(info) First bonus for playing in OPEN under consideration for PP

Status
Thread Closed: Not open for further replies.
You are being treated fairly. The work you do now would be exactly the same after these suggestions would be in place.

*YOUR* instance happens to share data with *EVERYONE'S* instance. It's not your galaxy. Seems like you're still hung up on wanting offline mode.

At the moment, where I play I'm treated fairly, but giving a boost to one mode over another means the other 2 modes are less important.
 
Okay, regarding the networking issues... Forgive me because I really don't know a lot about what I'm talking about. But..

Could it be possible that Fdev would be able to see whether you've shared instances with other people in Open, particularly around control/expansion systems where most of the action takes place? If this is the case, couldn't Fdev then weed out the "Open play with p2p blocked" players and their effective influences, and knock the influence down to a solo/private group level of influence?

Ok, any tech-savvy folks willing to answer my question?
 
Ok, any tech-savvy folks willing to answer my question?

Since things are handled via matchmaking servers they could get some connection data/logs.
Which will be utterly meaningless on a per case basis.
I guess if I wanted, I could set up a network and play exclusively with myself, using virtual machines and proxies and stuff.
From FDs point of view I am probably even playing with myself, since my significant other is using the same public ip. :)
 
Last edited:
Ok, any tech-savvy folks willing to answer my question?

Yes and no. The matchmaker will be able to tell by the network health and failed connections, and over time be able to see who is filtering out who.

Of course, they'll have no idea what is actually causing it - either router blocks or their ISP being blacklisted or simply too far away on an unreliable segment.
 
Since things are handled via matchmaking servers they could get some connection data/logs.
Which will be utterly meaningless on a per case basis.
I guess if I wanted, I could set up a network and play exclusively with myself, using virtual machines and proxies and stuff.

Yes and no. The matchmaker will be able to tell by the network health and failed connections, and over time be able to see who is filtering out who.

Of course, they'll have no idea what is actually causing it - either router blocks or their ISP being blacklisted or simply too far away on an unreliable segment.

Thats what statistics is for. If one individual fails to connect with dozens of others, who each have far less problems connecting to each other, something is up.
 
FD could weed out the P2P abusers, by rewarding more risk, rather than the risk of more risk. Reward players for actually having PvP contests for PP actions. The winner of a PvP encounter between PP rivals gains 10 merits, and the loser 5 (for not just loggin out) and the looser retains their current merits. That way when there is more risk, the players are rewarded, but not just for some vague increase in risk.

The suggestion above ignores the fact that this initiative is not about parity between the modes at all. It's about propping up the population in open. No logical fix to the 'risk' argument will also fix the population issue.
 

Robert Maynard

Volunteer Moderator
Thats what statistics is for. If one individual fails to connect with dozens of others, who each have far less problems connecting to each other, something is up.

Indeed - what does that scenario tell anyone about the connection of that one individual? (other than they cannot connect to the dozens of others)
 
Thats what statistics is for. If one individual fails to connect with dozens of others, who each have far less problems connecting to each other, something is up.

Yes, but you failed to grasp the main part.... FD won't know what is up, just that something is up.

Right now I have UPnP on and on Sky 40MB connection, but we are a family of 5 and everyone has their own internet devices and Netflix logins.
Guess how many people in open I see on a week night before my children go to bed.

Zero.

About 10 minutes after they have gone to bed and all devices are off, suddenly I see people.

Now tell me how you'd know if my family are online or I'm filtering on a Saturday afternoon, or in half term when my children are at home.
 
Last edited:
Thats what statistics is for. If one individual fails to connect with dozens of others, who each have far less problems connecting to each other, something is up.

So we open a new can of worms and "ungraceful" behaviour to fix a problem that is an issue for .. some.
Remove power play from solo or add a permanent choice where to play and be done with it.

People are cheesing robigo and mode switching. I don't really understand what they think they gain there, but that's the players you have to work with.
 
Last edited:
… If even one solo player continues in solo without cheating, there is a net win. The more people remain in solo, the more the change would have an effect.

You are ignoring the reason for the bonus/compensation. Sandro's suggestion is based on the assumption/observation that players in Open Mode are less effective than players in Solo Mode.


Let's assume player in Open Mode have an effectivity of ½ of the effectivity of solo players (just to make it easier).

Giving open mode players a bonus that results in doubling their effectivity in Open Mode would make them as effective as a player in Solo Mode.

Players in "Solo Open Mode" will get the same bonus as players in Open Mode but they are as effective as Solo Players. The result is that players in "Solo Open Mode" are now twice as effective as players in Open Mode.

The result is a huge incentive to play in "Solo Open Mode".

Half the amount of players in "Solo Open Mode" are needed to completely nullify all actions of players in Open Mode.

It's often mentioned that most/many play PP in Solo mode because it's the most effective way to play PP. Therefore I assume that the required number of players in "Solo Open Mode" is actually not that high compared to the overall number of PP players as the number of players in Open Mode is low.

It's really a bad idea. Maybe based on a good intention, but the result could be really bad.
 
So we open a new can of worms and "ungraceful" behaviour to fix a problem that is an issue for .. some.
Remove power play from solo or add a permanent choice where to play and be done with it.

All 3 modes were part of the Kickstarter and original game design.

If anything should be "removed", it is the forum accounts of those who refuse to accept it :p
 
And in Elite: Dangerous, you get rewarded for playing open mode by being able to interact with other people, having wings to play with - getting support / help from others and the excitement of other players possibly shooting you.

That's not an explicit reward, that's just game style. In the same way you may have bought the game for any (or all) of the 'pve' activities in the game, you may have bought the game for its open component. Interactions with other players isn't a reward per se, it's an advertised feature like trading, mining, bounty hunting, exploration, piracy, assassinations were advertised features.
If we followed your train of thought, we could remove ALL rewards from all activities in the game and leave just the excitement of taking part in these activities as its sole reward. I mean certainly the reason you're hauling goods back and forth between two stations is because you enjoy it, you don't need to be explicitely rewarded with credits and ranks on top of it right?
 
Last edited:
All 3 modes were part of the Kickstarter and original game design.

If anything should be "removed", it is the forum accounts of those who refuse to accept it :p
And FD would be better of in the long run by treating them equally in my opinion.
It's as "fair" as it gets, given the overall design and saves them years of building crutches. (Pretty much equally unfair to everyone .. stop stomping my poor , underfortified system you organized playergroup muppets ;p )
But if someone feels so strongly threatened by what I do or do not do in my private group, I'm more than happily accepting my removal from the overall universe.
 
Last edited:

Majinvash

Banned
All 3 modes were part of the Kickstarter and original game design.

If anything should be "removed", it is the forum accounts of those who refuse to accept it :p

And nothing can be changed a year later, no matter what?

When the kick starter was created and the first original game was designed they did not know 1% of what they do now about how the game would work or how the players would work the meta.

If you honestly believe that nothing fundamental should ever change because of something written years ago, you really shock me.

Companies that do no evolve their products with the market, fail.

Majinvash
The Voice of Open
 
Last edited:
Yes, but you failed to grasp the main part.... FD won't know what is up, just that something is up.

Right now I have UPnP on and on Sky 40MB connection, but we are a family of 5 and everyone has their own internet devices and Netflix logins.
Guess how many people in open I see on a week night before my children go to bed.

Zero.

About 10 minutes after they have gone to bed and all devices are off, suddenly I see people.

Now tell me how you'd know if my family are online or I'm filtering on a Saturday afternoon, or in half term when my children are at home.

It doesn't matter does it, if your kids are preventing you connecting to others then your risk is reduced therefore you should not receive any "risk bonus"?
 
That is exactly what the mechanic is. Show me one feature of PP that requires PvP, real PvP, not this Meta-PvP put up to create this debate. I find the design of PP was created to ensure that all players with any play style can have equal impact. That's why you get nothing to advance your factions cause by engaging another player in PvP. Players have been complaining about PP's design since before it launched. I'm not debating it's merits, just it's connection to PvP and the Modes.

You are correct sir the mechanic does currently create a system that is a grind… I was saying that it would seem the original design was that while I was grinding away Glutteny could jump into the CZ and rip me to pieces (I am assuming he is a better pilot than I, GFang if you ever want to go send me a message in game and I will jump to open). The problem really is not with the combat of the PP but with the trading dynamic (turning in those corruption reports and the like), there is no way to stop the trader. It boils down to the side with the most devoted T9 pilots (and now cutters) I will never be able to stop another faction with any action I take…

I do seem to think that you are arguing for a system that supports a grind, where as I am arguing for an “ability” centered system – Mohrgan we might just need to agree to disagree because you can’t have both they are diametrically opposed to each other.
 

Robert Maynard

Volunteer Moderator
So we open a new can of worms and "ungraceful" behaviour to fix a problem that is an issue for .. some.
Remove power play from solo or add a permanent choice where to play and be done with it.

People are cheesing robigo and mode switching. I don't really understand what they think they gain there, but that's the players you have to work with.

.... except for the fact that DBOBE said, in the AMA about Powerplay, that it would be able to be played by all players.

Regarding mode mobility - that's been part of the published game design for much, much longer than Powerplay - if one of them was to be removed I would not expect it to be mode mobility.
 

Robert Maynard

Volunteer Moderator
It doesn't matter does it, if your kids are preventing you connecting to others then your risk is reduced therefore you should not receive any "risk bonus"?

Does that suggest that the Powerplay actions of players, in Open, who do not encounter other players, should receive no Bonus?
 
Last edited:
Status
Thread Closed: Not open for further replies.
Back
Top Bottom