Just to throw my 2 cents into the ring on this debate, I’m sure it has been phrased in either the same/similar way from someone else, probably even on this thread, but I’ll try my best.
Personally, I have absolutely no problem with Solo/group modes existing, whether it be for players that simply do not want to see or interact with other human players either permanently or just at the time. From what I’ve seen there are a multitude of reason why players would want to do this ranging from simply not wanting to risk involuntary PvP due to skill/health issues or simply those wanting to maximise their earnings.
My problem starts when people (IMHO) abuse the current modes system by switching to solo, maxxing their profits with no risk, then coming back to Open bearing all the rewards, meanwhile Open players have had to fight through blockades, pirates and wings to get to the same point.
At the risk of being shot down, I am likening this behaviour to another (albeit unrelated) game, in DayZ there was (and likely still is) a “server hopping” issue wherein players would join an empty server, get to an area in-land which contains the best loot (usually high spec military weapons & armour) which in normal servers are high PvP areas, gather everything to fully kit themselves out and then re-join a populated server with the loot to use against others. Granted in EDs case the “loot” would be Credits, but I would say the behaviour and steps are the same:
- Join a server with severely reduced risk (Solo)
- Gather usually highly contested supplies (High traffic CG zones)
- Return to populated server with the rewards against players who are still fighting to get them (Re-joining Open with additional Credits)
The simple way I think this should be resolved is to continue allowing Solo play or those who want to use it (again, I’ve absolutely no problem with Solo) but having a separate CMDR in Solo to the CMDR used in Open. In theory this allows players to play on their own when they want to, but stops the switching which puts Open players at a disadvantage
Personally, I have absolutely no problem with Solo/group modes existing, whether it be for players that simply do not want to see or interact with other human players either permanently or just at the time. From what I’ve seen there are a multitude of reason why players would want to do this ranging from simply not wanting to risk involuntary PvP due to skill/health issues or simply those wanting to maximise their earnings.
My problem starts when people (IMHO) abuse the current modes system by switching to solo, maxxing their profits with no risk, then coming back to Open bearing all the rewards, meanwhile Open players have had to fight through blockades, pirates and wings to get to the same point.
At the risk of being shot down, I am likening this behaviour to another (albeit unrelated) game, in DayZ there was (and likely still is) a “server hopping” issue wherein players would join an empty server, get to an area in-land which contains the best loot (usually high spec military weapons & armour) which in normal servers are high PvP areas, gather everything to fully kit themselves out and then re-join a populated server with the loot to use against others. Granted in EDs case the “loot” would be Credits, but I would say the behaviour and steps are the same:
- Join a server with severely reduced risk (Solo)
- Gather usually highly contested supplies (High traffic CG zones)
- Return to populated server with the rewards against players who are still fighting to get them (Re-joining Open with additional Credits)
The simple way I think this should be resolved is to continue allowing Solo play or those who want to use it (again, I’ve absolutely no problem with Solo) but having a separate CMDR in Solo to the CMDR used in Open. In theory this allows players to play on their own when they want to, but stops the switching which puts Open players at a disadvantage