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

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Open should be separate from everything else. A brick wall should be made. Anything else is nonsense.

If FD wanted this they would have brought it in before launch, maybe mentioned it at kickstarter, anything else is nonsense (and would likely damage FD's reputation in the gaming industry beyond repair, not to mention the litigation that would follow).
 
That wasn't there to start with - that was an added idea part way through the development, then dropped as FD wanted us all in the same BGS regardless.
See Pinocchio, this is why I said "read properly".

I've supplied the information, over and over. Page 1, post 3 (I reposted it just for you, did you miss it?).

Lol it was there since the kickstarter, keep rewriting history though.

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Okay then I'll just do that. You are an Open player you want to force everyone into Open so you can grief them because that's what amuses you. That was so much easier, you're right. Goodnight. :)

Good riddance.
 

atak2

A
Okay then I'll just do that. You are an Open player you want to force everyone into Open so you can grief them because that's what amuses you. That was so much easier, you're right. Goodnight. :)

I am an Open trader and fight npcs in CGs. I have never "griefed" a player or pirated or attacked them. Good try. Good Night
 
Its calling you a baby because you need bumpers but you still want your score counted like players who play without bumpers. Jesus you are dense.

I had legitimately missed that; I'm more into Paintball than Bowling.

But then, I see games like ED as more akin to Calvinball; they are what we make of them.

They also originally said true offline which solo play is not sooooooooo

So, because Frontier broke a promise once, you think they will be breaking promises right and left. Dully noted.
 
Lol no one is saying solo or group play shouldn't exist. We are saying it should have a seperate simulation from open play.

Glad you don't think this aspect will ever change, when you have no evidence its permanent (they've made major changes before, it could happen again).
FD have been queried about it several times and their replies are consistant they have no plans on changing how it is now and creating different universes for each gameplay mode. Too many people enjoy the freedom of using all the modes, and I know there is a large playerbase (myself included) that would not have purchased the game if we could not build ourselves in solo/group before we tackled open. To change that mechanic now would likely drive alot of those players (myself included) away from the game. Fortunately for us, open only radicals seem to be in the minority - A rather sanctimonious, loud, and obnoxious minority, but a minority nonetheless. Besides the fact that, as I said, the fundamental argument that open players cannot compete with solo/open in community goals based solely on the risk of PvP encounters just doesn't hold water, nor does the idea you should be rewarded for it. "Open Only" is your gamestyle choice, and you are not forced to hold to it and only it. If its what you enjoy and I commend you for sticking to it at all costs, but the rewards can and should only be the satisfaction that comes with succeeding in that mode of play. Your proposal that other modes shouldn't contribute or that those people aren't 'real' players just isn't going to fly nor is it really earning you any points with the community at large, and I'd encourage you to throttle back a bit and try and engage in a bit more constructive dialogue.
 
I don't know where you're getting this sort of condescending attitude from, but I'll be more than glad to reply in a light manner. (Also like I've said, yeah, the mac and xbox versions are gonna need it. I'm optimistic.)
There are no servers outside of handoff (puts players in a shared instance which is run on player computers via p2p networking) server and the background sim. Macs have already joined the p2p world, and since p2p is already common in the Xbox world (see entry at COD) I wouldn't expect that to change either. The 32 player limit is a common p2p limitation, although on the high side. Few p2p games exceed 18 players, and it's arguable that Elite Dangerous does either. In another discussion it was evident that no one has seen 32 players in an instance yet.
 
As some folks missed it, here are the quotes from the opening post that refer to Dev comments.



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Originally Posted by Michael Brookes

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Originally Posted by Numi
Will at any time solo and private group play be separated into a different universe/database from open play? It's kind of cheap that you can be safe from many things in solo, like player blockades and so on, and still affect the same universe.


No.

Michael



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Originally Posted by Michael Brookes

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Originally Posted by Robert Maynard
Thanks for that clarity Michael.

Are you in a position to confirm that group switching between the three game modes will remain as a feature of the game?



We're not planning on changing that.

Michael



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Originally Posted by Michael Brookes

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Originally Posted by mosh_er
Hi Micheal

I know you said that solo/group and open will always use the same universe, can you also say that there will be no specific perks in playing in one mode over another? i.e bigger profit from trading in open or bigger bounties?



None are planned at the moment.

Michael



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Originally Posted by Sandro Sammarco
Hello Commander Demiga!

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Originally Posted by Demiga

Seriously, it annoys people. Solo has every right to do community goals - Yes, I get that there is an "unfair advantage" for solo players working a community goal VS. an open player.

Its a very easy fix by FDEV - Make it so that when a Solo/Private Group player turns in a bond for 30k (example) they get 30k in cash, but it only counts as..15k towards the community goal

Wheras the Open players can turn in the same 30k Bond, Receive the same 30k in cash, but it counts as 30k towards the community goal.

Its not so much about not letting this group do that with this, but just make the values weighted differently. Open, it is much harder to make that 30k than it is in solo, so it should be worth x times as much for the goal.

Is this a viable solution for anyone?

For anyone that can see my signature, I am an avid player of Solo/Group - but I really do hear, understand, and mostly agree with what the solo players are saying. I do want to start playing in open at some point. If anyone can give me a good reason as to why this wont work or help, then please explain...

P.S. I say very easy fix by FDEV, but honestly I have no idea. The concept is simple though ;)

Edit - Sorry if anyone was offended by my tone or by the wording I used - had just read a very.....anger inducing thread about completely removing solo mode - Wont happen again :D - also - I want to reiterate that I fully support both SOLO and OPEN modes, and I believe there can be a great solution so everyone is happy in the end - aka this solution ;)

Edit 2 - Again - I need to reiterate to everyone - This doesnt hurt anyone's personal finances, everyone will still make the same amount when they turn in a bond, everyone will still rank up within the community goal the same (top 70%, top 40%, top 15% etc) - The only thing this does is add a separate advantage to players who want to play in open - This allows them to affect an overall goal better than a solo player. This goal would be a NEW feature added in game if something like this goes through - It doesnt hurt the "advantage" of playing solo either - It really is a WIN-WIN compromise - I believe and fully support all 3 modes....

This is something that I'm considering.

There won't be any changes in the immediate future (our time is fairly booked up right now), but on face value it certainly seems plausible and maybe reasonable to me. I'll need to chew it over some more, obviously. I *believe* a change like this would be possible though (again, I'd have to verify that with team server).

Comments on this would be welcome.

Oh, but obviously, Commander Demiga, let's try and keep the temperature at a reasonable level :) . Everyone has the right to voice their opinion, as long as they do so politely.



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Originally Posted by Sandro Sammarco

Hello Commander jp josh!

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Originally Posted by jp josh
how bout no....

i would like npc in wings to coordinate better in solo and wings of them be more common/hire our own wing to with our spare ships before we take your idea (for combat oriented goals)

for trading make pirates not just interdict but wait for you outside the station again we need to flesh out wings and ai a bit more.

exploring still exploring i don't want to see any type of reduction for explores community goals.

however i am open to the idea of boosting open play bonuses (when in that mode you get a 25% boost to all round profit but the number contributed stays the same)

id also like more range of community goals. (smuggling) where bigger ships are more of a hindrance than helpful so that way players in early ships can actually help rather than add pocket change. (friend tried to help in lugh even though all he had was a adder)

We've hopefully got a fix for Capital ship farming exploits lined up (provisionally for 1.3, but no guarantee).

What I took from Commander Demiga's suggestion was that there might be a consensus that activities carried out in solo mode are "safer/unfair" as there is no chance for other Commanders to oppose them.

I'm not going to take a side at the moment, because I'd like to consider it more.

It could definitely be seen as an attempt to entice folk into playing open, though if the personal rewards remained unchanged I'm not sure that this would be an utter evil.

Fundamentally, Community goals are about Commanders working together, in concert or in opposition. It does not seem completely unreasonable that for such elements we might encourage direct interaction more.

On the other hand, I'm wary of the precedent this might set, and want to make sure that solo mode always fulfils all the requirements it needs to, remaining the completely valid option that it is.

So this is something we would not consider lightly.



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Originally Posted by Sandro Sammarco

Hello Commander Jerakeen!

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Originally Posted by Jerakeen

No, definitely not. Play your own way they said. Well if they punish me for playing my own way then I'll be very irritated. Why should I have to do twice as much to qualify for goal awards just because I choose not to expose myself to being mugged by Johnny McPewPew for my lunch money.

Seriously Sandro. Stop considering this. Very many of your players choose to play in solo and in groups. You'll be upsetting a very large section of the player base.

Possibly I could attempt a counter that suggests at the moment it is unfair against open play mode - you have more risks and challenges but only get the same rewards.

I take your point though.

Possibly, community goal thresholds, when it came to determining where each player sits, could be adjusted to ensure that solo players' actual amounts were considered, which I *think* would prevent any loss of goal rewards.

Like I said though, we'll need to chew over this some more when we get the time. Nothing is going to happen right away.



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Originally Posted by Sandro Sammarco

Hello Commander Demiga!

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Originally Posted by Demiga

Sandro - Please read my edit in the original post regarding the tempurature - I apologize for that...was very heated atm lol

Thanks for the reply though - its just if you look at the core of all these issues,its that open mode is harder, so what is the incentive for a CMDR to play in open when they can farm in solo? Well, obviously, you cant make the bounties worth different amounts, that would absolutely enrage everyone.

So why not - in your Personal opinion, what would be some reasons as to why this wouldnt work?

Don't worry, no harm, no foul, it was just a helpful reminder! :)

I can't give you my considered opinions just yet because, well, I need a little more time to consider them! :)

But this is clearly an interesting debate, on both sides of the fence, so we will revisit it at a later date.

 
Plenty of us started in open and have stayed in open, never going to solo mode. The game is far more interesting. Who wants to win all the time, anyways? That gets boring.

Plenty of us played in open exclusively from PB or before and only moved in to solo when a lot of people started posting so much rubbish about changing the game because they didn't bother to research it.

Plenty of them will return to open when the people they find obnoxious and don't want to spend a moment of there precious gaming time with finally realise they wont change the game and stop, or leave.
 
I love how you've had to fall back on name calling and saying folks are scared of PvP.
No one is scared of PvP, we just don't like you and don't want to waste our time in game with you.

I mean, with Mods and set rules, you still strut around the boards calling us names, I cannot begin to imagine how you behave in game with less rules and no one monitoring you.

FD gave us the choice of who we play with - sorry, but you're not on my list, and with your attitude, you never will be on my list.


So true. Unfortunately, I cannot rep you again until I spread it around, so....a virtual +10 to you.



Thank you - that was actually a good post. Will rep you.

What about a system that gives a bonus based on the number of hostile players a player meets per task or per unit of time (10mins, 30mins etc)?

If in that time a player meets no hostile player they get no bonus at all compared to solo/group?


Hey, thanks for the rep! :)

Good idea, even one I could get behind and support....but I do see one issue/problem/possible exploit. How do you determine what a hostile player is? Someone who shoots at you? Easily abused/exploited.



Guess what? I don't give a if you want ot interact with me or not. If I am so offputting to you, then go play solo or in your little wimp group, I don't care. I'm a real man, I swim in ponds with my webbed feet and occasionaly dive into a vault full of gold coins.

Just don't let your baby simulation affect my simulation. You keep saying "Well who would want to play with you?" like its some master stroke argument. I don't give a if you don't want to play with me, and I am glad you can find somewhere to play devoid of me, just don't let your dumb galaxy simulation leak into mine.

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The fact that you don't get the joke is hilarious and pretty telling about your cognitive prowess.

I wonder if you think the players of the XBone and 4 versions of the game are babies and cowards too...since their actions will affect the universe the very same way solo players do....and you cannot interact with them at all.....just like solo players?

Oh....and the 31 other people in that instance of the universe with you? Totally not cowards or babies....but the remaining players of the game those(hypothetically)100K people affecting the universe but you're unable to interact with them......are THEY cowards and babies too?

We were having a perfectly fine and gentlemanly discussion until you came along and started...well....for lack of a better idiom to use......crying about your wet diapers. Now that we've changed them, do be kind and hush little baby. Here's your ba-ba.
 

atak2

A
Hey, thanks for the rep! :)

Good idea, even one I could get behind and support....but I do see one issue/problem/possible exploit. How do you determine what a hostile player is? Someone who shoots at you? Easily abused/exploited.

I would think it would only apply to players that make hostile intentions i.e. they attack or interdict you. Otherwise they are counted as neutral.
 
Lol it was there since the kickstarter, keep rewriting history though.

Well, as a few of us have quoted it over and over, I doubt you'll look, but here you go;

https://www.kickstarter.com/projects/1461411552/elite-dangerous/description

Fight, trade, hunt your way across a giant galaxy of billions of star systems, starting with a basic starship and a few credits. You can make money from trading goods between the many star systems, by destroying pirate ships (and collecting bounty), or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There will be missions too, and exploration. Most people will do some combination of these things. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and maneuverability.
Real Freedom - Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or some mix of all of these.
Trade - Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!
Fight - Take on the pirates or be one yourself
Progress - Get your pilot rating all the way from "Harmless" to "Elite"
Explore - Head out to the far reaches of space and discover amazing sights
And the best part - you can do all this online with your friends, or other "Elite" pilots like yourself, or even alone. The choice is yours...

Not a single mention of an offline game there.

Hows the nose Pinocchio, hope it doesn't hurt stretching so fast.

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Quite funny you made a lot of it invisible... biased...

Showing fine on my screen - but you can always go look at page 1, post 1 for them ;)
 
Can I take a guess, my guess would be 32 for somewhere between 5Mbps & 33Mbps, am I close?

One for you Asp, a bit harder as I know you understand how packets work over the internet etc, can you estimate to the nearest billion dollars how much it would cost to upgrade the entire internet to make the 32 player hard limit increase from 32 to 64 or maybe 128?.

Bonus question, how much would a PC able to handle this improvement to say a 128 cap cost and if not available today, how many years before the hardware will be able to handle it too?.

It really depends on how responsive you want the game and how optimized it is. Back in 2003 Freelancer allowed 128 players simultaneously in its multiplayer, and though at the time to reach this number you would need a dedicated server and good (for the time) broadband, modern computers and (non-rural) broadband speeds should easily handle that (for that game) even if the server and a client are running on the same machine.

But there is another question: how many players can you have in a hairball before it starts becoming more frustrating than fun? While big battles are impressive, when they go above a certain size things start to not be much enjoyable anymore, even if you are just watching; it's why, in movies depicting large battles, the number of characters directly interacting in the foreground is kept low, even if there are hundreds or thousands fighting in the background. And also why most multiplayer games haven't really increased the number of simultaneous players they allow in the last decade or so.
 

atak2

A
Well, as a few of us have quoted it over and over, I doubt you'll look, but here you go;

https://www.kickstarter.com/projects/1461411552/elite-dangerous/description

Fight, trade, hunt your way across a giant galaxy of billions of star systems, starting with a basic starship and a few credits. You can make money from trading goods between the many star systems, by destroying pirate ships (and collecting bounty), or even by attacking traders and collecting their cargo (which in turn will get a bounty on your head!). There will be missions too, and exploration. Most people will do some combination of these things. Upgrade your ship and specialise in one activity - have a trader with a huge cargo bay, or use the space for weapons and maneuverability.
Real Freedom - Go where you like, be what you like - pirate, bounty hunter, trader, assassin, or some mix of all of these.
Trade - Buy low, cross dangerous space lanes, evade or destroy pirates en route, then sell high, if you make the journey!
Fight - Take on the pirates or be one yourself
Progress - Get your pilot rating all the way from "Harmless" to "Elite"
Explore - Head out to the far reaches of space and discover amazing sights
And the best part - you can do all this online with your friends, or other "Elite" pilots like yourself, or even alone. The choice is yours...

Not a single mention of an offline game there.

Hows the nose Pinocchio, hope it doesn't hurt stretching so fast.

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Showing fine on my screen - but you can always go look at page 1, post 1 for them ;)

All your quotes actually make the game sound like something dangerous. The mark was missed badly...
 
Thank you - that was actually a good post. Will rep you.

What about a system that gives a bonus based on the number of hostile players a player meets per task or per unit of time (10mins, 30mins etc)?

If in that time a player meets no hostile player they get no bonus at all compared to solo/group?



I would think it would only apply to players that make hostile intentions i.e. they attack or interdict you. Otherwise they are counted as neutral.


Still abusable. I can have a friend follow me around shooting at me every five or ten minutes. There, combat requirement satisfied, no danger whatsoever...and bonus applied. I could even shoot back so he can get his bonus too.

Too easily exploited...and the only real way is to apply the bonus at ship destruction.....which has its own drawbacks that are well known.

It works right now, as it is and there's this really well known and very applicable saying that goes.....

"If it ain't broke, don't fix it."

Edit:


Just thought of a way it might work.

Apply the bonus if combat persists for 300 seconds or more. This way, someone ganking noobs doesn't get the bonus because there's no challenge involved in the combat....and if a combat lasts for five minutes...it sure is a challenging fight!
 
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atak2

A
Still abusable. I can have a friend follow me around shooting at me every five or ten minutes. There, combat requirement satisfied, no danger whatsoever...and bonus applied. I could even shoot back so he can get his bonus too.

Too easily exploited...and the only real way is to apply the bonus at ship destruction.....which has its own drawbacks that are well known.

It works right now, as it is and there's this really well known and very applicable saying that goes.....

"If it ain't broke, don't fix it."

It's completely broken. Has been for months. You pretending it doesn't exist is the problem.
 
No no, devaluing any of the Modes is not right. Just a compromise to some bits that I see is just conflicting is all. We've had like 12+ pages of us rambling and discussing this and other important bits of the game as well.

So what did you mean by "it makes sense to diminish or reduce contribution to the factions and maybe Community Goals."
 
All your quotes actually make the game sound like something dangerous. The mark was missed badly...

You obviously missed why I quoted it.
And apparently never read a single post of mine.

The game was always an online game, offline wa a later idea that was then dropped (but Pinocchio seems to not know this or is being dishonest over it) - that is the KS information on ED.
I've never said the game wasn't dangerous, but at no point does it say I have to play with people I don't know or like.
It does say "you can do all this online with your friends, or other "Elite" pilots like yourself, or even alone. The choice is yours..." <- see, there is that pesky word again, choice.

The whole premise for the game, from the very start is choice - you and Pinocchio just don't want to admit you made the wrong choice getting the game without knowing what it was in the first place.
Despite how long you've been in the thread now, you still persist that the game is broken, when it has been shown this is how it was designed, on purpose, that KS page proves it.

But I will give you credit for not sinking to the levels of Pinocchio for attitude and behaviour.
 
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