Modes The Solo vs Open vs Groups Thread - Mk III

Do you want a Open PvE

  • Yes, I want a Open PvE

    Votes: 54 51.4%
  • No, I don't want a Open PvE

    Votes: 49 46.7%
  • I want only Open PvE and PvP only in groups

    Votes: 2 1.9%

  • Total voters
    105
  • Poll closed .
Status
Thread Closed: Not open for further replies.
How about we stop with the belittling & condescending language creeping into your posts? It would be appreciated.

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Do you know the forum rules here? Your posts are increasingly antagonistic. Please take some time to cool off.

Asinine isn't an offensive word.
 
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It certainly would help a lot and would be a very good step in the right direction.

I just think that a strict rule set that in enforced is needed. I'm too old (and maybe to cynic) to think that goodwill of humans is enough to solve problems.

I could get behind bases being more picky about who can land, forcing a criminal to refit in a nearby system as opposed to in the same system they are creating trouble in, but making areas safe would just segregate people into areas and the game would lose some of its charm. I don't think doing so would realistically change very many solo players minds either about switching to open.
 
Everybody is online, they can do that for solo players.

Actually, Solo mode is played almost entirely on the player's computer, with very little data sent to the servers. More specifically, the data needed to simulate and sync combat instances — and, thus, catch most cases of cheating — is simply not sent, as the galaxy simulation servers have no use for it. It's why Solo mode in ED is advertised as a mode where it's possible to play with a very crappy connection, such as a tethered mobile connection inside a moving train.

Thus, Solo is a nightmare to properly check for cheats. Guaranteeing a cheats-free Solo environment is only slightly easier than doing the same for an offline game, and far harder than catching cheats in a proper client-server architecture MMO or even in a peer to peer game mode.
 
I could get behind bases being more picky about who can land, forcing a criminal to refit in a nearby system as opposed to in the same system they are creating trouble in, but making areas safe would just segregate people into areas and the game would lose some of its charm. I don't think doing so would realistically change very many solo players minds either about switching to open.

why these players needs to change their minds for any reason if they dont want ?
isnt easier u change ur mind 1st and play the game us it is with these mechanics he have???
 
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I could get behind bases being more picky about who can land, forcing a criminal to refit in a nearby system as opposed to in the same system they are creating trouble in, but making areas safe would just segregate people into areas and the game would lose some of its charm. I don't think doing so would realistically change very many solo players minds either about switching to open.
That seems like a good idea until you realize it also removes the only way you ever have to pay your bounty off. If you dock at the system where you are wanted, and then get killed before landing somewhere else, you'll have to pay your bounty in order to get your ship back. Most pirates are smart enough not to do it but still, it happens occasionally. Is a slight inconvenience to the pirate worth the potential drawback?

it won't matter to me either way, I usually dock somewhere else.
 
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Good luck with that, just like you can't get expect traders to play as fighters or learn to defend themselves in order to play as traders in open, you can't expect pirates to play as fighters in order to play in open. Both players will take the path of least resistance. It's human nature.

It is a game. As such, meant as entertainment, something enjoyable. If I have to do something I dislike, or subject myself to an experience I despise, in order to keep playing the part I actually want to play, I will instead seek another game.

That has nothing to do with the path of least resistance, and all to do with wanting a leisure activity being fit for its purpose.
 
Good luck with that, just like you can't get expect traders to play as fighters or learn to defend themselves in order to play as traders in open, you can't expect pirates to play as fighters in order to play in open. Both players will take the path of least resistance. It's human nature.

Pirates HAVE to be fighters to be pirates....right? So what's the difference between killing people that are causing them issues...and carefully disabling a trader and weakening their hatch...a much touchier operation...requiring a lot more expertise than blasting serial killers.

Now the more cynical player in me says it's just about marketing and persuasion...regardless of what the pirates REALLY do.
 
It is a game. As such, meant as entertainment, something enjoyable. If I have to do something I dislike, or subject myself to an experience I despise, in order to keep playing the part I actually want to play, I will instead seek another game.

That has nothing to do with the path of least resistance, and all to do with wanting a leisure activity being fit for its purpose.
You proved my point, thank you.
 
That seems like a good choice until you realize it also removes the only way you ever have to pay your bounty off. If you dock at the system where you are wanted, and then get killed before landing somewhere else, you'll have to pay your bounty in order to get your ship back. Most pirates are smart enough not to do it but still, it happens occasionally. Is a slight inconvenience to the pirate worth the potential drawback?

I didn't think about that, and honestly that kinda sucks because I doubt they have plans to change the bounty system again, which would be the only way.
 
human goodwill reality or myth?

Human goodwill is certainly real, but unfortunately not universal. Which is a big issue when a game empowers individual players to ruin the enjoyment of others, as IMHO ED does in its Open mode, because meeting a single bad apple can erase all the enjoyment from many previous meetings with well intentioned players.
 
I keep hearing the "risk vs Reward" issue about open vs solo/groups, but I want to ask. What about those of us who do a job, but have risk that others don't? I did the Bacon City CG and busted my butt on it. Thing is.. I will receive the same reward everyone else gets, but is that fair? I'm aligned to a power, I was in hostile territory and I was interdicted and attacked countless times by NPC's that were against my power and tried to keep me from getting to the station. I had to pay a lot in damages incurred during my evasive maneuvers.


I should get a higher reward than those who were not pledged to a power or suffered damage because of the risk of doing a CG in hostile territory.


If that sounds silly than understand that it is the same argument used by some to justify open getting special treatment. The risk is the same.. a risk of choice. FDev gives you a goal, how you get to that goal is up to you, but doing it harder than other ways does not, nor should it, incur a higher reward. Your reward was accomplishing the goal in your own way.


I took the risk on myself.. so in truth the answer is no.. I do not deserve "extra" reward vs others because of how I completed my runs for the CG and neither should people for completing things in Open.
 
Well, who takes more risks than explorers?

No stations near by for repairs, unknown systems where you are taking heat damage before you even finish jumping in, constant wear on subsystems - and all for the lowest paid career in Elite: Dangerous.
And to quantify that, a friend of mine went out to Sagittarius A* and back, scanned everything both ways - picked up less than 2 million for weeks of work.

Traders can earn that in 30 minutes or less,
Miners in a few hours depending where they mine.
Bounty Hunters, 2 hours or less in a semi good RES,
Pirates are hit / miss depending where they are or who they see.

All of the above are near stations and can get repairs if they end up on life support.
25 minutes of life support is no good to an explorer, depending how far out they are 25 days of life support can be pointless.

People love to spout "risk / reward" for traders and pirates - but people ignore the highest of risks with the least rewards, exploration.
 
Well, who takes more risks than explorers?

No stations near by for repairs, unknown systems where you are taking heat damage before you even finish jumping in, constant wear on subsystems - and all for the lowest paid career in Elite: Dangerous.
And to quantify that, a friend of mine went out to Sagittarius A* and back, scanned everything both ways - picked up less than 2 million for weeks of work.

Traders can earn that in 30 minutes or less,
Miners in a few hours depending where they mine.
Bounty Hunters, 2 hours or less in a semi good RES,
Pirates are hit / miss depending where they are or who they see.

All of the above are near stations and can get repairs if they end up on life support.
25 minutes of life support is no good to an explorer, depending how far out they are 25 days of life support can be pointless.

People love to spout "risk / reward" for traders and pirates - but people ignore the highest of risks with the least rewards, exploration.


Even better point than what I was trying to make, I do have to ask.. was he detail scanning everything? I tend to get methodical in systems.. and so wish Asteroid belts were counted... And yeah.. for my runs when I was in the scout.. I limped back in cracked canopy hoping I didn't have a blow out before I could dock.
 
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