I decree that the maximum capacity of stations and 'island' instances be improved and doubled/tripled. More players, more NPCs, THE WORKS.Also more diversity and cool stuff in the Community Goals and more Events overall.
You know that this game is peer to peer, and as such the 'servers' that handle those instances are the players' computers, right?
And that for many people even the current limits can already make the game unplayable, with the game becoming laggy and frame rates dropping sharply whenever more than a couple commanders are around, yes?
Without Frontier making the game better optimized I don't think they can afford to increase the size of the instances. That, or else drastically increasing the game requirements, both in the computer specs and required broadband speed, which is something I don't think they can realistically do so soon after the game has shipped. I mean, other long running MMOs often took half a decade, or more, to increase their system requirements.
No you should all get some more credits. Take Diablo 3. It works perfectly in Singleplayer. But if you join multiplayer, monsters will get more difficult every time someone joins. Also rewards get a little bit higher. Cuz you know, now you can get 1 shot from minions, but you also have friends to ressurect you. Is it that hard ? I have not ever in my life seen this type of game(ED). I mean if you have parties, give them some reason to actually play as a party. Every MMO ever does it. Diablo does it and pretty much every game where you have to PvE with friends does it. Party=better rewards=harder fights for those rewards
Actually, individual rewards don't increase. What happens, instead, is that each monster defeated gives to each player as much reward as if the player had defeated it solo, with the extra caveat that each player can't even see what dropped for the others. All the increase in rewards from playing in groups in Diablo 3 comes from killing things faster.
Also, the only thing that increases nowadays as more players join is the monster health, and this since a long time ago. Blizzard initially attempted to increase both monster health and damage, given that character synergies could easily overcome the increased damage and then some, but that resulted in so few players choosing to play in a group that Blizzard gradually nerfed the difficulty of the multiplayer version to the point we have now.
In short, people play Diablo 3 in groups because it is basically far less risky, far less challenging, than playing solo, despite offering the same rewards; playing in groups in D3 is easy mode. If that is your poster child for either higher rewards for higher risks, or risk increasing with group size, you really need to do better.
I don't have to because I can run away and know they won't ever bother to chase me in supercruise. I know I can get away whenever I want. Humans, on the other hand, can hunt you down and it requires both planning and cunning to escape. That's thrilling, exciting and dangerous.
1. There are ways to deal with player pursuit that mostly guarantee it won't be an issue as long as you escape to Supercruise the first time.
2. There are numerous ways to farm very efficiently in near complete safety in Open, to the point the difference in wealth accumulation compared with the best methods in Solo, even when taking into account how often the player will be fired at or destroyed, is like a rounding error.
3. The number of players you see, and who they are, depend on a lot of factors. Unless you are also from the southern hemisphere, I doubt you will ever see me in game, even if we are both in open at the same station; unless we wing up and set beacons the matchmaking simply won't allow. There are players in open that go for days, sometimes weeks, without seeing anyone else, even on systems that are supposed to be populated.
4. Even if that wasn't an issue, it's very easy to tweak the network settings to never see another player even on open.
5. You don't get to decide what is enjoyable gameplay for me. I backed this game during Kickstart exactly because that thing you find "thrilling, exciting and dangerous" could be completely avoided by just selecting an option in a menu. And from the start the game was heavily advertised as supporting that choice.
I'd just like to keep the modes separate much like traditional games of the past kept solo and multiplayer separate, too.
You mean, the ones where the multiplayer was basically a cut down Arena PvP? Or the ones that to curb cheating decided to store multiplayer savegames on the servers, and thus don't allow single player characters to transfer over (though many of those do allow 'local multiplayer' using the single player characters)?
Because, apart from those, single player tends to not be separate from multi-player for the games that support both. Games like Diablo and Borderlands have allowed players to change at will between single player and multi-player, with the same character, since their very first iterations were made available.
And, if you think about PvP and PvE, even MMOs changed that a long time ago. As early as 1999 Ultima Online was implementing twin worlds, one of which made PvP by consent only, and allowing players to jump back and forth at will. This is even more pronounced nowadays, as most MMO devs seem to have figured that allowing players to play together with whoever they damn please is more important than preserving someone's sense of entitlement over having done things the hard way, so the games that still have that PvP/PvE divide are increasingly allowing players to just vault across it.
Well then how do you penalize players for taking advantage of switching one way or the other to make things easier?
Why do you even want to penalize players? What you should be considering is how to fix some of the issues that make farming in open less effective, like the spawn rate, and discussing ways to make the experience in open more enjoyable in order to attract more players. You catch more flies with honey than with vinegar.
They are! They equally contribute to ED's bottom line. And we need ED to keep developing the game.
However, open suffers when lots of players trade (or whatever) in solo to avoid the risks in open. So some incentive should be made. Not necessarily a penalty for the other modes.
An incentive to one mode is the exact same thing as a penalty for the other modes, and likely will be seen as such.