So you want to play in Open, eh?

It's a state of mind.
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This is a game with dictators, power mongers, slavery, anarchy, piracy, huge space wars, black holes and neutron stars. Nothing for the weak hearted.
Team up and fight back or find ways to evade them. Many did so in the Hutton event and it was exciting!
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And I guess no single trader, miner or explorer would ever dare to complain if they get a full wing of Thargoid battle cruisers after their tail, IN SOLO! (if they'll ever be introduced)
Because, if they would, they're playing the wrong game.
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Abo.
Trader/Explorer.
 
And I guess no single trader, miner or explorer would ever dare to complain if they get a full wing of Thargoid battle cruisers after their tail, IN SOLO! (if they'll ever be introduced)
Because, if they would, they're playing the wrong game.
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I think it's safe to say that almost everyone in solo (or any other mode for that matter) wouldn't object to a bit of Thargoid lurrrvve!
 
(NOTE: the following public service announcement is Nonya's opinion only and is not an official communication from Code itself)

Seems like the blockade of the Hutton Orbital CG has angered a lot of players who thought the CG would be a 1.5 hour "cakewalk" for them and a lot of ideas about how to "fix" such a thing are being floated around, all of which can be subverted and used against the very players who suggest them.

Here's one reason why Code was so successful against the CG participants - organization and coordination. The CG players had none, Code has it in spades.
Here's another reason - knowledge of the in-game mechanics. Code members have spent considerable time and in-game credit expense in working out the different play factors of the game.

1. Did you know that if you kill enough system police in an instance that no more will spawn in that instance? Nope, you didn't. We did though. But we didn't do it in this case because we were much too busy chasing you all out of the system, and quite frankly we had a much easier way to tie up the system po-po and make them ineffective.

2. Did you know that if a commander sits on a pad they're invincible to attack? You should know since a lot of you suggested that happen because during the early betas prior to game release players were able to be killed on pads and the uproar against that was right here in these very forums.

3. Did you also know that once a wanted commander is scanned prior to docking their docking privs are immediately revoked and they cannot dock?

4. Did you know what once a wanted commander is docked and then scanned by system security forces the sec forces IMMEDIATELY open fire on them on the dock until the commander is destroyed?

5. Did you know said commander cannot be destroyed because YOU didn't want to be vulnerable on the docking pad to attack so you had FD make it so.

6. Did you also know that when said forces are firing on said commander on the docking pad that they also ignore all other wanted players - including YOU if you accidentally fire at the station - and remain fixated on the docked wanted commander?

7. Did you know about anchor wings?

8. Do you know about exactly how instancing works?

9. Do you know the real difference between a combat log and regular save-and-quit?

I could go on and on with things about this game that 99% of you didn't know existed until you read this post but I digress. The problem isn't with what Code was able to successfully achieve utilizing their knowledge and skill of in-game mechanics, coordination, and lines of communication, it's with what you don't know about the game you're playing because the vast majority of you are either playing in solo/private groups and have been so safe in there that you haven't felt the need to practice combat against other players or to really understand how this game works.

Face facts people, there are not a lot of Code members. Maybe a max of 20 participated in this at a single time for an hour or two in and instance or two, most of the time it was 10-15 in a single instance.
The fact that this tiny infinitesimal number of players were able to pretty much grind the Hutton Orbital CG to a halt at-will should push everyone to practice combat skills and tactics a lot more. We saw a couple of really good 1v1 combat commanders out there but they weren't enough in numbers and they weren't a match for our completely-legitimate combat tactics.

It should also push more of you out there to group up and form Trade Organizations complete with your own lines of communication (Teamspeak, Discord, etc.), coordination (forums, sub-sections here, etc.), and tactics (trade wings, combat wings, scout wings, organizational roles, etc.). Get out of your bad habits treating open like it was solo or private group. It's not and nor should it ever be. It's different and much more exciting. Here are few ways you can help yourselves:

1. If you want to trade in open, don't run shieldless ANYTHING.

2. Don't be alone, especially in any "Type" trading ship. We're more prone to go after loners who think Open is Solo than a wing of 4.

3. Have at least 1 dedicated combat ship in your trade wing to force us to focus attention on it first allowing you time to jump away and get to the closest station.

4. Don't ever, ever, ever combat log. Not only do we report every single combat log to FDEV you instantly go on our kill-on-sight list and there won't be a friendly warning.

5. When told to stop and submit to a cargo scan when you're alone - stop. This is why the majority of traders who think Open-is-Solo die.

Now for another shocker - most members of Code actually DO trade (mostly smuggling) and we mostly do it in open unless we're experimenting with something and don't want to be bothered during the experiment in which case we drop down to Solo to figure it out. And unless we've got combat wingmates we do it in Pythons, clippers, and condas that have shields and can fight.

Another pro-tip: friend EVERYONE you meet - even those you hate. Why? Because, not only does it show them where YOU are but it shows you where THEY are.
That means if you see a cluster of so-called "baddies" in a system you know to avoid that system like the plague and hold on to those profits a bit longer. It will also let you see hotspots faster, i.e. a CG you might not have known about or other event like a race that isn't built into the game menus like a CG is. I always laugh when someone I've never attacked and/or pirated or even talked to suddenly unfriends me. "OK buddy, now you have no idea where I'll be at any given time and doom on you if it all goes pear-shaped." I've had randoms direct message me in game asking questions and I've usually answered them with tips on where to find this or that or how to grind rank faster, etc. Unless I'm busy - i.e. in a fight or working on an experiment - I usually reply.

I guess the bottom line is we need you folks to get better at this because right now while your forum posts may be entertaining to read online, in-game you're boring us and we need you to start creating your own in-game content on-the-fly like we do. FDEV does not always have to create it. Look at those wacky races (which look like fun by the way) around stations, or out to Sag A. Where are the trade competitions? CZ Combat competitions (CQC does NOT count, sorry Xbox players)? Mining competitions (mine this much X from this exact RES in X amount of time)? Where are the trade wars? (heh, TradeWars2002 notwithstanding....)

The Hutton blockade was quite literally an off-the-cuff suggestion by me (yes, blame me for all of it, I have thick skin) as we were bored to tears in-game and were pretty mad at such a ludicrous idea for a CG already.
You haven't seen us truly plan for and execute a determined operation yet. You've only seen what we can achieve with hasty 5-minute planning.
But thanks for the great practice though! And for those commanders that made it through the blockade in open and who were actually in an instance with us, bravo!
You were very very lucky.

TL;DR: we were bored, so we decided to spoil the fun for other players.

Oh, and it's all your own fault, you should be a more worthy adversary.

/end with some chest beating.

:p
 
PvP is quite rare and limited to "gate" locations such as CGs. Hutton seemed quite meaningful to many give the threads and demands for changes in the game. Trade CGs are challenging, as you simply cannot take a ship that is not designed to run a blockade to a blockade, even then you are going to lose a few over the life of the CG - making Hutton doubly tricky. I know this from Khaka during Lough times, and the blockaders were working under much stricter rules of engagement than Code at Hutton (ok there was this one guy.....).

Except that BY DESIGN you can't blockade. A fact the Hutton CG proved yet again. Players can mode switch to get around it. By design. The instancing and matchmaking mean no group can effectively cover all possible instances. By design. And even if people do get instanced with blockaders, there's still ways players can survive it and get through if they know what they'e doing. The CODE can spout all the rubbish they want, but they failed to blockade and stop the CG from advancing because the game is designed to prevent things like blockades by players preventing PvE gameplay - in turn because, like it or not, this is principally a PvE-focused game. Frontier were aiming for exactly the sort of player cooperation we saw from the Hutton convoys etc, while the game design prevented the CODE's style of 'cooperation' from obstructing the PvE.
 
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Except that BY DESIGN you can't blockade. A fact the Hutton CG proved yet again. Players can mode switch to get around it. By design. The instancing and matchmaking mean no group can effectively cover all possible instances. By design. And even if people do get instanced with blockaders, there's still ways players can survive it and get through if they know what they'e doing The CODE can spout all the rubbush they want, but they failed to blockade and stop the CG from advancing because the game is designed to prevent things like blockades by players preventing PvE gameplay - in turn because, like it or not, this is principally a PvE-focused game. Frontier were aiming for exactly the sort of player cooperation we saw from the Hutton convoys etc, while the game design prevented the CODE's style of 'cooperation' from obstructing the PvE.

Exactly - and I would add that even if FD locked everyone into open the thing that stops a player blockade from working is the same thing that stops effective player combat wing action against a gank PKer wing.

Instancing!

Everyone gets to take a bite of the crap sandwich.
 
That does not stop them sneaking in to the group and killing players - which has been done.
So moving to a private group does not mean you get peace / combat free environment at all.

And as some people are happy to treat their save slot as a disposable resource, they just delete their CMDR once they get kicked and join again under a new name - and it starts again.

There is no way to have Elite as a multiplayer game and not have PvP.

Multiplayer is <> PvP but I understand your point.

If there is no option to do PvP free CGs lots of people are not going to participate. I am not sure is this very clever strategy from the developers of this game. I understand that "dangerous" part, but there should not be any problems to implement other different kind of dangerous things to the game without forcing PvP.

But thanks for the info the current version of this game does not give the option for the PvP free community goals.

So I am not going to participate. Maybe later... or never.

edit: I mean in public / group mode
 
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"You have 1 wing who's is the "Anchor Wing". 1 or 2 other "Support Groups" would be waiting in "Normal Space" with 3 in the wing. The "Anchor Wing" is in super cruise doing the interdicting.

As soon as the "Anchor Wing" drops into normal space they disband the wing and get invited by the "Support Wings", after doing so the members of the "Anchor Wing" Drop a beacon and the "Support Wing" drops in and a show ensues.

We've managed to get 25 friendlies in one instance in under 30 seconds."
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Taken from:
https://www.reddit.com/r/EliteDangerous/comments/3bopnd/deathwinder_squad_in_vaka_or_dont_kick_the/?
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So your saying it bypasses the leave wing cooldown timer that FD put in? Doesn't sound like an exploit at all
 
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Except that BY DESIGN you can't blockade. A fact the Hutton CG proved yet again. Players can mode switch to get around it. By design. The instancing and matchmaking mean no group can effectively cover all possible instances. By design. And even if people do get instanced with blockaders, there's still ways players can survive it and get through if they know what they'e doing The CODE can spout all the rubbush they want, but they failed to blockade and stop the CG from advancing because the game is designed to prevent things like blockades by players preventing PvE gameplay - in turn because, like it or not, this is principally a PvE-focused game. Frontier were aiming for exactly the sort of player cooperation we saw from the Hutton convoys etc, while the game design prevented the CODE's style of 'cooperation' from obstructing the PvE.

Block the landing pads, blockade achieved. If you don't like it, they made the solo mode so it is easy to avoid. If anything, it is unfair on the pirates.
 
Block the landing pads, blockade achieved. If you don't like it, they made the solo mode so it is easy to avoid. If anything, it is unfair on the pirates.

So you block the landing pads in one instance. What about all the other instances in open at a busy station you can't get into.

Blockade failed.

Before anyone evn needs to go to solo/private.

Saw this repeatedly at Hutton - you could even watch it on the livecam - when some clown hadn't rammed it.
 
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So you block the landing pads in one instance. What about all the other instances in open at a busy station you can't get into.

Blockade failed.

Before anyone evn needs to go to solo/private.

Saw this repeatedly at Hutton - you could even watch it on the livecam - when some clown hadn't rammed it.

"Blockade failed." Either way, it is a valid ingame method to block a pad, that as my point :) If it is so easy to avoid, why all the name-calling and vitriol? Sounds like they did a lot of damage and got themselves some more awareness (the real objective).
 
Block the landing pads, blockade achieved. If you don't like it, they made the solo mode so it is easy to avoid. If anything, it is unfair on the pirates.

First, you can't cover every instance, so blockade not achieved, in fact. Second, good luck with that tactic against private groups or solo - as you point out, players can switch mode. Again, blockade NOT achieved, and can never be achieved in the way groups like the CODE want.....
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Unfair to pirates? They're criminals for a start. Who said ANYTHING had to be fair for pirates? Not to mention 'murderers'? TIC of course.......
 
"Blockade failed." Either way, it is a valid ingame method to block a pad, that as my point :) If it is so easy to avoid, why all the name-calling and vitriol? Sounds like they did a lot of damage and got themselves some more awareness (the real objective).

Well if you think blocking a pad is fun skilled gameplay I don't know what to say - I thought you were into PVP combat skills and all that.

Land - and don't press launch - that must take a while to master!
 
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in-game you're boring us and we need you to start creating your own in-game content on-the-fly like we do. FDEV does not always have to create it.

Here in lies the problem.

You say that organisation is CODEs, and you are correct. But the in game tools for organisation are rudimentary. FDEV is responsible for that, and a vast array of other 'content'.

This shell of a game is a tech demo. Get out of it what you can.

My advice to anyone who does not like CODE is to remind you that that is what solo/private is for. Playing in open is allowing horrible game dynamics to ruin your game. If you do it, don't complain about it; complain to FD that the game is crap.
 
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Lots of people still choose to play in Open, for the same reason you claim people are scared away, so it is not that simple.
I agree. I never want to stop the current Open. I just want to have two Opens. One PvP and one PvE.
I don't see the point why it should not be possible to have two opens.
 
HAha, not everyone wants to follow Khalessi round like that dude from Game of Thrones ;) And wow, what a lot of noise 20 players made! Imagine what they could achieve with the support of Powerplay :)

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I agree, the poll was pointless, it was just a knee jerk reaction to the Mug incident. Like the suggestion that Open be removed..


Although the poll can be dismissed...do not dismiss the possibility of either a PVE only mode...or a removal of PVP from Open.

The PVE/PVP/CQC idea was started by myself. My intent on this was to take a radical stand that no one within the PVE crowd would. It was encouraging to see that many of those complaining against Codes shenanigans felt that this was a misguided idea. Congrats to all for realizing the freedom we have within the game to create 'things'! However, if 'shenanigans' push the game into a place more toxic than FDev wants...do not think changes will not occur 'because these actions are within the rules'. People have to have fun and enjoy there time in the game, so that the game sells more copies and FDev remains profitable....if shenanigans get in the way of that...FDev will be forced to take actions that will stop the shenanigans.

Forewarned is forearmed...or something like that.

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I agree. I never want to stop the current Open. I just want to have two Opens. One PvP and one PvE.
I don't see the point why it should not be possible to have two opens.

An Open PVE mode would pretty much be the death knell for PVP in the galaxy....I think people just need to play in Open with the expectation that bad things can happen at the hands of others. This is one of the parts of this game that sets it apart from other games.
 
Upon sober reflection (when I should be working ^_^) I think a good way to deal with Player Killers (as opposed to PvPers) is that when matchmaking, if someone has an active bounty for murdering a player, they are instanced with bounty hunters (an opt in option) first, and then with the community at large. Repeat offenders should permanently instanced with the people who like to hunt them.
 
Wonderful coherent holier than thou post. And if I cared about open I'd care but I like to play with civilised people. I wouldn't go to Syria for a holiday, why the hell would I play in open?
 
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