The most dangerous aspect of Elite: Dangerous is the player element. Players can organize, blockade, and fight better than any AI ever could. Players are the driving force behind the background simulation and change in the galaxy.
The three modes of play currently impact the same galaxy simulation and share the same save.
This is a terrible mistake. They should not, as two of the modes of play have very different mentalities and goals than the third mode of play, and different levels of interaction with the most dangerous aspect of Elite: Dangerous and
any other multiplayer sandbox game: players.
Doing anything other than completely separating player saves and galaxy simulations between Solo/Group and Open modes will end up pleasing nobody. If you reduce the rewards granted for playing in Solo/Group mode vs. Open mode, the first group will be upset and feel cheated. If you increase rewards or add additional incentives to Open mode and leave Solo/Group mode as it is, the second group will be upset and feel cheated. If you continue to allow players to switch between Solo/Group and Open in order to minimize their risk and maximize their reward, the group of players who plays strictly on Open will continue to feel upset and cheated.
If you split Solo/Group and Open, you will...
- PRESERVE the ability for people who never want any social interaction (Solo) to continue playing the way they want.
- PRESERVE the ability for people who sometimes want very specific types of player interaction (Group) to continue playing the way they want.
- PRESERVE the ability for people who always want varying types of player interaction (Open) to continue playing the way they want.
- SOLVE the problem of players dropping from Open to Solo/Group to conduct lucrative trade operations with minimal risk.
- SOLVE the problem of players dropping from Open to Solo/Group to conduct conflict zone operations with minimal risk.
- SOLVE the problem of players dropping from Open to Solo/Group to conduct community event operations with minimal risk.
...
without having to create specific rule sets and engineer varying levels of rewards and incentives for different modes of play. Solo/Group players could impact the galaxy without having a differing rule set forced on them that reduces their influence and rewards from those on Open. Players on Open would no longer have to be frustrated by competing against not just their fellow Open players, but also against unseen actors who magically undermine (or aid) their hard work from the relative safety of Solo/Group.
The fact that this is even a topic of conversation brought up by Frontier is testament to the fact that they recognize their initial design intent is
not going to work when you have such varying styles of play. Now, I do acknowledge that there are two groups of players who would be hurt by this change.
The first group are players who switch from Open to Solo/Group to avoid risk. Those players should pick a mode and stick with it (or play both separately) rather than taking the path of least resistance when it suits them. Again, the name of the game is Elite: Dangerous, and other players are the most dangerous part of the game. If players want to play without the risk of being blown up by other players, they should play in Solo/Group, where they can just play alone or where they can play with just their trusted friends. However, if Frontier was willing to go all the way with the split (as they should)...
The second group of players who would be hurt by this change are those that do not wish to play in Open because of the possibility of PvP, but still want to encounter other players. For these players Frontier could further split Open into Open PvP and Open PvE, both with different background simulations. I feel that this is the most sensible solution to please players who want the full Open sandbox experience and those who want a less dangerous Open sandbox experience.
Thank you for your time and consideration.