Modes The Solo vs Open vs Groups Thread - Part the Second [Now With Added Platforms].

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I guess I come from a different generation or something. I was taught when growing up to face danger and challenges by coming up for a solution to fight it. That means if I were a trader...

1. Take a trade ship that can fight back. (Python, Anaconda)

-or-

2. Hire bodyguards and give them a cut of my run.

To me, this is more fun. We can do this now. Traders have had this solution since the Wings update. Why do traders still insist trading in solo instead of taking this option? Is it the challenge? The hassle? The reduction of profits?

I don't understand it as it isn't talked about. However, as ya'll have illustrated here, traders trade in solo because it is less risk. Which is exactly my main point for separating the modes. Less risky modes stay in less risky modes.

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Think of it in reverse. By encouraging traders to trade in solo with easy profits, pirates and bounty hunters are the victims because they have nothing to do. They have nobody to hunt thus their careers become irrelevant and all that is left is playing in solo mode.

I have heard from plenty of traders in open how rewarding it is to trade in open. They love the thrill, excitement and challenge that it adds. They certainly didn't seem like they were being victimized in the least.

with conda u can run without combat every single time unless other conda want to pirate you;p
 
Ok I see it now, stuff that helps pirates but, isn't about drawing players in. Let's see:

Better limpets, interactive npcs (ones you can demand cargo from), more non lethal piracy options(weapons that do less dmg against hull but more against subsystems, dead drives stop the ship, etc), better prices if you have a high rep in an anarchy system, open only commodities if they are more expensive than normal ones (they'd also have a higher profit for traders), A pirate reputation system (it'll keep track of your kills against traders, and bounty hunters and show it to everyone), better pirate bounty board missions (no more damned toxic waste ones), letters of marque to allow "legit" piracy, drones which will be here later today.

That's 8, not including drones.

Giving pirates more targets. I didn't think it was obfuscated at all.
 
It isn't the game mode that i make a point of, it is the different type of game play where one is with risk, the other is without.

For example a commander with 6 weeks worth of data is killed near the centre of the galaxy by player. Another player decides i will avoid all that and keep avoiding it by going Solo and hence has no chance of every losing any data. Why should those in open not be rewarded extra for their risks?

That gameplay style is a choice everyone make by himself...
 
It isn't the game mode that i make a point of, it is the different type of game play where one is with risk, the other is without.

For example a commander with 6 weeks worth of data is killed near the centre of the galaxy by player. Another player decides i will avoid all that and keep avoiding it by going Solo and hence has no chance of every losing any data. Why should those in open not be rewarded extra for their risks?
As far as I understand it, the risk _is_ the reward.

If you want to play with other human players and enjoy the "risks" so generated, you play open. If you don't, you play solo.

There's not going to be a mode for "I want to get more money than everyone else", sorry.
 

Robert Maynard

Volunteer Moderator
It isn't the game mode that i make a point of, it is the different type of game play where one is with risk, the other is without.

For example a commander with 6 weeks worth of data is killed near the centre of the galaxy by player. Another player decides i will avoid all that and keep avoiding it by going Solo and hence has no chance of every losing any data. Why should those in open not be rewarded extra for their risks?

Are you trying to infer that there is *no* risk at all in Solo - whether it be from the environment itself, NPCs, Stations, etc.?

I'm sure that Frontier have statistics available to them that tell them how many player ship losses there have been that do not involve another player....
 
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"Online SOLO play where the player is in the same universe as all other players, but will see no humans (essentially a private group of one)." essentially a private group of one

Exactly my point. Solo is like swimming in the sea with out sharks, Open is swimming with the sharks. As i said, i would like to see more credit for those prepared to take risks :)

And those who swim with sharks choose to do, of their own free will.
Because they find it more rewarding.

So it doesn't need anymore rewards does it, as you're getting more than Solo players all ready.

.. I was taught when growing up to face danger and challenges by coming up for a solution to fight it. .....

Great advice;

In real life, when faced with the school yard bully.

Not so much for a game people play to relax
 
Think of it in reverse. By encouraging traders to trade in solo with easy profits, pirates and bounty hunters are the victims because they have nothing to do.

Which is why I suggested the solution is to give them viable NPCs to hunt.

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That's a cop-out. The answer is black and white.

Why don't you just tell us, we're never going to get it. Which are we most scared of?
 
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And those who swim with sharks choose to do, of their own free will.
Because they find it more rewarding.

So it doesn't need anymore rewards does it, as you're getting more than Solo players all ready.



Great advice;

In real life, when faced with the school yard bully.

Not so much for a game people play to relax

Relaxing in a title that has "dangerous" in its name... that's kind of contradictory, don't you think? The title alone implies it is wrought with danger and excitement.

Doesn't trading get boring in solo? Most tell me they do stuff like watch Netflix, read books or whatever else while they do it. That doesn't sound fun to me. It sounds deficient of excitement--something the humans add in open mode.
 
It isn't the game mode that i make a point of, it is the different type of game play where one is with risk, the other is without.

For example a commander with 6 weeks worth of data is killed near the centre of the galaxy by a player. Another player decides i will avoid all that and keep avoiding it by going Solo and hence has no chance of ever losing any data. Why should those in open not be rewarded extra for their risks and huge losses?

What about the player trading between two out of the way systems who doesn't see another player for days, even weeks? Why should he be rewarded for playing Open?

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Relaxing in a title that has "dangerous" in its name... that's kind of contradictory, don't you think? The title alone implies it is wrought with danger and excitement.

That's not what the title is supposed to imply though. But what business is it of yours how we choose to play? FD gave us different modes to choose from without penalty and that's why we bought the game. Trading isn't any more exciting in Open than Solo. You either escape or you get killed. You maybe get killed a little more often in Open if you trade in dangerous systems (but mostly it's no different). In most cases they both follow pretty much the same script. Dying more often doesn't add excitement.
 
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Fantastic. I'm super happy for you. I'm glad that you get to tell us what is more fun for you, instead of, for example, other people telling you what's more fun.

But it still begs an answer to my original question to you. As a player who trades in solo, I think you're more than qualified to answer...

Why do traders still insist trading in solo instead of taking this option? Is it the challenge? The hassle? The reduction of profits?
 
But it still begs an answer to my original question to you. As a player who trades in solo, I think you're more than qualified to answer...

Why do traders still insist trading in solo instead of taking this option? Is it the challenge? The hassle? The reduction of profits?

I'm not a player who trades in Solo. I'm a player who plays in Solo. I play in Solo because I find interactions with other people physically draining. I'm an Introvert. I probably can't help you. When I want interactions I play Group with friends.
 
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You maybe get killed a little more often in Open if you trade in dangerous systems (but mostly it's no different). In most cases they both follow pretty much the same script. Dying more often doesn't add excitement.

Isn't the effort of trying to survive more exciting, challenging or interesting?

Or do you just not even try to survive? I admit, I have seen traders who simply roll over and die when pirated. They typically say something along the lines of, "No!" and then press the self-destruct button on their ship. I have never understood this. They should be in solo mode if that's what they are going to do.

You don't have to die as a trader in open. The majority of pirates do not want to kill you! Pirates lose money if you die. It's opportunity cost, in economic terms. If you, the trader, die, they lose out on cargo and bounties. If the pirate has to shoot you, they lose out on cargo too because the cops might come.

So isn't the chance encounter--something? I don't see how you can consider it the same as solo.
 
I have a question about this. Leaving aside the argument that it's easier to trade in Solo than Open, why would you then complain when these guys (who are presumably no good at combat, since they've only fought NPCs) come into Open. They aren't a threat to you, as you have schooled yourself the hard way, you should be able to swat them just as easily as an NPC. And I'm not being sarcastic. So they have an Anaconda that they got by grinding in Solo, but surely it's not 'what you've got, it's what you can do with it'.

Pretty much every single proponent of Open play on this thread has gone on and on implying that anyone who 'hides' in Solo or Group, who isn't man enough to take the dangers of Open, must therefore be inferior players, and presumably no good at combat, as all they've ever fought are easy peasy NPCs. Yet you don't want them coming into Open for you to shoot at... Why not?

To answer your question ;)... we want them to earn their goods through potentially encountering the same risks we have. That's why. It is also why I'd like to see a division in assets between game modes. I know it will fracture the community but I'm willing to bet many solo players would decide to try open knowing they won't be able to put their stuff into it--and find out open isn't all that scary to begin with... and actually quite fun.

I played Star Raiders on my Atari 2600 in 1983. I played Starmaster the same year. They were awesome fun back then. But they got old because the AI was predictable. Open is unpredictable, but surprisingly civil most of the time.
 
What about the player trading between two out of the way systems who doesn't see another player for days, even weeks? Why should he be rewarded for playing Open?
What about the player for 6 weeks who sees no one while exploring in deep space, then turns up at the Galaxy centre and gets Killed by another player, Losing 6 weeks of data and hard work , Solo players only risk is falling asleep out there as they avoid such risks?
 
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Isn't the effort of trying to survive more exciting, challenging or interesting?

Running away from a PC is no more or less exciting, challenging or interesting than running away from an NPC. Oh, okay, you may have to put in a tiny bit more evasive flying against a good PC, but it's no more exciting.

Excitement comes from fighting someone who can fight back, not from shooting unarmed traders or running away from players who you can't fight.
 

Robert Maynard

Volunteer Moderator
What about the player for 6 weeks who sees no one while exploring in deep space, then turns up at the Galaxy centre and gets Killed by another player, Losing 6 weeks of data and hard work ? Solo players only risk is falling asleep out there?

.... that type of incident may just kill off exploring in Open.
 
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