever be implemented. I could see a large portion of the solo/group crying about it.

If you offer zero incentive for the increased risk of open play then you would need to be some form of masochist to enter that mode in any non-combat ship. This is self defeating when the pool of open players dwindles and newer players looking to PvP can only find the established PvP left behind. Other MMOs deal with "always on PvP" by creating common factions (e.g. WoW has Horde and Alliance) but as Elite is currently a collection of individual players you have the worst of both worlds.

If FD allowed players to join a faction (Fed, Imperial, Alliance etc.) and that grouped players that may mitigate some of the current issues but that feels like a very different game from what they've set out to create with ED.
 
No, just no.

I don't know where to begin, death should be more than a mild inconvenience, even if it's from another cmdr.

Subjective. In older Elite games death was just a mild inconvenience due to being able to load a previous save, and that worked just fine. Most games, both old and new, have death be just a mild inconvenience, with a few notable exceptions (like roguelike games).

(Yep, including old games where you had a few lives and had to start anew when losing them all. Almost every game without some kind of save or password to start in the middle took very little time to complete, meaning having to start anew was a small time loss. How does that quote about the original Elite goes again, games needed to be finishable in 10 minutes with three lives?)

It is part of why I wanted offline so bad. I very much prefer when death isn't more than a mild inconvenience. Having more consequences for death means that I will plan my every move, not do anything unless I'm certain of my success — and I find that to be utterly boring. My second worst (though most boring) MMO experience up to now was getting Undying on my LotRO characters.

Killing players shouldn't be encouraged with 20% of their cargo on death, even if it will barley cost them anything.

Players can already shoot the cargo hatch or use limpets. No need to drop extra cargo on death, in fact dropping extra cargo on death would likely be counterproductive for the game.

I do like the 5% bonus for open play tho, I doubt anything like that will ever be implemented. I could see a large portion of the solo/group crying about it.

The best way to draw players into open, IMHO, isn't by increasing gains in open, but by reducing the potential losses in open. Ultima Online doubled the gains in the PvP world and still didn't manage to attract PvE players there.
 
I'm not sure that changing the punishments/incentives in the game will actually encourage anyone to move to open whilst there are anti-social elements and those elements are supported by the 'PvP crowd.'

Maybe a return to the ideal might change people's minds:
Formed in 2805 after the great surge in private ownership of smaller starships, the Pilots Federation acts as conduit for trade route information exchange between trusted pilots and provides the infrastructure for a mutual protection scheme against the scourge of interstellar pirates.

The Pilots Federation's zero tolerance policy of dishonourable behaviour amongst its members is enforced by a system of bounties automatically placed on the heads of transgressors.

There is a galaxy-wide respect for the badge, which, when achieved, is worn with pride by members.

The Pilots Federation has a 9-level "kill tally" Ranking System from Harmless through to the coveted Elite status, with similar Ranking Systems up to Elite for trading and exploration. You can become Elite any way you choose to play.

When people lift up their minds from the gutter, they can achieve beautiful things. Unfortunately, there's a gutter magnet somewhere down there and some people find that too hard to resist. Giving incentives or changing gameplay aspects only drives these people to more inventive ways of getting your ship destroyed.
 
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