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

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So what happens with wingmen who protect you in Open? Here the trader just needs to rig for running while the escorts do the dirty work for a few minutes more until the trader jumps.

That's not a very smart trader then, you don't bail on your fighter escort.
 
Guys, i play ONLY solo mode. Why? Because trade no i good to make 'money', low prices to sell...comercialize. And, we have interdict yet.
 
All 3 Lakons need a buff, the T6 only needs a very small one but the T7 and T9 are awful in every meaningful way, worse both the T7 and T9 have a ship thats basically just an upgraded version of them :/. I'd rather see this happen so traders can defend themselves
 
OP is completely right.
I've done all my trading in open so far (Entrepreneur) but once submitting also incurs the long FSD cooldown, I'm moving to solo for it.
And in open me and a friend will grab a Viper, interdict every expensive ship we see, and if they're set up for trading, we'll inflict multi-million repair costs on them before they can jump away. It's gonna be fun!

<snip> This is precisely why open and solo should be separated. There will be 2 versions of the game....the trading game and the frag fest.
 
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<snip> This is precisely why open and solo should be separated. There will be 2 versions of the game....the trading game and the frag fest.

I call it "clever use of game mechanics".
Yes, open and solo should have been seperated. But that ship has sailed. So what we're left with is an incredibly unbalanced game with one of the worst grinds in recent history.
 
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First off I find it hard to believe anyone with little time to play could afford a type 9 in the first place.

I'm a casual player. I started a week after launch. I fly an A-class Python and could have been in a T9 two weeks ago if I'd wanted. I'm only 40 million away from being able to comfortably move into a 400 ton trading Anaconda with an A6 FSD and A6 shield generator. That's only 9 more hours of trading. Roughly 1 week of casual play.
 

micky1up

Banned
Wow, straight into a personal attack. Have you even read the forum rules?

nothing personal about a clear objective sound reasonable statement of my opinion


to me an 84er and kickstater backer there is only one option OPEN its the game i dreamed about all those years ago anything else is just a watered down pale shadow
 
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The reasoning behind the posting of the quoted posts? Simple - you referred to a desire to have open and solo split - Michael is on record as saying that that is not in the plan.

I meant what's the reasoning behind the solo/open merge. I realise you are not Michael but perhaps you have some insight on how a solo/open merge is beneficial to the game.
 
I'm a casual player. I started a week after launch. I fly an A-class Python and could have been in a T9 two weeks ago if I'd wanted. I'm only 40 million away from being able to comfortably move into a 400 ton trading Anaconda with an A6 FSD and A6 shield generator. That's only 9 more hours of trading. Roughly 1 week of casual play.

With your ability to make money so fast I wouldn't have thought you'd be so risk averse.
 
<snip> It fails from both a design and technical standpoint. Kind of mind boggling really.

This game suffers from many extremely short sighted decisions.
Sandro is right, of course, whilst still delivering a game that is wrong. The problem as I see it is not the design, but the implementation, and the fact that they went GA long before it was ready, and with bits of the jigsaw in place almost at random. The design (see the DDA) seemed (on paper at least, since we do not see it in game) to have the bases covered. For the game to be Elite, there must be a level of piracy, and traders who do not accept that should be playing Euro Trucker instead. So I fully agree with Sandro's points about the get out of interdiction free card. They broke it, and it should be fixed. But it is pointless to do so without fixing all the placeholders and other incomplete stuff elsewhere otherwise, as the OP says, most traders will just give up and play in solo.

I have no problem with the concept of open and solo modes. I do, however, have a huge problem with FD failing to make the AI harder, so that solo is seen as 'easy mode'. I understand that to some people, avoiding any possibility of meeting the jerks in-game is of utmost importance, and for them, solo is a prerequisite. There are also people who will accept being 'beaten' by an NPC, but not a PC: solo for them too. But allowing easy transfer from solo to open when solo is clearly 'easy mode' is, well, just wrong. And the correct fix is not to make solo and open separate games with no transfer (though that would be better than what we have), but to fix the underlying problem of 'easy mode'.
 

Robert Maynard

Volunteer Moderator
I meant what's the reasoning behind the solo/open merge. I realise you are not Michael but perhaps you have some insight on how a solo/open merge is beneficial to the game.

From the Kickstarter FAQ:

How does multiplayer work?

You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance. All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.

You will be able to save your position in certain key places (probably just in space stations, but possibly while in hyperspace too, if we feel it is needed). A save-and-quit option will be freely available at those points, as will the subsequent reload, but there will be a game cost for a reload following player death. Your ship will still be intact in the condition it was when the save occurred, but there will be a game currency charge (referred to as an insurance policy) for this. This is to prevent the obvious exploit of friends cooperating and killing each other to get each other’s cargo. If you can’t pay, then it will accumulate as an in-game debt, and the police may chase you!

There are no multiplayer lobbies, and the game will be played across many servers, augmented by peer-to-peer traffic for fast responses. Session creation and destruction happens during the long-range hyperspace countdown and hyperspace effect (which is a few seconds only), so is transparent to the player.

We have the concept of “groups”. They can be private groups just of your friends or open groups (that form part of the game) based on the play styles people prefer, and the rules in each can be different. Players will begin in the group “All” but can change groups at will, though it will be possible to be banned from groups due to antisocial behaviour, and you will only meet others in that group.

Last updated: Wed, Nov 14 2012 12:52 PM +00:00

Solo, private groups and open share the same galactic background simulation. They are simply different settings of the matchmaking system, i.e. solo will match with no players; private groups will match players playing in that group; open will match players playing in open. The ability to group switch between the three game modes has been a feature of the game from the outset.
 
OP is completely right.
I've done all my trading in open so far (Entrepreneur) but once submitting also incurs the long FSD cooldown, I'm moving to solo for it.
And in open me and a friend will grab a Viper, interdict every expensive ship we see, and if they're set up for trading, we'll inflict multi-million repair costs on them before they can jump away. It's gonna be fun!

I would never do that to someone in open. They need to leave the fsd cool down alone. Give the trader a chance to escape. I would also give the type-6 and up more hard points for weapons to better defend against other people.
 
For me, there is no use to trade in Open. The risk of losing your ship is higher in open and you don't get any benefits for risking it. As long as there are no benefits I will always trade in a private group or just plain solo. I will do BH in open, but that's about it. Even exploring I will not do in open. Why risk your ship when you don't have to. For me Open play is like an mmo PvP server. I will only enter it when I have something to gain, and for me that is, as of now, only when I do Bounty Hunting.
 
Sandro's post is based on a fallacy: That in the following situation there exists an outcome that lets the trader escape with all cargo.

Situation: A trader in a Lakon is successfully interdicted by a pirate in a ship that is restricting FSD charge of the Lakon and is faster in regular space than the Lakon

Example: Asp vs Any Lakon.

Possible outcomes:
The trader surrenders the cargo as demanded and leaves
The trader gets destroyed for refusing to comply
The trader surrenders the cargo and is destroyed
The trader refuses to surrender the cargo at first, gets his ship almost destroyed and then surrenders the cargo


Anything else is just unreasonable. In 30-40 hours of watching various pirate streams, I have never, ever seen a Lakon successfully fight back and escape with his entire cargo hold. Just last night I saw a Type 9 with a full combat loadout and shield cells attempt self defense against an Asp, and he failed horribly with a multi-million credit repair bill on top of 20t of lost Palladium.

Sandro's fallacy here is that the trader can improve either outcome by equipping the ship for defense. That is incorrect, and will in fact make the loss worse for the trader, as the rebuy of an unarmed ship is considerably lower than the rebuy of a ship with weapons, defense mechanisms and armor. Considerably. Lower.

For example, the rebuy of a typically D-equipped, undefendend Lakon Type 7 is 1.177.023
but if we install just what Sandro suggests, armor (which is ridiculously expensive on the Type 7), some turreted lasers, a strong 4A shield and Point defense turrets, the rebuy rises to 2.050.531
, and that is significant. So not only does your trader become worse with all that extra weight limiting jump range, in case of a piracy encounter you'll still find yourself still outgunned beyond any chance.

I seriously doubt we will ever have a combat "balance" where a single trader (in a pure trading ship) will be able to refuse the demands of a single pirate and not become a space wreck
 
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