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

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atak2

A
Come on then Hero, tell us about your real life medals.

Ever met a real hero or a coward?

You do realise this is a game and all we have to lose is pixel cash right.

I suggest you wind your neck in before you really annoy someone.

"Wind your neck in?"

That is the worst Manchester and North England phrase I have ever heard. Never use it again. It makes people laugh and I am from that area...
 
I have been part of many PvP games and I truly believe a system of PvE and PvP mode seperation is needed. FD might not have realised it now (they are trying to please everyone) but soon they will realise they need to mess with the Solo vs Group vs Open rules.

I think the modes are already separation enough for most players (though I would surely love an official PvE Open mode).

But then, I believe that allowing the player to change the game to better fit his preferences and mood, as mode switching allows to an extent, is one of the best things a game can offer. And particularly so when it comes to being open to PvP; I'm of the opinion that PvP should only ever happen between willing players, and thus that players should be able to, at any time, simply opt out of PvP without any penalties for that.

I could agree with adding another mode, one that was tied to a separate save, that was open only; even with having a separate galaxy simulation for it, if Frontier thinks it won't hinder the game or cost much. But at the same time I think it would end more or less like Age of Conan's Blood and Glory servers, the hardcore PvP servers that part of the player base lobbied intensely for and that ended empty.
 
hahahaha no no no, not today. Don't spread out the community more and more. That is not the answer.

kljl.png

It should be reminded that Open play isn't just for PVP, ya silly billies. Also you literally described E-honor pvp from the star wars games. Forget that jazz.
 
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atak2

A
I think the modes are already separation enough for most players (though I would surely love an official PvE Open mode).

But then, I believe that allowing the player to change the game to better fit his preferences and mood, as mode switching allows to an extent, is one of the best things a game can offer. And particularly so when it comes to being open to PvP; I'm of the opinion that PvP should only ever happen between willing players, and thus that players should be able to, at any time, simply opt out of PvP without any penalties for that.

I could agree with adding another mode, one that was tied to a separate save, that was open only; even with having a separate galaxy simulation for it, if Frontier thinks it won't hinder the game or cost much. But at the same time I think it would end more or less like Age of Conan's Blood and Glory servers, the hardcore PvP servers that part of the player base lobbied intensely for and that ended empty.

You have actually given ideas on this topic I respect. Not from reflex. Will also give you rep.

I honestly believe we need such a mode as you describe. I have other players I play with that are "hibernating" and waiting for PvP they will enjoy. So far I think Powerplay won't be impressive unfortunately.
 
You have actually given ideas on this topic I respect. Not from reflex. Will also give you rep.

I honestly believe we need such a mode as you describe. I have other players I play with that are "hibernating" and waiting for PvP they will enjoy. So far I think Powerplay won't be impressive unfortunately.

npc's got harder on powerplay ;p us for the other mode u say dunno if FD want to do cause the cost ;p
 
Whoa now, let's take a step back and remind ourselves: All games have different and diverse communities that will always differ. Different game mechanics allow for certain things to happen. So your argument is pretty damn moot. Also the Assassination of Lord British, I've read it and its really damn funny and creative.

Let's stick to the real definition of Griefing. Lest we get confused here!
(in an online game or community) a person who harasses or deliberately provokes other players or members in order to spoil their enjoyment.


No game is free of griefing, but some games are better suited for it than others.
Those who do not know history's mistakes are doomed to repeat them. You might be surprised at how many of the lessons learned by previous MMO devs, and even MUD devs, are still relevant now; more than once I've seen MMOs face severe issues that not only were tackled by earlier games, in some cases they were predicted by studies from the 90s about MUDs.

There is no universally agreed upon definition of griefer and griefing; that one you copied from Google is just one of the most common. The most common definition is kinda worthless for trying to get rid of griefers anyway, as it would require proving intent. And redefining an issue can have a powerful effect in convincing others; that definition of griefing I posted was instrumental for implementing in UO a zero tolerance towards griefing and griefers, as it made the managers aware that griefing directly impacted the game's bottom line, and thus served to export that kind of zero tolerance to other MMOs that were being created at the time (more about it here).

The assassination of Lord British wasn't griefing, it was simply exploitation. Griefing was players repeatedly stealing everything newbies had even though those items were worthless; players goading others into stepping into a portal that would strand them in a tiny island until customer support could help them out; PKers repeatedly killing the same player until he ragequit; etc.

But then, of course, not everything that was driving players away was technically griefing; while a lot of it was legitimate PvP, the end result was still that over 70% of new players would leave UO within the first 60 days. It's why the dev tasked with rescuing UO, Gordon Walton, did so by making PvP effectively optional, even though he loves PvP (to the point he is currently making an MMO where PvP is at the core). You can read about how Trammel came to be here.

Also, you can blame griefers and PKers in UO for how open PvP became so scarce in MMOs that came after that. UO clearly taught everyone that was watching the MMO market that open PvP wasn't a good match for a mass market game, and due to the cost involved in creating them MMOs for the most part need to be mass market games.
 
Those who do not know history's mistakes are doomed to repeat them. You might be surprised at how many of the lessons learned by previous MMO devs, and even MUD devs, are still relevant now; more than once I've seen MMOs face severe issues that not only were tackled by earlier games, in some cases they were predicted by studies from the 90s about MUDs.

There is no universally agreed upon definition of griefer and griefing; that one you copied from Google is just one of the most common. The most common definition is kinda worthless for trying to get rid of griefers anyway, as it would require proving intent. And redefining an issue can have a powerful effect in convincing others; that definition of griefing I posted was instrumental for implementing in UO a zero tolerance towards griefing and griefers, as it made the managers aware that griefing directly impacted the game's bottom line, and thus served to export that kind of zero tolerance to other MMOs that were being created at the time (more about it here).

The assassination of Lord British wasn't griefing, it was simply exploitation. Griefing was players repeatedly stealing everything newbies had even though those items were worthless; players goading others into stepping into a portal that would strand them in a tiny island until customer support could help them out; PKers repeatedly killing the same player until he ragequit; etc.

But then, of course, not everything that was driving players away was technically griefing; while a lot of it was legitimate PvP, the end result was still that over 70% of new players would leave UO within the first 60 days. It's why the dev tasked with rescuing UO, Gordon Walton, did so by making PvP effectively optional, even though he loves PvP (to the point he is currently making an MMO where PvP is at the core). You can read about how Trammel came to be here.

Also, you can blame griefers and PKers in UO for how open PvP became so scarce in MMOs that came after that. UO clearly taught everyone that was watching the MMO market that open PvP wasn't a good match for a mass market game, and due to the cost involved in creating them MMOs for the most part need to be mass market games.

now u mention lord british i think he started a ks for new game:p
 
hahahaha no no no, not today. Don't spread out the community more and more. That is not the answer.
I doubt you will ever get to play with the players that would choose other modes anyway. Not in this time and age, where choice in entertainment is plentiful. Players that don't like the choice they are provided with will just leave the game.

So, which do you prefer: having different modes and playing just with the people that want to play with you; or having open as the de-facto mode and still playing only with those that want to play with you because everyone else has left the game, but the game now having a lower budget due to having less players?

(Or, better question: which do you think the devs prefer?)

It should be reminded that Open play isn't just for PVP, ya silly billies. Also you literally described E-honor pvp from the star wars games. Forget that jazz.
It might not be, but any mode where non-consensual PvP can happen will be seen as mainly PvP by a fair part of the player base, regardless of how uncommon said PvP is. The same way EVE is seen as a PvP game despite the fact most of its players never actually engaged in PvP.

Also, Star Wars Galaxies had one of the best PvP systems ever made. Similar to Power Play in a few ways, in fact.
 
now u mention lord british i think he started a ks for new game:p

Shroud of the Avatar. You should have seen the fights in the forums around whether PvP should be forced or not :D

(And it's another game with a similar multiplayer arrangement to ED. You can play with everyone, with just friends, or alone, and atop that you can also turn PvP on or off. It will also have an offline mode; given that the game's story is being co-written by Tracy Hickman, of Dragonlance fame, I bet it will be a very enjoyable RPG even when disregarding all multiplayer elements.)
 
It might not be, but any mode where non-consensual PvP can happen will be seen as mainly PvP by a fair part of the player base, regardless of how uncommon said PvP is. The same way EVE is seen as a PvP game despite the fact most of its players never actually engaged in PvP.

the fun part of eve is that ccp always nerf empire space and most of the ppl is still there lol

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Shroud of the Avatar. You should have seen the fights in the forums around whether PvP should be forced or not :D

(And it's another game with a similar multiplayer arrangement to ED. You can play with everyone, with just friends, or alone, and atop that you can also turn PvP on or off. It will also have an offline mode; given that the game's story is being co-written by Tracy Hickman, of Dragonlance fame, I bet it will be a very enjoyable RPG even when disregarding all multiplayer elements.)

classic all games r for some reason pvp games ..even tetris lol
 
the fun part of eve is that ccp always nerf empire space and most of the ppl is still there lol

Last time I saw reliable info, it was something between 70% and 80% of the player base.

To emphasize: in a game advertised as a PvP game, and seen as not only a PvP game, but often as the prime example of open PvP MMO, the vast majority of the player base chooses to stay in places where PvP is nearly non-existent.

BTW, I believe the main reason CCP doesn't nerf Empire space as much as the PvP proponents want is because they are aware that, if staying in Hi-Sec becomes unfeasible, most of the players there won't head to Low-Sec or Null-Sec; they will leave instead.

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classic all games r for some reason pvp games ..even tetris lol

BTW, I've seen PvP versions of Tetris (or, rather, some of the games it bred). Kinda enjoyable if that's your thing.
 
Last time I saw reliable info, it was something between 70% and 80% of the player base.

To emphasize: in a game advertised as a PvP game, and seen as not only a PvP game, but often as the prime example of open PvP MMO, the vast majority of the player base chooses to stay in places where PvP is nearly non-existent.

BTW, I believe the main reason CCP doesn't nerf Empire space as much as the PvP proponents want is because they are aware that, if staying in Hi-Sec becomes unfeasible, most of the players there won't head to Low-Sec or Null-Sec; they will leave instead.

is too many games with pvp and many ppl is just bored to do same thing in all games..
 
is too many games with pvp and many ppl is just bored to do same thing in all games..

It's what the open play pvper's just can't get. Coop and solo players are here for "The Game", open play with pvp have nothing to offer. No matter how many times the devs say, three modes, all equal, not gonna change.
Some people will still complain if given the game for free.
 
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You are welcome to play the X Series. Its very good, staunchly singleplayer - I think you would like it :)

Ya know pal, I think DW & me will stay right here. You have no right what so ever to tell anyone here where they should play. ED has a perfectly valid solo mode as advertised.

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Whoa now, let's take a step back and remind ourselves: All games have different and diverse communities that will always differ. Different game mechanics allow for certain things to happen. So your argument is pretty damn moot. Also the Assassination of Lord British, I've read it and its really damn funny and creative.

Let's stick to the real definition of Griefing. Lest we get confused here!
(in an online game or community) a person who harasses or deliberately provokes other players or members in order to spoil their enjoyment.


No game is free of griefing, but some games are better suited for it than others.

As for you have no more valid idea of what a greifer is than I do, please refrain from lecturing all of us.
 
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."

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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!

Why Mercy, that last idea is actually an interesting one. I like it, I like it a lot. +1

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It actually is the other way around. You have maligned the statement to appear what you want to see...

LMFAO...........
 
OOOOoooh ho ho ho, you're gonna have to go back around a few pages and read up friend.

Also, where in the world are you getting that last bit? That really isn't the case, at all. How many sides of the picture have you truly seen?

Edit: There already are "Anti-griefing systems" in place already, some of which, are self-policing and working. The modes aren't just there for that atak2, and it isn't the biggest reason.

How ever eloquently you state otherwise, I actually agree with much of what he says, Meaning "Asp Explorer". Remember the never ending Hulkageddon, and how it literally drove thousands and thousands of players to quit another game we all know of. This is a text book example of what happens if a large player based organization is allowed to get out of control on any gaming server.

I would love it if you told everyone the whole story, down to the finest detail. I always love that story. What did that player based organization call it, oh yea, "emergent game play".
 
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Yes that is exactly what I want.

It's not what I want though, and frankly I'm not ruining your game at all by having it this way. You're being very entitled.

Why do you play solo sometimes and open others?

1. Sometimes I'm not in the mood for other player interaction.

2. Sometimes I am going into heavily human-populated systems which causes performance issues at the moment.

3. Sometimes I head into areas where there are people and some of those people sit on docking pads for hours without doing anything, meaning I can't land.

4. Sometimes I run into people who want to PvP for non-game related reasons, and I find that irritating and tiresome.

Great, awesome, let the people afraid of PvP not affect real CMDR's. Let them play and affect the galaxy for other people afraid of PvP, but not affect real players.

It's not primarily a PvP game. Coming in, and demanding it be made one and those who want to actually play Elite be denied from player interaction is extraordinarily self-entitled on your part.
 
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It's not primarily a PvP game. Coming in, and demanding it be made one and those who want to actually play Elite be denied from player interaction is extraordinarily self-entitled on your part.

Very, very true.

I'm sure our friend Woofington would just love to be brutally schooled mercilessly by players who know how certain things work. That certainly affects supposedly real players, and they don't even have to be in Open to do it :D PvP scares them not in the slightest.
 
Incidentally, I've been playing the 1.3 Beta and the combat AI is vastly improved, so the "Solo easy mode" argument will be no longer valid from the full release of 1.3. It won't be as unpredictable as a human of course, but it doesn't mean that flying around in Solo is something you can do on autopilot without any effort either.
 
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