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

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Your entitled to your opinion. But all I'm getting is just simply one small pert of the player base is unhappy, and because of this you are doing everything possible to ruin player's like myself playing experience.

I'm entirely entitled to my opinion as you are too! You're trying make it seem like I'm out to make this game bad. I'm not.

Just remember that I'm not here to ruin your game, but to ~enhance your immersion~
 
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I'm entirely entitled to my opinion as you are too! You're trying make it seem like I'm out to make this game bad. I'm not.

Just remember that I'm not here to ruin your game, but to ~enhance your immersion~

u asked us if we want ur vision of "immersion"?
 
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I'm entirely entitled to my opinion as you are too! You're trying make it seem like I'm out to make this game bad. I'm not.

Just remember that I'm not here to ruin your game, but to ~enhance your immersion~

Your entitled to your opinion. I'm not asking you to enhance my immersion, my immersion is just fine thank you.
 
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Robert Maynard

Volunteer Moderator
I'm entirely entitled to my opinion as you are too! You're trying make it seem like I'm out to make this game bad. I'm not.

Just remember that I'm not here to ruin your game, but to ~enhance your immersion~

Everyone is entitled to an opinion, of course.

Equally, not everyone will agree that proposed changes will "~enhance your immersion~".
 
Welcome back to the literal start of this!
It isn't being done well, which is the problem.

It isn't being done *at all*. That's the start of this. Some think changes need to be made but so far there have been very few good, fair, solutions.

The ones that seem to come closest to any kind of consensus are ones that try and compensate for reduced resources from other players by adding extra resources at the point of depletion, like adding more NPCs or a wider boundaries to CZs or RESs. Or just having different leaderboards and/or prize pools for the different modes. However these come with performance or practicality implications.

Solutions that plonk arbitrary bonuses or penalties just for choosing a mode, regardless of if there is actually any difference to that activity in that location at that time, are just inherently unfair or nonsensical.
 
Everyone is entitled to an opinion, of course.

Equally, not everyone will agree that proposed changes will "~enhance your immersion~".

Its a great thing I have been providing constructive feedback and suggestions to some of the people who really were talking about how one side is unfair to the other. Also not every opinion is good and not every opinion is bad.

Frontier just needs to ~Enhance our Immersion~

It isn't being done *at all*. That's the start of this. Some think changes need to be made but so far there have been very few good, fair, solutions.

Solutions that plonk arbitrary bonuses or penalties just for choosing a mode, regardless of if there is actually any difference to that activity in that location at that time, are just inherently unfair or nonsensical.

Welcome to the wonderful world of compromise. Jockey had the best solution to it all, which was literally, add more NPCs. I also had a solution which was Add more than one way to gain bonds outside of a conflict zone.
 
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Its a great thing I have been providing constructive feedback and suggestions to some of the people who really were talking about how one side is unfair to the other.

Frontier just needs to ~Enhance our Immersion~



Welcome to the wonderful world of compromise.

So you keep saying, without actually adding anything.
 

Robert Maynard

Volunteer Moderator
Its a great thing I have been providing constructive feedback and suggestions to some of the people who really were talking about how one side is unfair to the other.

Frontier just needs to ~Enhance our Immersion~

The only difference between Solo and Open (leaving Private Groups out for the moment) is the existence of other players - those same other players whom some players can't seem to play the game without, but, at the same time, are annoyed that the other players adversely affect their earning rate in popular locations. It would seem that players who prefer competitive play among other players are somewhat conflicted due to the desire to play among other players and the impact that other players have on their game.
 
The only difference between Solo and Open (leaving Private Groups out for the moment) is the existence of other players - those same other players whom some players can't seem to play the game without, but, at the same time, are annoyed that the other players adversely affect their earning rate in popular locations. It would seem that players who prefer competitive play among other players are somewhat conflicted due to the desire to play among other players and the impact that other players have on their game.

Let me tell you about this grand idea I have for AIs. Let me tell you about leaving this to Open and Private Exclusively (though not as likely). Let me tell you about just simply making the mission and influence system better, because it probably didn't take into consideration exactly that. Especially when the mechanic is about competition.

And what do you truly believe we should do, because you've been quite pessimistic about all the suggestions I've had so far. Instead of you know, trying to make the idea better?
 
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Robert Maynard

Volunteer Moderator
Let me tell you about this grand idea I have for AIs. And what do you truly believe we should do, because you've been quite pessimistic about all the suggestions I've had so far. Instead of you know, trying to make the idea better?

Regarding AI difficulty and behaviour - the game needs to remain playable and enjoyable for the whole spectrum of players, in terms of combat skill among other attributes.

Should the NPCs ever become over-capable then a proportion of the player base will find the game difficult to play / frustrating. If the NPCs are too easy to overcome then gameplay becomes boring. It's a fine balance. It should be noted that the players with the highest combat skills are likely to be less appreciative of the challenge posed by NPCs simply because all players meet the same NPCs but not all players are of the same skill.
 
Jockey had the best solution to it all, which was literally, add more NPCs. I also had a solution which was Add more than one way to gain bonds outside of a conflict zone.

As I said adding extra NPCs is a better solution than most but it has other considerations such as lag and maximum effective density of ships.

Adding ways to get combat bonds outside of Conflict Zones doesn't make any sense.

Adding a lot more CZs and RESs into each system would seem a better solution. Each individual instance doesn't require any more resources than currently but having many more of them spreads the available resources much more widely among the same numbers of players.

You will never be guaranteed the same resources as Solo players because you choose to compete with other. You choose to share the available resources.

But separate leaderboards for Open, Group and Solo would go a long way to removing the grievances of CGs and PP (as long as PP still uses them) without actually changing other mechanics.
 
Regarding AI difficulty and behaviour - the game needs to remain playable and enjoyable for the whole spectrum of players, in terms of combat skill among other attributes.

Should the NPCs ever become over-capable then a proportion of the player base will find the game difficult to play / frustrating. If the NPCs are too easy to overcome then gameplay becomes boring. It's a fine balance. It should be noted that the players with the highest combat skills are likely to be less appreciative of the challenge posed by NPCs simply because all players meet the same NPCs but not all players are of the same skill.

That's exactly what I'm concerned about, is they buff them so much that solo becomes virtually un-playable. I think this a valid concern.
 
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I found early on that trading was best done in quiet parts of known space, which stops the pirates who tend to be in the most used areas, when I want to go play in populated areas I take my Vulture with B3 weapons and bounty hunt anyone who is wanted including cmdrs.

my only peaceful pastime is picking a star and firing up my stripped out T6 I no longer fear open Play but respect it for what it has become.
 

Robert Maynard

Volunteer Moderator
But separate leaderboards for Open, Group and Solo would go a long way to removing the grievances of CGs and PP (as long as PP still uses them) without actually changing other mechanics.

I would expect that separate leaderboards would not remove grievances but have the potential to fuel them further by showing definitively how much contribution is made in each mode - something that Frontier has been rather coy about - they have the data but don't share it.
 
As I said adding extra NPCs is a better solution than most but it has other considerations such as lag and maximum effective density of ships.

Adding ways to get combat bonds outside of Conflict Zones doesn't make any sense.

Adding a lot more CZs and RESs into each system would seem a better solution. Each individual instance doesn't require any more resources than currently but having many more of them spreads the available resources much more widely among the same numbers of players.

You will never be guaranteed the same resources as Solo players because you choose to compete with other. You choose to share the available resources.

But separate leaderboards for Open, Group and Solo would go a long way to removing the grievances of CGs and PP (as long as PP still uses them) without actually changing other mechanics.

Great post. Would have repped you if I could.
 
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