with Open mode commanders complaining about "no cannonfodder to instakill
Too late, already happened/happening lol
with Open mode commanders complaining about "no cannonfodder to instakill
yes.
conflict zones/war zones - in solo only npc no players. less risk = less profit.
underminig - in solo you can go to undermining without player oposition. Less risk = less profit.
trading - in solo you can Trade without interaction with pírates, or players. Less risk = less profit.
comunitary missions - in solo you can go from A to B without risk. Less risk = less profit.
I can continue with virtually all the game mechanics. but I guess it will prefer to say it's the same game for everyone when it is clear that only players / private are taking advantage of two systems to do the same, but with less risk and reward them.
And yes Letter D in ED means dangerous. less dangerous less profit is clear for the single players. They are less risk And the same profits.
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.
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Nobody? You speaking for me now are you? Did some watery tart lob a sword in your direction when I wasn't looking?
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:
"Listen, strange women lyin' in ponds distributin' swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony."
Stopped reading here so this may have been responded to later. Answering points raised:
This is in no way true in every case, and probably at least half of them are out beyond the core systems. You'd get only NPCs even if you were in open, so, not less risk.
"Player opposition" would depend on many of the points raised repeatedly in this thread. I'm not going to delineate all of them. Suffice it to say that you might be able to stop some deliveries but not all or even half, given the matchmaker's parameters with regard to ping times & instance load. You might sometimes see 12 people in an instance.
"Player opposition" is the sticking point; you have the same ways & means to "combat" undermining & fortification. PowerPlay has explained this many times; you have exactly the same choices as the rest of the modes. You just don't want to accept that. It is not a direct-combat situation or framework.
Pretty wrong there. If you go just outside of the main ports-of-call or stay off 3rd-party commodities lists, you probably won't see another person for weeks (and this according to many open players who post here).
Um, there's always risk. Getting trapped between two suns comes to mind. Being repeatedly interdic't by the (much smarter now) AI opponents does also. If you wish to play open but avoid the jerks, you just keep rerolling the instance until they are (mostly) gone.
Well, there's a problem there: many open advocates posting here tell me that "open is a barren wasteland" and then you make it sound like it's jam-packed with hostile forces. This is rather confusing. Either it is or it ain't.
Open affects my playstyle too; all the modes do. Because of the cesspool open has become (according to some) you are complaining about the state of open. That's fine. But don't expect to talk about taking things away from the other two modes to favor open; it just isn't going to happen, no matter how many posts of this type are made.
Please see the links in Jockey's sig regarding the many times FD has said the modes are a core game feature.
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.
XBOne players. PS4 players when the game is released for them. Players distant enough from the owner that their mutual ping guarantees they won't ever be placed in the same instance. Players in a different time zone, or that for any reason play when the structure owner is sleeping, at school, at work, etc. And so on.
There is no way to guarantee that players will be able to defend their structures. The game's networking layer was just not made to allow that. And, even if it was to be replaced, issues with timezones and real world distances would still exist; pray tell me, where one can put a server that will provide a satisfactory experience when you have someone from the US and someone from Australia facing each other?
Lots of people will be disadvantaged. Who in their right mind wants to grind out 3 character? Seriously, if anyone really thinks players are going to grind out a Mobus character and then switch to an open character to make open players happy they are crazy.
People will ether stick with one mode (likely not open) or be so annoyed that FD went back on a core concept for the game, and stop playing altogether.
I'd rep you again if I only could...![]()
I guess players and bases would have to occupy the same instance for players to see it. And of course your base can be looted and destroyed while you're away --that's part of the risk. That's why you build it somewhere remote and quiet where it cannot be easily found at all unless someone skims over a planet and stumbles across it.
Not sure what you mean by the same instance - the same instance as what?
I think he means "every" instance - it makes more sense that way.
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.
Well, every instance (like a station) would work, but then they cannot be destroyed (only looted), because the status of the base would have to be the same across all instances. The same instance as the players might work, in that the base would have to be stumbled on, like a USS of sorts. Whereas a station would have to be visible to everybody, the base would only be visible to players stumbling on its little sphere of existence.
The "all modes are good modes" people posting here since the first megathread was spawned (who are classified as "solo/groups") have not turned down "every idea" from open-pvp advocates. We have echoed other open posters in calling for real penalties to player murder, ganking and the like. We've even offered some of our own ideas to help open.
Where we draw the line is taking things away from the solo/group modes or adding penalties (x% less profit; x% less PP actions, etc). None of us has initiated suggestions to nerf or penalize open; only players, because that is where the problem seems to lie for the open-pvp crowd.
The solo/group crowd... doesn't really care. They have no problem with "invisible ghost armies" affecting trade prices or PowerPlay; just one other element of randomization added to the BGS. Is open "a barren wasteland"? This seems to be where the open-pvp crowd have complaints. If open is that way, then players are making it that way. Fortunately, we don't have to play with those players if we choose.
Then again, "open is chock full of pvp gankers, sharks and hackers" gets put forward as "the risk we take in open." So? You asked for the risk; it's why you're playing open. You want to be rewarded for that? Particularly seeing as many open-pvp players post to many threads citing this "moar risk" as an excuse to alter the solo/group's game?
You chose your mode. You knew what that entailed. You also still have the choice of playing in solo or group mode. If you don't want to take it, one positive solution is for FD to amp up the federal cops and penalties for player murder (which many people have asked for, solo, group or open). If you're not being disingenuous, this should satisfy; open will become "safer" and probably more people would play there.
But taking things away from two of the three modes? Ain't gonna happen. DB has reiterated this point time and again. Trying somehow to strongarm FD through forums is ridiculous and, I might add, nasty, and really shows a player's orientation to the game and to other players no matter how clever their Debating 101 tactics appear.
Well, there's a problem there: many open advocates posting here tell me that "open is a barren wasteland" and then you make it sound like it's jam-packed with hostile forces. This is rather confusing. Either it is or it ain't.
I guess players and bases would have to occupy the same instance for players to see it. And of course your base can be looted and destroyed while you're away --that's part of the risk. That's why you build it somewhere remote and quiet where it cannot be easily found at all unless someone skims over a planet and stumbles across it.