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Let's see what FD come up with. They may surprise you. There ARE rules, they are just poorly enforced by the game mechanics at present.

Piracy requires non-consensual PvP to work in order to be viable. So does bounty hunting. Since the mechanics you list would destroy two valid professions in the game, FD have to take an alternative approach. They aim to have consequences attached to it tailored in such a way that the "in it to fight and kill other players" play-style suffers those consequences much more heavily than a pirate or bounty hunter does - to the point of it being severely discouraged. The proof of this particular pudding will be the competitive PvPers griping about it (check), switching to a different play-style or just plain quitting to go to a different game that hopefully they will enjoy because it is designed to accommodate their play style, instead of trying to make ED work for competitive PvP where it really is a square peg in a round hole.

Only it's perfect for PvPers. Especially for the exploiter type, because they can do what they like best - go to one of the noobie systems or trade hubs like Lave and blow some ships up, then duck into solo to cool off or move, invisible and invulnerable, to a different area.

They won't go away. The only ones who might go away are the sportsmanlike PvPers who enjoy a challenge but want a fair game. They won't be able to get it, so they might leave, or go to their own group like Mobius. And the Open mode, the mode which the vast majority of new players pick first, will be left as a magnet for the unsavoury types.

As it is, ED Open is practically designed for griefers. I believe this was not intentional. :)

Not sure what they can do about it though, save for pulling a Concord, where police ships appear immediately in highsec areas and instagib anything they want.

Funny thing is, none of this was necessary. The game world is so huge, it by definition can accommodate a solo player. A legion of solo players. No need to segregate at all. But that ship has sailed.
 
Not really absurd. Consider what most cheaters do. They exploit bad or bugged game mechanics. Opposing community goals that allow for players to avoid the community part are an obvious bad design decision. Therefore, those who use said game mechanics are exploiters.

Cheaters are those that break the rules.

Exploiters are those that use the rules in unintended ways to get an unfair advantage.

Those that use the rules in intended ways are neither cheaters nor exploiters.

Frontier intended for solo players to be able to take part in community goals since the KS, you can see it if you go to the Kickstart page and take a look at the Dev Diary Video #2, where DB explicitly says community events that will change the galaxy can be done and influenced by solo players. Hence, since players in solo are simply playing by the intended rules, they are neither cheaters nor exploiters. You can argue that the rules aren't balanced, but that doesn't make players that make use of them in the intended way cheaters.

Doesn't matter if FD says its ok. The rules of sportsmanship say it's not ok. FD could also put instakill gimballed multicannons on sale for 1cr and say its ok to use it - you use it, you're a cheater.

Not true at all. Those who make the rules define what is cheating and what is not. The players in a soccer game can't just decide that the defense making use of the offside rule to prevent an attacker from receiving the ball is cheating, for example, despite the fact that many fans of the sport think intentionally using that rule by having the defenders in a line is very bad sportsmanship.

I don't even care about ordinary community goals, since most of the time it's PvE anyway and there is no real competition going on. But anyone who fought in Lugh war in Open knows that enemy commanders are never too far away. Playing in Solo makes it MUCH easier, and worse, the opposing team has no way to counter. Where's the fairness in that?

For the individual player, perhaps it could be seen as unfair, as it can reduce how much that individual player is rewarded for his effort. The same way that getting into a conflict zone and seeing a full wing assembled against him can be seen as unfair, or that getting a string of bad luck in searching for a mission objective while other players find it at their first try by sheer luck can be seen as unfair.

For the sides involved in the conflict, seen as a larger entity, no. Each player that engages you and ties you in combat, reducing or even preventing your contribution, is a player that also isn't able to fully contribute to his side. So, both you and your opponent are actually giving an indirect contribution to your respective sides by reducing how much your opponents can contribute, an indirect contribution that is just as large and important as the direct one from a solo player.

Fringe example. Try again.

Not really. Any player can easily degrade their own connection, or else configure their firewall or router, to prevent seeing other players even as they play in open. It's very easy, anyone that knows the basics of P2P networking can do it without help, and for the less technically inclined it doesn't take even five minutes to find instructions for doing it.

Thanks for supporting my entire point - that the multiplayer part of the game is very poorly designed.

It's a matter of opinions and objectives.

You want to be able to force players that oppose you in the community objectives to engage you; of course ED's multiplayer is poorly designed for that, as that wasn't the objective of the multiplayer architecture at all.

If you go read the various posts and messages about the various modes, and switching between them, you will find that the devs wanted players to be able to choose who they play with, to define if their game would be a solitary experience or a social one. They also intended mode switching to be the go-to way of dealing with griefing, real or perceived, in order to not be forced to restrict the freedom of players in open in the name of fighting griefing. Taking those objectives into account, the game's multiplayer, at least on a conceptual level, is working very well. It's not perfect, there are some issues, but allowing your potential victims and opponents to choose not to even see you was an important design goal from the start.

I will agree, though, that Frontier did the same mistake Origin/EA did when they released Ultima Online, over 15 years ago: they thought players were mostly interested in playing good (or, at least, law-abiding) characters, willing to make an orderly in-game society where crime (and non-consensual PvP) would be rare. But, contrary to UO — where players unhappy with the whole PvP and griefing situation had as their only recourse to stop playing, resulting in roughly 70% of new players leaving the game — ED has a way for players to avoid all of that: change modes. Open becoming unpopulated is an issue, of course, but much less of an issue than the players leaving the game altogether.

You know, a real PvPer would never go solo or "carebear group" as they see groups like Mobius. Conversely, PvE players usually have little taste for PvP.

No true Scotsman...

Besides, if what you wrote was true, mode switching would never be an issue because no one would do it.
 

Robert Maynard

Volunteer Moderator
Funny thing is, none of this was necessary. The game world is so huge, it by definition can accommodate a solo player. A legion of solo players. No need to segregate at all. But that ship has sailed.

The existence of the three game modes and the ability to switch between them has formed part of the stated game design since the beginning of the Kickstarter - the different modes are part and parcel of what was successfully pitched and therefore form the basis of the game.

Saying that "the game world is so huge" as a reason not to offer the different modes completely disregards the desire of some players to play the game solo or in private groups in core areas of the game.
 
The existence of the three game modes and the ability to switch between them has formed part of the stated game design since the beginning of the Kickstarter - the different modes are part and parcel of what was successfully pitched and therefore form the basis of the game.

Saying that "the game world is so huge" as a reason not to offer the different modes completely disregards the desire of some players to play the game solo or in private groups in core areas of the game.

Missed my point. A flawed design was successfully pitched, which does not make it less flawed. Not to mention that there were ways to cater to everyone. But not by the same rules. Just like the dropped offline mode was supposed to have a totally different set of rules, including a static universe, so solo and group modes could have different rules from Open.

This can still be achieved:

1. Switching timers. If you go to solo from Open, you cannot go back to open for a set period of time.
2. Cooldown timers. If you participate in PvP in Open, you cannot go to solo for a set period of time.
3. While solo players can sign up and get rewards from community goals, their scores should not be tallied for the goal progress.

Do these three things, and a lot of the issues with multiplayer would be resolved.
 
Missed my point. A flawed design was successfully pitched, which does not make it less flawed. Not to mention that there were ways to cater to everyone. But not by the same rules. Just like the dropped offline mode was supposed to have a totally different set of rules, including a static universe, so solo and group modes could have different rules from Open.

This can still be achieved:

1. Switching timers. If you go to solo from Open, you cannot go back to open for a set period of time.
2. Cooldown timers. If you participate in PvP in Open, you cannot go to solo for a set period of time.
3. While solo players can sign up and get rewards from community goals, their scores should not be tallied for the goal progress.

Do these three things, and a lot of the issues with multiplayer would be resolved.

according to you ofc
 
Missed my point. A flawed design was successfully pitched, which does not make it less flawed. Not to mention that there were ways to cater to everyone. But not by the same rules. Just like the dropped offline mode was supposed to have a totally different set of rules, including a static universe, so solo and group modes could have different rules from Open.

This can still be achieved:

1. Switching timers. If you go to solo from Open, you cannot go back to open for a set period of time.
2. Cooldown timers. If you participate in PvP in Open, you cannot go to solo for a set period of time.
3. While solo players can sign up and get rewards from community goals, their scores should not be tallied for the goal progress.

Do these three things, and a lot of the issues with multiplayer would be resolved.

1 - You drop from Open to Solo because of perceived griefing (camping, ganking, anti-social behavior for no reason connected to the game like dropping 300t outside the station, exploiting) You're penalised because someone else is a donkey?

2 - Agree partly with this one. It's already in the Pipeline as I understand it - but for PKing (i.e. Killing of Clean Players.)

3 - I play with a group of people from across the world, but my hardware cannot take Open (turns into slide show.) Why should my effort not be counted. You would actually cause me to participate less, not more!

Your suggestions do not fix, they would drive people away or make people just not bother.
 
We are still beta testing the game and FD are taking the slowly lets see how it goes where discipline and consequences are concerned. It can be frustrating, but it is better than starting out too harsh with the penalties or bouncing back and forth.

I suspect FD expected players to be like them and stick within the spirit of the game. They primarily made it for themselves and with people that played the original games. 2/3 didn't even have proper dogfighting combat. DB spent a lot of time talking about how PvP was going to be rare and meaningful etc. Well we can see how that turned out when there was no security for the majority of the time the game has been available to the public.

These new rules will hopefully push a lot of the criminal behaviour back into Anarchy where it was originally intended. Perhaps to make it work better they will add incentive by making prices higher in anarchy for those willing to take the risk while making governed space safer but less profitable. This is what I kind of expected from the start and was sad to see it not implemented well at all.

I don't bother with event's in galnet, just skim it for bargains so I never try any of the community goals. I joined a subgroup of mobius that sets it's own scenarios similar to galnet and all the members of the group friend one another so there are always people to play with PvE coop if they want. Early days yet but it's quite fun, especially on weekends when people have time to make an effort.

I like the mode switching though I've only used solo once in beta. I prefer mobius because I know that there are at least 5000 people that play the game like me and obey the rules which means PvP only in conflict zones and only against the opposing side. And having a subgroup of people you can work towards common goals with in a coop fashion is nice too.

The only problem I'm finding is that the 24 hour timer for updating the background sim is way too slow. You can turn around a system in about 6 hours if you really work at it as a team. But then you have to wait the rest of the day to see the result and know if you can move on. Plus the system doesn't truly swap allegiance by itself if the faction your supporting gains 97% of control of the system and the other 4-5 have 0 - 3%. To me this is a much bigger problem than most of what is being discussed here.

With others you can easily change the controlling powers of a remote system by 70% - 95% in a single day. But there is no way to really see what progress your making.
 
Missed my point. A flawed design was successfully pitched, which does not make it less flawed. Not to mention that there were ways to cater to everyone. But not by the same rules. Just like the dropped offline mode was supposed to have a totally different set of rules, including a static universe, so solo and group modes could have different rules from Open.

This can still be achieved:

1. Switching timers. If you go to solo from Open, you cannot go back to open for a set period of time.
2. Cooldown timers. If you participate in PvP in Open, you cannot go to solo for a set period of time.
3. While solo players can sign up and get rewards from community goals, their scores should not be tallied for the goal progress.

Do these three things, and a lot of the issues with multiplayer would be resolved.

My personal view on your ideas:
1) would be possible.
2) Depends on what "participating" means. Possible for everyone that fired a shot against another player.
3) Not possible. Adding seperate goals for "open only": Maybe. Banning anyone from content: No.
Making someones efforts not count is banning from content.
 
My personal view on your ideas:
1) would be possible.
2) Depends on what "participating" means. Possible for everyone that fired a shot against another player.
3) Not possible. Adding seperate goals for "open only": Maybe. Banning anyone from content: No.
Making someones efforts not count is banning from content.

Yeah, but if you deny solo players goals which are exclusive to open, that's also banning from content. I figure not making the effort count in the global sense of changing the overall universe has the least impact for the player. They still would get to play with the goal and get the rewards.

Yeah, the emotional part of participating in a group effort would not be there, but hey - it's not really a group effort if you do not interact with the group. There is no real analogy here, we're talking digital dimensions.
 
Only it's perfect for PvPers. Especially for the exploiter type, because they can do what they like best - go to one of the noobie systems or trade hubs like Lave and blow some ships up, then duck into solo to cool off or move, invisible and invulnerable, to a different area.

They won't go away. The only ones who might go away are the sportsmanlike PvPers who enjoy a challenge but want a fair game. They won't be able to get it, so they might leave, or go to their own group like Mobius. And the Open mode, the mode which the vast majority of new players pick first, will be left as a magnet for the unsavoury types.

As it is, ED Open is practically designed for griefers. I believe this was not intentional. :)

Not sure what they can do about it though, save for pulling a Concord, where police ships appear immediately in highsec areas and instagib anything they want.

Funny thing is, none of this was necessary. The game world is so huge, it by definition can accommodate a solo player. A legion of solo players. No need to segregate at all. But that ship has sailed.

Hyperbole aside, Look at it this way. At the moment, ALL serious PvPers are playing in open mode much of the time. It is almost impossible for the sportsmanlike PvPers to be distinguished from the unsavory types. If they self-segregate as you predict, that becomes easier. FD are currently considering scaling bounties based on the power differential between aggressor and victim, both in ship and in combat rank, so there's a mechanic that will penalize the seal-clubbers more than the serious sportsmanlike PvP players. In many ways, achieving the design goal for open is a better thing for a serious PvP player, because it will encourage them to form private groups where joining them is an explicit consent to "random PvP anywhere" rather than taking over open mode claiming that such consent is implicit. Particularly if a high bounty is linked to the level of seriously buffed NPC cops and bounty hunters that turn up anywhere you go if you're wanted there - Maybe not to Concord levels but certainly enough to make flying around with a high bounty in ANY mode unattractive. They just make it a condition of playing in the "serious PvP" group that you turn off reporting crimes on yourself. Presto, no bounties for PvP in that group and total immunity from the "anti-PKer" mechanics - anyone who doesnt do that gets kicked.

I'd even have no objection to a "PvP mode" being built into the game where you only instance with other players in that mode and crime reporting is AUTOMATICALLY disabled - as you're there to get shot at after all. It would be relatively easy to implement - server-side for matchmaking it would just be a special case of private group, just as solo is at present. Client side it would be a matter of detecting you were in that group and overriding "report crimes on me" off. Crimes against NPCs can still get you fines and bounties, making you an attractive target, and carrying over back into any other mode you play but shooting up other players can be done with impunity in that mode.

This IS doable. They just have to do it differently than games have done it up until now - pretty much like the original Elite stepped outside the accepted boxes. DB has pulled together a crew at FD that is capable of making unconventional approaches work, he has a history of that himself and like they say, "it takes one to know one"
 
Here it is, official from the newsletter:

"After President Halsey declared war on the faction, a number of competing Community Goals became available in Lugh – the first time duelling Community Goals have been used to settle a dispute – and actions from players will dictate the system's future."

So all that belief that players don't matter is misplaced.
 
Here it is, official from the newsletter:

"After President Halsey declared war on the faction, a number of competing Community Goals became available in Lugh – the first time duelling Community Goals have been used to settle a dispute – and actions from players will dictate the system's future."

So all that belief that players don't matter is misplaced.

As a group, acting in concert in some great endeavor, players are THE deciding force. As individuals players are nothing.
 
As a group, acting in concert in some great endeavor, players are THE deciding force. As individuals players are nothing.

And your point? I'm not talking about a single solo player messing up the score, I'm talking about hundreds, possibly thousands of solo players affecting the score.
 
Missed my point. A flawed design was successfully pitched, which does not make it less flawed. Not to mention that there were ways to cater to everyone. But not by the same rules. Just like the dropped offline mode was supposed to have a totally different set of rules, including a static universe, so solo and group modes could have different rules from Open.

The difference is that the dropped offline mode was supposed to have different rules because it isn't possible to do the things that were going to be different whist still being an offline mode. It is perfectly possible to have a Solo mode, a Group mode and an Open mode all with the same rules, because that's what we currently have.

This can still be achieved:

1. Switching timers. If you go to solo from Open, you cannot go back to open for a set period of time.

It's not the first time I've solved lag or bugs by switching to Solo for a short period then switching back to Open. If FD can absolutely guarantee that such a cooldown would not get in the way of solving problems in this manner, or doing similar things, then I would have no objection to this. I can't quite see how they can guarantee that, though.

2. Cooldown timers. If you participate in PvP in Open, you cannot go to solo for a set period of time.

Depends what you mean, precisely, by 'participate'.

3. While solo players can sign up and get rewards from community goals, their scores should not be tallied for the goal progress.

Nope, sorry. I can maybe see the purpose of adding some secondary or optional objectives that can only be completed in Open because they require direct action against other players, but I cannot see the point in making someone's effort suddenly not count because they chose to make that effort in Solo mode.
 
And your point? I'm not talking about a single solo player messing up the score, I'm talking about hundreds, possibly thousands of solo players affecting the score.

I'm sorry. I was commenting on your last line. That is where the point lay, my fault for not editing your quote.

"So all that belief that players don't matter is misplaced."

This is too general a statement. It needed expanding upon in case the casual reader might think that he could be some kind of galactic hero and change the destiny of the us all... you know, like those other games. :D
 
Yeah, but if you deny solo players goals which are exclusive to open, that's also banning from content. I figure not making the effort count in the global sense of changing the overall universe has the least impact for the player. They still would get to play with the goal and get the rewards.

Yeah, the emotional part of participating in a group effort would not be there, but hey - it's not really a group effort if you do not interact with the group. There is no real analogy here, we're talking digital dimensions.

The added "open only" goal is meant as a compromise. It's hard to believe, but some people actually consider those as a viable part of a debate :)
About "not making the effort count": Why do you think i'm taking part there? I could easily do five times the money doing something else. And playing with the goal without it being counted? Doesn't work for me, sorry.
Having impact is the content i'm playing there. So the only solution can only be one, that makes sure that you don't feel "betrayed" by solo players participating in your goal and doesn't contain any cuts for my gameplay.


Edit: Taking a break now from the forum, there's a war to be won ;)
 
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Do these three things, and a lot of the issues with multiplayer would be resolved.

This textbook perfect example of cognitive dissonance is exactly why this thread exists and goes round in circles again and again and again. Hundreds before you have made exactly the same arguments, using exactly the same points and exactly the same reasons, almost verbatim. Hundreds. Even after reading the MB quotes in the OP. I really don't understand it.
 
Community Goals are for the Community. As hard as it may be for some to believe, but Solo/Group players are part of that Community.

The Idea that "I should matter more then some other Player" is a bit silly, every player has the same importance and the same rights no matter how he chooses to play.
 
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