I'm confused.
Can you actually win this game by getting more credits?
Help! How will I know when I've won...?
Worry not, confused pilot, I'm here to help! If you send me all your credits, I will count them and inform you if you won or not.
I'm confused.
Can you actually win this game by getting more credits?
Help! How will I know when I've won...?
I'm quite confident now that I can claim two people as a sign that there is a clear majority .....
Worry not, confused pilot, I'm here to help! If you send me all your credits, I will count them and inform you if you won or not.![]()
Better a solution that shares the pain than a change that favours one play-style and disenfranchises a significant number of players, in my opinion, of course.
Nobody? You speaking for me now are you? Did some watery tart lob a sword in your direction when I wasn't looking?
I don't think there is a pain. By giving players three separate character slots they can do whatever they want in each mode without it affecting the other. Galaxy and rules remain the same. Nobody is advantaged or disadvantaged; no play style is favoured over the other.
If it is not done however, we can forget about the possibility of player-built/crafted contents that other players can directly interact with, and that kills a lot of gameplay possibilities for everybody, in every mode.
Not really, squeaky wheel isn't anything new. On the other hand, posts by Majinvash et al do absolutely prove that the original design decision for the differing games modes was the right one.
I'm sure it does, but Frontier is painting itself into a corner here. Horizons is proposing possible player-owned bases with looting and crafting. This would add a whole new layer of activities to the game --expedition outposts, pirate lairs etc. Now what do we do with those bases in Solo play? Can they still be looted by other players? If not, then how do these bases exist in a galaxy shared with Open players?
As soon as the game allows for players to build/craft/insert content in the galaxy that other players can directly interact with, you're stuck with a dilemma as to how Solo players' content is handled in a galaxy also occupied by Open players.
It was really not a good idea. Frontier has a way of trying to please everybody, and creating a confused fudge that pleases nobody at all.
While you may not consider removing the ability for a player to play in whichever play-mode they choose on a session-by-session basis to be a significant change, there are those who disagree. This feature has been part of the game design since the outset - and has been debated since the Kickstarter ended - Frontier launched the game, eight months ago, with this feature intact.
If player created anything will exist in the game, Frontier will, no doubt, come up with a way for them to exist - whether random other players can encounter them is anyone's guess. Whether they will be able to be damaged likewise.
I welcome anything that allows me to not have to ever meet Majinvash or anyone that flies with him. He is living proof that a way to screen out unwanted players is a great boon for the game.
So was (proper) offline play, but it was canned because it messed up the fundamental functioning of the game.
That's just crossing your fingers and hoping it will magically get sorted out. Not reassuring. If you can come up with a better solution I would be happy to hear it-- I have no problem with the whole Solo/Group/Open mechanic as it stands; I just see it causing difficulties for future gameplay.
No it's not a lot of work. Just give each player three character slots. One for Open, one for Solo and one for Group. Progress and assets for the character in one game mode cannot be carried over to the other game mode.
I don't hear many commanders from Group and Solo mode complaining about the existence of Open mode, or shared worlds for that matter...
Let's be blunt here. I don't hear many commanders from Group and Solo mode complaining about the existence of Open mode, or shared worlds for that matter...
Careful what you wish for.![]()
*IF* I had to choose a single mode then it would be Private Groups - there, I'd be able to play Solo, in a Private Group (of course) and, in time I expect, a pseudo-Open group with unrestricted access. No need to select Open (once and forever) to be able to play with strangers. The ability to select which Private Group to play in would be analogous to selecting a mode currently.
*IF* I had to choose a single mode then it would be Private Groups - there, I'd be able to play Solo, in a Private Group (of course) and, in time I expect, a pseudo-Open group with unrestricted access. No need to select Open (once and forever) to be able to play with strangers. The ability to select which Private Group to play in would be analogous to selecting a mode currently.
Do you have a source for "proposed player owned bases?" I only saw them talk about moon bases that could be attacked either by ship or SRV. Nothing about players owning them :/
Raph Koster said:You get the idea. Everyone started playing everything they didn’t like. Oh, some players discovered new experiences they never would have otherwise. Many emerged from this with a new understanding of the fundamental interconnectedness of a society. But most just macroed their way or grinded their way through it all as fast as possible, dazzled by the booby prize of Jedi.
Satisfaction fell off a cliff. I never did see a marketing push for Jedi — never saw a marketing push for the game at all, to tell the truth. But what I do know is that one month after Holocron drops began, we started losing subs, instead of gaining them. SWG had been growing month on month until then. After Holocrons, the game was dead; it was just that nobody knew it yet.
As to player created assets - detail is lacking on their scope - it really is a case of wait and see what Frontier has in mind (and I expect that they've considered them in some detail).
I don't recall anything about player owned bases. Even if we were all in open there would be problems.
They'd have to be indestructible - and inaccessible to non owners otherwise the owners would be screaming blue murder when people in another open instance that were invisible to them started blowing the place up unopposed. Or just occupied the building and posed for pictures.
Just found something very interesting about why you should never offer "must have" rewards tied to content not all players will enjoy. It's an article by Raph Koster, about the issues SOE had with implementing Jedi in pre-NGE Star Wars Galaxies, and how awarding the Jedi class to players that maxed a random set of skills was a bad idea:
(For those that didn't read the article, the Holocrons he talks about were the hints that becoming a Jedi was just a matter of mastering a number of skills, given away because people in Marketing wanted players to figure out how to become a Jedi sooner rather than later, and that allowed players to discover that mastering all those skills had an extra prize tied to it.)
This is part of why I'm against any kind of big push towards Open. Not all players enjoy Open, and feeling forced to play in it could have a similar effect here.