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

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As Robert Maynard says, that's pretty much what we have now.

The reason it doesn't work and some people complain, is that some people don't want an equal group, they want a group where they can be the alpha predators, and they would only admit players they considered as prey to join their group. I don't think there are that many players who consider themselves only as prey.

i agree that there are SOME people like that....

i'm not one of them. i wont fire on anyone unless they fire on me.

truth is, i really DO want a dedicated PVP element to the game though.

i also wonder how many players have gone off into solo or groups,
because they were blown up by players who wanted combat?

it just seems to me, to be a natural progression....

when you've gone as far as you can go with the game....
and you're at the stage where there's little left to learn,

you take everything you've learned and engage in PVP.

why is that absent from the game?....

and is that absence the main reason why players attack others,
and those that are attacked go into solo or groups?

that said, i do realise that there are some rotten apples who will attack others for the lulz.
 
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Solo/Private group should not effect Open. Why even add community goals and powerplay when people just switch to solo to avoid the player interaction CGs and PP provide.
 
Solo/Private group should not effect Open. Why even add community goals and powerplay when people just switch to solo to avoid the player interaction CGs and PP provide.

Maybe some people don't want player interaction but like collecting whatever is needed for the goals. Not everyone plays the game for combat, this series has traditionally been single player and a large portion of players don't care for multiplayer games or only consider it in coop PvE. This is especially common with older traditional Elite gamers without whom this game probably wouldn't exist..

Those people probably play on their own outside of open since they don't want to be attacked by a cluster of bullys they don't have the slightest chance of beating if they don't bring friends.
 
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Maybe some people don't want player interaction but like collecting whatever is needed for the goals. Not everyone plays the game for combat, this series has traditionally been single player and a large portion of players don't care for multiplayer games or only consider it in coop PvE. This is especially common with older traditional Elite gamers without whom this game probably wouldn't exist..

Those people probably play on their own outside of open since they don't want to be attacked by a cluster of bullys they don't have the slightest chance of beating if they don't bring friends.

Only to a certain degree perhaps. I'll bet money - cold hard cash - that as soon as Elite is released on Xbox, many older traditional Elite gamers will go full Pew-Pew. I know I will :) That is what console gaming is all about, after all :)
 
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i agree that there are SOME people like that....

i'm not one of them. i wont fire on anyone unless they fire on me.

truth is, i really DO want a dedicated PVP element to the game though.

i also wonder how many players have gone off into solo or groups,
because they were blown up by players who wanted combat?

it just seems to me, to be a natural progression....

when you've gone as far as you can go with the game....
and you're at the stage where there's little left to learn,

you take everything you've learned and engage in PVP.

why is that absent from the game?....

and is that absence the main reason why players attack others,
and those that are attacked go into solo or groups?

that said, i do realise that there are some rotten apples who will attack others for the lulz.

Absolutely, it's why I accented some, not accusing anyone. It's clear that there are plenty of decent PvP CMDRs who play fairly. I don't think anybody feels that there shouldn't be a decent PvP element to the game, although truly, it's already there. Ok, there won't be epic space battles, with thousands or even hundreds of CMDRs fighting each other, the way the game is designed cannot accommodate that, we all know that. It's also (potentially) questionable that there are that many PvP players who do want that, as the mechanics to at least create the largest PvP fight possible is there. Form a group for it.

I'm sure some players go to Group or Solo because they've had a bad experience, others are there because it's the way they want to play the game. But no, I don't think a lack of a PvP arena is why players attack unwilling or non-consensual players, that's just too easy to roll out as an excuse. The hard truth, IMO, is that the players who do that do it because they are not very good, they would lose in a fair PvP fight, so they pick on weaker targets.

Why do I think that? Because, if they really, honestly, wanted a fair PvP fight, they would make it happen, either with their friends, or by starting a thread on the forum advertising a consensual PvP 'arena' group, where anyone can come and fight, and setting up the times and places. Apparently, according to some posters here on this thread, there are many PvP enthusiasts quitting the game because they can't get a decent fight, so that group should have plenty of takers. But amazingly, the suggestion is never taken up. So I guess I'm cynical. ;)

I'm also not convinced that PvP is a natural progression. It's just a mode or style that some players enjoy and others do not. Although I'm all for more content in the game, and hope that it will come (I'm not really much into spending my time on make believe politics, so PP doesn't do that for me), I actually think there is still plenty of constructive gameplay to be had in the game as it stands, so to say that 'one has done everything, learn't everything there is to learn' is, again in my opinion, a bit far fetched. Some people's boredom thresholds might be lower than mine though. ;)
 
That only matters if elite was 100% skill based, theres a lot of other variables that need to be taken into account too.

Sorry Jordan, but although I agree with what I think you are trying to say - 50% of everyone attempting to do anything involving any of those variables are also of median skill or below.

That means 50% of traders are below average. 50% of Pew-Pews are below average. 50% of combat loggers are below average. 50% of Pirates are below average. 100% of Asp Explorers are below average ;)
 
Sorry Jordan, but although I agree with what I think you are trying to say - 50% of everyone attempting to do anything involving any of those variables are also of median skill or below.

That means 50% of traders are below average. 50% of Pew-Pews are below average. 50% of combat loggers are below average. 50% of Pirates are below average. 100% of Asp Explorers are below average ;)

I wouldn't say below average but inexperienced...

Because of my RES farming my rating is dangerous and I am sure that is why I was killed by that clipper driver I posted about earlier, he assumed I was going to be up for a challenge lawl. Problem is I may be pretty good at killing NPC's but have no real experience in PVP so when it was thrust upon me I had no real clue..

I know it won't stop those who are looking for easy kills (it may make them worse) but maybe have a PVP rating separate from a PVE rating.. This was those who are actually looking for a challenge least know who to challenge..
 
Sorry Jordan, but although I agree with what I think you are trying to say - 50% of everyone attempting to do anything involving any of those variables are also of median skill or below.

That means 50% of traders are below average. 50% of Pew-Pews are below average. 50% of combat loggers are below average. 50% of Pirates are below average. 100% of Asp Explorers are below average ;)
Yes you're correct but, that's not the only thing that decides a fight. Loadout, ship, module rating, and even random luck, play just as much a part in a fight as skill. It's entirely possible to beat someone of higher skill just by having a better ship, not even in a "harrr, i have a conda lets see you beat me in your sidewinder" way. Subtle differences like a cobra with C rated shields vs one with A rated shields, will still play a huge part in a fight.
 
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I wouldn't say below average but inexperienced...

Because of my RES farming my rating is dangerous and I am sure that is why I was killed by that clipper driver I posted about earlier, he assumed I was going to be up for a challenge lawl. Problem is I may be pretty good at killing NPC's but have no real experience in PVP so when it was thrust upon me I had no real clue..

I know it won't stop those who are looking for easy kills (it may make them worse) but maybe have a PVP rating separate from a PVE rating.. This was those who are actually looking for a challenge least know who to challenge..

You are probably right there - consider the possibility that destroying NPC's shouldn't add to anyones Elite combat rating, but rather to their faction rating. Give the player-killers their own special Elite Status. Now, that will sound like I'm a PvP Pro-Bro wannabe - but it's not. Destroying other players should carry with it extreme and permanent consequences that can never be bought off nor forgotten. Rising to the rank of Player-Killer Elite should be a sign for someone to utterly fear them.

In reality it will never work that way - as it'd be so easy for scrubs to farm themselves to Elite in no time at all. That is the bad part of games with ratings of any kind.
 
Yes you're correct but, that's not the only thing that decides a fight. Loadout, ship, module rating, and even random luck, play just as much a part in a fight as skill. It's entirely possible to beat someone of higher skill just by having a better ship, not even in a "harrr, i have a conda lets see you beat me in your sidewinder" way. Subtle differences like a cobra with C rated shields vs one with A rated shields, will still play a huge part in a fight.

Indeed Jordan, I completely agree with you there, on all points. The problem, as I see it, is that as people play more in the game, they get more obsessed with the "perfect loadout" of Ship X, so you'll ultimately end up with heaps of people in Ship X because it is fundamentally better. I'd like to see more variety, and opportunities for real skill to beat superior ships, and for players to find ways to play their own way - instead of following the mantra of "Oh if you have a Cobra you need loadout Y otherwise you are a liability".
 
You are probably right there - consider the possibility that destroying NPC's shouldn't add to anyones Elite combat rating, but rather to their faction rating. Give the player-killers their own special Elite Status. Now, that will sound like I'm a PvP Pro-Bro wannabe - but it's not. Destroying other players should carry with it extreme and permanent consequences that can never be bought off nor forgotten. Rising to the rank of Player-Killer Elite should be a sign for someone to utterly fear them.

In reality it will never work that way - as it'd be so easy for scrubs to farm themselves to Elite in no time at all. That is the bad part of games with ratings of any kind.

No it is a shame because it would help players navigate around a system if you see a highly rated PVP player you know to steer clear (if you don't want PVP) and it would give those who do other to "play" with..


Indeed Jordan, I completely agree with you there, on all points. The problem, as I see it, is that as people play more in the game, they get more obsessed with the "perfect loadout" of Ship X, so you'll ultimately end up with heaps of people in Ship X because it is fundamentally better. I'd like to see more variety, and opportunities for real skill to beat superior ships, and for players to find ways to play their own way - instead of following the mantra of "Oh if you have a Cobra you need loadout Y otherwise you are a liability".

I think the fact most players who are going to be competitive in a game will firstly check out the various forums around and get others experiences - opinions and that is why you get a cookie cutter set up..
 
I think the fact most players who are going to be competitive in a game will firstly check out the various forums around and get others experiences - opinions and that is why you get a cookie cutter set up..

That works up to a certain point. It didn't work out too well at Bannockburn, Agincourt, Crecy, or Cannae. Mostly because what was expected and considered best, didn't happen.
 
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Yes you're correct but, that's not the only thing that decides a fight. Loadout, ship, module rating, and even random luck, play just as much a part in a fight as skill. It's entirely possible to beat someone of higher skill just by having a better ship, not even in a "harrr, i have a conda lets see you beat me in your sidewinder" way. Subtle differences like a cobra with C rated shields vs one with A rated shields, will still play a huge part in a fight.

Part of why I don't find open PvP in MMOs enjoyable, actually. For me to enjoy PvP both sides need to be evenly matched; if either me or my opponent has an advantage I tend to find no enjoyment in PvP. In other games I've been known to simply give up if I find myself crushing the opposition, I play PvP purely to have fun, and winning without effort is no fun at all.

Add to that how the more skilled player is prone to have the better equipment, simply because more skill allows for faster progression, and the potential PvP imbalance in any encounter is even greater.

The kind of PvP balance I enjoy is something like Mario Kart, where the game actually punishes those that pull ahead by making them the preferential target for all attacks, and rewards those that fall behind by giving them better gear. Few games manage to do that well, though, and none of them a MMO.

I think the fact most players who are going to be competitive in a game will firstly check out the various forums around and get others experiences - opinions and that is why you get a cookie cutter set up..

Depends on how competitive the players are, and how easy experimentation is. For my part I'm a bit of an extremist; if there are costs involved in changing my build/specialization/whatever then I will never experiment, picking a cookie-cutter build and pretending the game doesn't even feature customization, but on the other hand if experimenting with new builds is free I will devise my own builds and not even look at the cookie-cutter ones.

Incidentally, I find experimenting with my builds to be insanely fun. To the point I picked up every hero I was still missing in Marvel Heroes the very day respeccing was made free and freely available, that single change instantly made the game worth spending money again for me.
 

Robert Maynard

Volunteer Moderator
OT but..

Fi yuh evil NPC double, wid name and all, just interdicted me, in Phraces. You better be having words with him! :O

I have an NPC double? Oh my - whatever is the galaxy coming to!! One of me in any universe is probably more than enough for everyone else....

How do you even come to that number? I hope we aren't talking about in-game rank here.

If skill can be objectively measured, rank 101 players by increasing skill. Position 51 is the median (the centre of the sample). All of the players below position 51 are below median skill.

Now scale this up to c.560,000 players who have bought the game....

That only matters if elite was 100% skill based, theres a lot of other variables that need to be taken into account too.

It's not the only thing that matters, of course, but it does matter.

Its a mathmatical joke. Think about it.

You never heard the oldest variant of it? Half of the people in the world are of below average intelligence.

It's true though. Just like the average number of legs, hands, feet, ears or eyes that humans have is not two.
 
When you say: It introduces far more problems than it solves, can you name one?

Because as far as I can see, it looked good on paper when I read about it before I bought the game, and it has proved to work for me for 6 months while playing the game. Keep in mind that people have continuously claimed there were problems with the concept, but consistently failed to support those claims with anything substantial.

It worked for you. A good design works for the overwhelming majority of players, and that is not the case (as is going to become apparent in the coming months) for Powerplay. As for naming one problem in Powerplay, by design it makes Solo gameplay far more efficient than Open gameplay.

As I said before, you have a completely player driven feature which encourages avoiding other players. That's a bit of an obvious problem.
 
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