..only that all those partaking in Goals should share the same Mode in order to allow for the reasonable possibility of encountering others partaking in same goal...
"Encountering". Yeah.
..only that all those partaking in Goals should share the same Mode in order to allow for the reasonable possibility of encountering others partaking in same goal...
Oh, yeees, of course, the inhumanity of explorer-players being 40k ly out in the void fulfilling an exploration-themed power-faction's task IN SOLO MODE. Oh my gosh. The horror. Won't someone think of the children?
Sigh.
Seems like ppl in this thread mostly think that powers = pvp all day every day. Did you forget that the powers will also support (and benefit from) other playstyles as well? (trade, exploration, mining, missions...)
I personally think that players in Solo & Group should not be able to partake in CGs or PPs, because of the unfair advantage to be gained from mode-switching, and the unimpeded access to game resources allowed by playing "invisible" in Solo.
I see Solo as the "asocial" game mode, for people who don't want / cannot do online interaction. CGs & PPs are all about player interaction so I see no compelling reason for Solo / Group to have an interest, unless it is just to exert influence over the CGs or PPs without the possibility of consequence or push-back from other players.
I don't really buy the argument about poor internet connections, you can't really expect game designers to throttle down the experience of those who are equipped to enjoy the full online aspects of the game, in favour of those who are not.
Again, concerns about instancing are a red herring: I don't think anyone is suggesting that ALL players should be 100% visible to each other at all times: only that all those partaking in Goals should share the same Mode in order to allow for the reasonable possibility of encountering others partaking in same goal. The ability to mode-switch over to Solo reduces that chance to ZERO potentially, and so is unfair.
If FDEV are unwilling to limit participation to only Open then I think that rewards for Open play contributions should scale in real time based on numbers of players acting in Solo. So if the game detects 10× more players grinding in Solo, it should up the relative reward offered to Open players for the same actions by 10×, in order to encourage Open participation.
I have one question about powerplay, how can I stop opposing players from opposing factions from forwarding the goals of their factions when I cannot see them if they are in solo mode?
DBOBE Himself posited the situation where two explorers scouting the same system might try and kill one another to ensure first claiming rights, in a development diary video, so on your specific example there is an argument that even explorers should be exposed to the risk of PvP interference. So yeah, even exploration goals / PPs.
I think we need to stop thinking about the whole Solo/Open argument as a debate between the two. They both have their merits. The problem is we have many Open players who came to Elite for the online aspect of the game. A lot of us came from a background with EVE, how big or small is irrelevant. Many of us have been influenced by stories from EVE players, and many of us have simply fallen in love with the idea of a 'static' universe that lives and grows by the people who are part of it.
Being able to switch to solo mode eliminates the risks that come with living in the galaxy together. That ability to remove risk changes the way people make their choices in online play, which heavily influences their in game behavior.
This is a long video but it explains what it was that EVE Online offered its playerbase as a game. This is the part of EVE that us eve players were hoping for in Elite. I seriously recommend you watch this regardless of which side of the debate you are on, and after watching that - even if you're a solo player - can you really tell us that you want to deny us the ability to have that atmosphere?
EVE Fanfest 2014 - New Eden is Not Internet Spaceships
I really want this debate to end. I personally feel that this is the most balanced way to handle it if you care to read...
- Create two save slots, 1 for Open play, and one for use with the two private modes. You only get one commander per mode (Open/Private).
- Separate leader boards between Open & Private modes but retain their shared progress. (CG Leader boards, anything added in 1.3, bounties, etc). This change should happen irregardless of whether the first change is made.
These two simple changes would completely fix the issue separating the game into two distinct play styles. Separating the saves allows players to participate in the same galaxy still shared with everyone. The difference is that open players get their meaningful gameplay, and players who want to control the rules of the game for themselves can use solo mode and more importantly group modes.
I personally feel that creating a distinct separation by save will drastically increase the value of the game to both sides of the spectrum. By doing so you will give the community of Elite a game that supports two completely separate styles of communities and more importantly two separate "types" of games. This would make Elite the gaming version of bilingual.
Also, don't forget that for players who participate in groups can have the ability to participate in two different playstyles during online play. This change gives everyone more choices while retaining the integrity of both Open & Private modes.
Edit: And heres where open players compromise:
As both sides will still share the same galaxy data Open players need to adopt the mindset that Private Mode players represent to us the population of the area. It's easy to try and suggest balancing ideas for this but quite frankly that is up to how they program the background simulation and due to instancing that doesn't matter.
Yeah its sadly the case as it stands. The annoying thing is if we want to make the most out of the community goals we are almost forced to do it in solo or p/g so we can compete with others to get kills.. Its all about shooting NPCs so we're sort of punished for playing in Open![]()
If you want to play a game with the atmosphere of eve, go play eve. I signed up for an up to date game of elite, not the game I left during year one.
Jeez I wish this wasn't a family friendly forum...
I think we need to stop thinking about the whole Solo/Open argument as a debate between the two. They both have their merits. The problem is we have many Open players who came to Elite for the online aspect of the game. A lot of us came from a background with EVE, how big or small is irrelevant. Many of us have been influenced by stories from EVE players, and many of us have simply fallen in love with the idea of a 'static' universe that lives and grows by the people who are part of it.
Being able to switch to solo mode eliminates the risks that come with living in the galaxy together. That ability to remove risk changes the way people make their choices in online play, which heavily influences their in game behavior.
This is a long video but it explains what it was that EVE Online offered its playerbase as a game. This is the part of EVE that us eve players were hoping for in Elite. I seriously recommend you watch this regardless of which side of the debate you are on, and after watching that - even if you're a solo player - can you really tell us that you want to deny us the ability to have that atmosphere?
Jeez I wish this wasn't a family friendly forum...
Frankly, yes, we want to deny you the atmosphere of Eve Online in ED, for it is this very thing why many here don't play that game and only watch it from afar.
I personally think that players in Solo & Group should not be able to partake in CGs or PPs, because of the unfair advantage to be gained from mode-switching, and the unimpeded access to game resources allowed by playing "invisible" in Solo.
The fact of the matter is, I don't think it's a winnable debate by either side. Both sides have their positives and negatives and the fact of the matter is we are all arguing about the core of what type of game Elite is to us on an individual level and noone wants their personal vision crushed.
We players can "debate" this as long as we like, a fundamental part of the game is being able to swap between solo, private group and open at will, and have all 3 effect the economic data and community goal totals for the entire galaxy.I think we need to stop thinking about the whole Solo/Open argument as a debate between the two.
Currently, RES may support 1, maybe 2 well-equipped players with a sufficient number of targets. Do you really want combat CGs revolve solely around who can most effectively get the killing blow on an Anaconda that is already being hammered by 4-5 players?
As it stands, the problem is not that Solo exists or free switching or identical rewards, but that RES have too small a volume and therefore the total count of potential pirates at any one time is too small for any sizable number of players. Imho the spawn rates are not the problem, but the lack of space to spread out. Like, 10km from the RES navigation point and there are basically no other ships any more, so you are always going to be within reach of any potential target someone else may already be fighting. I would like to see that zone extended to 100km in all directions. This way, if you arrive at an RES in open play and see multiple players, you could just fly a few tens of kilometers and go about your merry business.
I think you got it right. The problem isn't the modes, but the scale of things. The combat areas, wether it is RES or CZ is just too small, not suitable for more than 3-4 players. I like your idea about the RES, and I think we should apply it to the CZ too. CZ wouldn't just be random locations in space where a dozen ships are fighting, but the location where two war fleets clashed.
Remember the Star Wars III opening scene ? Am I dreaming too much maybe ?
https://www.youtube.com/watch?v=ZWoGkrt5Upg
Once you understand the limitation of the "matchmaking" and islands or instances the whole "debate" becomes moot in my opinion.
We players can "debate" this as long as we like, a fundamental part of the game is being able to swap between solo, private group and open at will, and have all 3 effect the economic data and community goal totals for the entire galaxy.
Elite Dangerous is a networked twitch response (shooter if you prefer) game. I've never played Eve, but my understanding of it is Eve isn't a game played in real time. Elite Dangerous has the same network limitations of a game like Counter Strike has. How many players do you actually have in one game (we could call that an instance) at the same time? Been a while since I played CS but I think 8v8 was max, maybe you can do 16v16 right now, I'd even believe 32v32 but not 128v128. Same goes for team fortress 2, or COD, or whatever real time game you like.
This might seem off topic from the open vs solo discussion, but it isn't.
32 players has been mentioned as the maximum number of players in the same "instance" in Elite Dangerous. Islands seems to be the term used by the developers, and it is different from an instance, but instance is a term that more gamers are familiar with.
If you are in open you can't interact with everyone. You have a maximum of 31 other players. This could be more than all the players in a system at the same time, but not during a community goal. Making everyone play in open wont do what many of the people in this thread want, the ability to not have players "stealth" past them in solo.
Lets say you and 9 people on your friends list want to blockade a community goal station and destroy every trade ship bringing in whatever widgets the cg needs. You can't do that, even if every player is in open. It would be cool if you could, but you cant.
Once you understand the limitation of the "matchmaking" and islands or instances the whole "debate" becomes moot in my opinion.
Currently, RES may support 1, maybe 2 well-equipped players with a sufficient number of targets. Do you really want combat CGs revolve solely around who can most effectively get the killing blow on an Anaconda that is already being hammered by 4-5 players?
As it stands, the problem is not that Solo exists or free switching or identical rewards, but that RES have too small a volume and therefore the total count of potential pirates at any one time is too small for any sizable number of players. Imho the spawn rates are not the problem, but the lack of space to spread out. Like, 10km from the RES navigation point and there are basically no other ships any more, so you are always going to be within reach of any potential target someone else may already be fighting. I would like to see that zone extended to 100km in all directions. This way, if you arrive at an RES in open play and see multiple players, you could just fly a few tens of kilometers and go about your merry business.
Well, the thing is, the game was announced and heavily backed on the premise of the various modes and the freedom to switch between them, the almost seamless transition between the singleplayer and multiplayer experience. I think this fact should have been more emphasized (is it even mentioned there?) in the games very description in the store, as it seems not few have bought the game on the idea of an "Eve with cockpits", which it clearly is not, and was never meant to be.
But one has to keep in mind the status quo is not just the status quo - the game would not exist if it hadn't found enough backers, backers who looked at the entire concept and said "yes, make it so".
And I am fairly sure even among non-backers, there are more players who prefer free switching as it is, than those who oppose it. As it is always the case, the game forums are read by a minority of the total player base, and then the fraction of people actually posting is even smaller. There are probably tens or hundreds of thousands of players out there who don't even know about this very debate we have been having for so long now, and are just content to take the game as what it is, and who use the modes according to their current mood, overall preference etc. without really caring whether someone in a different mode gets their money faster or slower than them.
This devalues pure-open players interactions with each other, which is an important thing to note because that player to player interaction is why those in the pure-open crowd play.
Can't say I understand what your position is exactly. Your point of view sounds like you would want to lock players into one of the modes. If I'm understanding what you are saying you don't want players to be able to earn money in solo (trading, res farming) and then only turn up in open with their fully upgraded anacondas?I don't subscribe to the "stealth by me" side of the debate. I understand the technology and I have the ability to view those in private mode as part of the background noise of the citizenry in the universe, which is really how everyone should view others in any mode different from theirs. Regardless of instancing, what players like me are asking for is a mode of gameplay where we only see others who want a similar experience from the game. Just like some people only want solo, or some want to play in groups with their own rules, or others want to be able to take part in everything. The simple fact of the matter is that everyone except for selection of the playerbase not only get their cake, but they get to eat it. This devalues pure-open players interactions with each other, which is an important thing to note because that player to player interaction is why those in the pure-open crowd play.
Can't say I understand what your position is exactly. Your point of view sounds like you would want to lock players into one of the modes. If I'm understanding what you are saying you don't want players to be able to earn money in solo (trading, res farming) and then only turn up in open with their fully upgraded anacondas?
Is that what you are saying?
layers doing that doesn't concern me, but I can understand someone having that opinion.