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

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This whole "discussion" is basically one small group wanting to be able to dictate to others how the game should be played, to suit their own agenda.

The game is how it was intended to be all along, if you don't like it then TS because most don't want it changed. It's about time the thread got closed.
 
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That's an interesting perspective? I do agree with ya on the combat logging. But someone playing in solo is griefing you? Or do you mean some one that is playing in open then moves to solo to avoid you?

I do agree some sort of balancing might be in order, just not sure on how to address it. Rather than always attacking mode switching, maybe something different. Like cargo, if you start in one mode, you must complete your run in that mode or loose the cargo?

Just an idea, probably not even a good one. Thoughts?

Ofcourse the latter. Like said above, play open, see pirate, log to solo.
This shouldnt be possible like it is right now.

This whole thread is basically one small group wanting to be able to dictate to others how the game should be played, to suit their own agenda.

Oh come on, think of something yourself will ya?
 
This whole thread is basically one small group wanting to be able to dictate to others how the game should be played, to suit their own agenda.

Indeed - it's predictable and completely cyclical. It's a case of poke and peel to find some kind of opening to further their argument, and then cascade those arguments to make the game something else entirelly when they get enough attention.
 
Indeed - it's predictable and completely cyclical. It's a case of poke and peel to find some kind of opening to further their argument, and then cascade those arguments to make the game something else entirelly when they get enough attention.

Exactly, it's being dragged on and on by a minority in the hope that FD might listen to them.
 
I have a confession to make... I have a confession to make...

I said I wouldn't do it, but I have...

After declaring that I would always play in open I made a trade run in solo!

I was soooo twitchy after being interdicted in my T6 by a commander in a clipper. He was a very efficient pirate. I couldn't run because of the mass-lock and he clinically took down my shields and my thrusters. He knew what I was carrying and asked for the most valuable items, leaving me to use the repair/reboot option and limp to the nearest station with a 3kCr repair bill and down 100kCr in rare goods.

Not a drastic loss, but the first such setback I have had in a long time and I panicked and did the next run in solo.

And guess what....? I didn't like it! Yes I was safer (I can always outrun NPCs), but I felt lonely without any other commanders in view and no chance to chat in stations. The paranoid scanner-watching in SC is part of the trader's lot, as is the occasional loss, and I shall stay in open from now on.

Just glad to get it off my chest! :eek:
 
a mode lock/cooldown timer is actually a very good idea. it doesn't need to be 24 hours. 10-15 minutes would be enouh to resolve the vast majority of the 'mode hopping' issues while giving the aforementioned hotel warrior the ability to selecthis desired mode with very little inconvenience.

Mode hopping is not an 'issue' it's part of the design.
 
Group mode is better. Just add your friends to your group.
Plenty of chat with people you actually care about.

I delve into Open purely for pirate-hunting.
 
Perhaps you think pirates are griefing bounty hunters by paying off their bounties too?

Funny you should mention that. FD will introduce hefty cooldowns so that people CAN'T pay off their bounties as soon as they get them. Guess why? ;)
 
Mobuis group
or create your own trader group !

but you will see less CMDRS, Mobuis group has 5000+ members yet I only saw 1-2 CDMRS in 3 months
 
Now, Ive seen some really good ideas - This one is...well its an evolution of my original thread - Basically, instead of weighting the contribution values and reducing for one group, you would just make it so that player kills are worth much more overall. Being that a player is much harder to kill, I can get behind that. It essentially is the same thing as what I am saying, but more focused. So, in the end, solo/group players are not penalized in any way, the only thing is that it becomes worth it to actually kill a player over an npc. This can appeal to both crowds, Open gets the "more" they need to effectively do this in open, Solo, well we opted out of PVP - so it really shouldnt affect any of us AT ALL - The original post for this idea can be found here

Sorry to pick on just one thread in a well-reasoned post, but I can see a problem with making CMDR kills worth more than NPCs - is that it gives a further incentive to actively look for an kill players rather than cooperate with players to kill NPCs. I think it would be better to encourage Co-op rather than PvP in community goals - partly because those who like PvP don't need much encouragement. We certainly need more reasons for Co-op in CGs since currently it's more efficient for the types of missions we've seen so far to play them Solo rather than in group or open. It would be nice not to have to choose between fun and efficiency quite so much.
 
I've been at it since December. The first 2 weeks I played solo, been in open since. I haven't been avoiding the busy areas either. I did all my trade grinding 4 hops away from Eravate, half the time without shields. When I got bored I kicked around Lave.....I have never, ever been interdicted by another CMDR. I.ve recently been fighting in CZs and have killed a few CMDRS....none of them have Logged off either, plenty of them have run but that's fine.


These issues that cause the heated arguments are RARE and certainly not worth getting too bothered about IMO.
 
Aren't there rare trader wings? If not, create one. Maybe even with an escort combat ship. Especially in those infested systems it could be really usefull.
 
This thread has become hopeless and pointless. 408 pages? Nothing but a keyboard war now. Its all been said and repeated and quoted a hundred times over. Soooooo, who's winning? Just like most wars, I dont see anyone winning anything.
 
I'm all for reinforcing open play with additional rewards/influence - without crippling solo ofc. However, some mechanics - like the bounty system as stated above - should change to fit into the online gameplay.

I think it would be better to encourage Co-op rather than PvP

I agree. Missions, goals which you can only complete with other players would be nice. Like a dungeon in an MMO-RPG.
 
I said I wouldn't do it, but I have...

After declaring that I would always play in open I made a trade run in solo!

I was soooo twitchy after being interdicted in my T6 by a commander in a clipper. He was a very efficient pirate. I couldn't run because of the mass-lock and he clinically took down my shields and my thrusters. He knew what I was carrying and asked for the most valuable items, leaving me to use the repair/reboot option and limp to the nearest station with a 3kCr repair bill and down 100kCr in rare goods.

Not a drastic loss, but the first such setback I have had in a long time and I panicked and did the next run in solo.

And guess what....? I didn't like it! Yes I was safer (I can always outrun NPCs), but I felt lonely without any other commanders in view and no chance to chat in stations. The paranoid scanner-watching in SC is part of the trader's lot, as is the occasional loss, and I shall stay in open from now on.

Just glad to get it off my chest! :eek:

I absolve you from your sins Son of the Stars.

Now just don't go there again and stay in the thrill pit that is open.
 
Group mode is better. Just add your friends to your group.
Plenty of chat with people you actually care about.

I delve into Open purely for pirate-hunting.

Yup.. I used to be a 'hardcore open trader' was under the illusion I was adding to the game by contributing to the open community. , no one gives a damn, and I got ganked by cowards over the last few months. I have enough ingame friends to trade and chat with in Mobius.

That's not to say I don't respect the OPEN traders still going, especially those in community goals. The system is flawed, Clipper cmdrs shooting freighters then docking at the enemy base in order to clear fines, gankers destroying 15+ million of cargo & ship for no reason, then paying off a 1000cr fine.

System needs to change, otherwise it will just drive people away from Open. Thankfully the devs are looking into it. I'll keep my T9 to private for now, trade in my Conda in open
 
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To make the consequences of attacking / destroying other ships more meaningful?

Yup. Now, why some players feel that they should be allowed to escape the consequences of their actions is beyond me. Sure, if you want to play solo, play solo. But if you want to play a trader in Open (action) and get interdicted by a pirate (consequence), you should face the consequences of your actions - just like the pirate who interdicted you. Not combat log and switch to solo, then pop back into open a little while later like a transdimensional rubber duckie. ;)
 
I'm the opposite, I rarely go to Open. Not because I don't want to, but because I always lag there. I just died there because of lag in fact, figured I'd test it out again see if anything has improved.

Shields and Hull gone pretty much at the same time (in an FDL), only explanation is lag or somehow an invisible comet ran into me.
 
So you and you're friends will leave over this change but the PvPers are fair weather friends?

If the game changes to favor PvPers, no sense in PvE players remaining.

Or, at least, no sense in remaining without using some kind of network trickery to get the benefits of open without having to actually open oneself to PvP. If open is given any outright advantage, rest assured that I will then never log into solo; instead, I will be playing in open but outright manipulating my connection to either never meet other players or to turn them into laggy sitting ducks. With the appropriate software blocking or degrading specific connections is easy-peasy.

I mean honestly, does anyone from solo want to be completely separated from open as far as goals and background sim goes?

If it comes together with making offline mode available, yes, so much this. Solo online is but a shallow parody of what a truly offline game could be, a pale substitute while I wait for something from other companies that actually respect their customers and at least try to keep their promises.

Otherwise, no. While I'm forced, against my will, to be online in order to play the game, I want full parity with the players in open mode and full mobility between the modes. In other words, no extra limitations, no restrictions, no penalties for solo or bonuses for open.

If you want to nitpick, community goals were never mentioned during Kickstarter. So basically it's a new feature and has nothing to do with the pledge.

Actually, they were, just not with that specific name. Dev Diary Video #2 is specifically about them, and even includes the promise that solo players would be able to take part.

Which is why the game needs to be designed in such a way that we don't have to always wonder.

Never was the intent. It's why peer to peer networking was chosen; the disadvantages of peer to peer mode were mostly in places that didn't matter for the game they wanted to make, while the advantages were quite meaningful.

On your first point, i will give an EVE example. Different game diferent setup but same principle in a SANDBOX

50% quit eve in 2 months

40% do missions and PVE and quit in <12 months

10% do corporations, groups and proper sandbox activities (Craft/pvp/market pvp) and last 3+ years. (Source: EVE Dev conference 2014)

PVE is garbage for retention, its gamed, no diversity, not as competitive, automated, scripted. WoW needs constant raids to keep PVE alive for example or else people start dwindling fast, as any Singleplayer PVE story game would.

In other words, even in EVE, which is widely advertised as a PvP game, PvE players make up for a large part, perhaps the majority, of the revenue (40% x 12 months versus 10% x 36 months, disregarding the ones that leave in 2 months). Kinda eye opening. Makes one wonder if, should EVE actually care about those PvE players instead of doing its best to shove them into a PvP gameplay they dislike, perhaps the game could keep those players for longer and be more profitable.

And that doesn't even take into account that most pilots stay exclusively in high-sec space. Even the PvPers are playing a lot of PvE, likely they spend more time in PvE than in PvP.

I would love to see new subscription numbers for EVE, BTW. CCP stopped publishing those numbers a few years ago, when subscriptions seemed to have hit a plateau and the available data about concurrent players started to show a decline.

Another thing, raids have little to do with WoW player retention even now, and were even less meaningful half a decade ago, when WoW was experiencing its largest growth. Up to Burning Crusade raiders were a tiny minority of the player base, the ones that raided on a consistent basis less than 1% of the player base and the ones that had completed even one raid in the past less than 2%. Raids only became important for the common WoW player when Blizzard added the LFR tool (which allowed getting into a raid by just hitting a button on the UI), together with a raid difficulty so easy players have to make an effort to actually lose. Heck, a different MMO, LotRO, cut out raids from its roadmap because there were not enough raiders in the game to even justify making that content; instead, LotRO got instances that scale with the number of players, from solo to raid sized, which are far more successful in engaging the player base than raids could ever be.




I think Frontier need to have some faith in the playerbase.. we aren't all out to behave like a douchbag you know :)

Having faith in the playerbase is what got UO to the point it was heading to the chopping block, with 70% of new players leaving within two months, until the devs decided to create a separate world where PvP was by consent only.

So, sorry, I don't trust the playerbase. If my choices are to either trust the playerbase to behave in an acceptable way or to stop playing, I will stop playing. In fact, I have vowed to never again give a chance to any game where I can't just opt out of all PvP, had only bad experiences in over a decade of trying to make that work.

Oh, and BTW, the day I have to pay another player to help me in order to get something done is the day I leave a game. Feeling like I can't get things done by myself is truly awful, and a game that makes me feel like that doesn't deserve to be played.
 
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