How FD could make a lot more people play in open play

That would likely be financial suicide.

You don't know that, and for that matter, neither do I. (We don't have the data to support it either way)

However, to me, the game is trying to please everyone

2 modes / views : open-PvP-Combat // open-PvE-Cooperative, and if you want to play solo turn off chat.

<shrug>
 
Dude, I didn't say you couldn't.
The entire point of my post was that people should be allowed to play in the mode they want.
If anything, it was a jab at how the OP wanted the game to be easier to coax people out of private play.
Sorry for the misunderstanding, I prolly should have worded it better.
My first reaction was like Tagos. But then a read it again and got your point. I almost responded like Tagos. :)
 
some of you say i want the game made easier, really i want it made fairer

how about, then, for example, if the trader gets killed they pay for cargo and for insurance costs, but if the trader escapes then the insurance company puts a bounty on the head of the pirate, for half the insurance cost, so if i stood to lose 14 million, the pirate would get a bounty for 7 million ?
 
Cheaper insurance or 0 rebuy because you died in Open. Nonsense. Goes against the argument that Open deserves more reward because apparently higher risk. Seriously, how easy do you want it... And players would still play in solo or group because (insert a million reasons that have nothing to do with 'loss')
Currently players can crash into the back of the station, forget to pay a fine leaving a station or not lower landing gear when landing on a distant undiscovered planet. All leading to loss. Nothing to do with other players. You're never going to focus and practise and learn if there is no impact from that loss. Seriously how easy do you want it....
A toggle or flag for pvp only? WE ALREADY HAVE 3 MODES FOR CHOICE OF PVP OR PVE!!
I played Wow once. Played for about 8 hours to see what all the fuss was about. Levelled up, played with some friends, saw some action. Most boring ******* game I ever played. No consequences on death, no consequences for anything. Yawnfest.

Consequences = challenge = learning = reward

I think OP is missing the whole point of playing games.

Seriously, how easy do you want it.

Incentivise open?
Don't see why.
3 MODES working as intended.
Choice.
P2P impacts on who you see, when and where. Not lack of incentive.
Players in Open crying out for incentives and bonuses and buffs for Open need to learn that a large group of players enjoy ED the way it is (some tweaks and fixes here and there), playing in solo or group is a choice, it's not hiding, it's not cowardly, it's not avoiding, it's not abusing, it's not minmaxing or powergaming.
Choice to play alone, choice to play with friends, choice for random interaction, choice that is EQUAL and VALID across the board.
 
Choice to play alone, choice to play with friends, choice for random interaction, choice that is EQUAL and VALID across the board.
Augustine-Quote.jpg
 
I played a lot of WoW many years ago, and one of the reasons it was so successful imo, was that you could tag/untag yourself for PvP. If you wanted to go about your business in an unmolested way you could do so. Within the same server, those wishing to PvP could flag themselves (by the push of a button) and notify everyone that he/she was available for PvP (and so be killable). Anyone unflagged (or green) was simply untargettable. Made life very straight forward for everyone. Something like this would render private groups & solo obsolete imo.

While this was fine and dandy for World of Warcraft (WoW) It was not what "made WoW so successful". There are zones in WoW that are PvE quest zones that are also open PvP grounds.

I have played many MMO's with different PvP and PvE models. If any, this game needs to look to it's point and click counter part EvE Online for suggestions. In EvE Online you have Security Zones that have different levels to them that dictate the level of safety provided by NPC's in the system. Without going into to much detail I'll list the basics below.

1. You're fair game no matter what Security Zone You're in.
2. NPC's will avenge you in High Security Zones. (But you would still most likely have died from your attacker in the process.)
3. You can agree to fight in a dual in any zones.
4. In the Low/No Security Zones. No one is safe and no one will save you. (Friends are good to have)

Bottom line is. Space is cold and unforgiving and there's safety in numbers.
 
I think it's easy. Just upgrade the mission system, fix or rework the BGS and market simulation create a better metagame for minning, rethink the piracy so it can be a viable profession and voala, hundreds of players will come back to play the game and there is a higher chance that they'll end up in open, rather then counting on mobius to play in open.
 
While this was fine and dandy for World of Warcraft (WoW) It was not what "made WoW so successful". There are zones in WoW that are PvE quest zones that are also open PvP grounds.

.

Actually, no. In WoW, on a PvE server, there is no PvP at all unless you intentionally put your PvP flag up. This means attacking an opposing faction's NPC, manually putting it up, attacking a flagged player, or entering a PvP instance such as a battleground or Arena. The only option is a consentual duel, but that doesn't flag you. If your flag is set to off by default, it will drop within 5 minutes of not participating in PvP.

PvP servers have faction controlled areas that basically operate under PvE server rules. Contested territory automatically flags you.

This most definitely contributes to the success of WoW. PvE servers have historically been just as, if not more, populated as PvP servers. Most server or "realm" based MMO's have followed this model since Everquest, which only had 2 PvP servers and then consolidated to one. No sure what it has now.
 
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I always play in open. I've been blown up 30 times by NPC's and not once by another person. I don't really see the difference.


Similar experience. I have been killed a few times in Open by actual players, and that amounts for less than 5% of my rebuys. Only the first time really bugged me. And yes it was about the CR, because that was most of my net worth gone in a instant. If I had died without penalty, then it wouldn't have bothered me. But now, I am rich enough that I don't care if I die, unless I have a few months of exploration data saved up.

Btw, dying didn't stop me from playing Open. It did make me hate pirates for a little while, but that feeling passed a long time ago.

All of the toxic hate against Open makes sense if I remember how I felt the first I died to a pirate. But 99.97% of people I've met in Open meant no harm and some of those have become lasting friendships. I couldn't even imagine leaving that behind to play solo. Looking back, I'm very glad I stuck it out in Open. And now that I'm "rich", getting pulled over by Pirates is the most fun I can have in ED.
 
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Even simpler. Leave things as they are. :)

Exactly this. QYB about how things are, play the game as it is. If you don't like it so bad that its a deal-breaker, don't let the door hit ya where the Lord split ya. You wouldnt try and make chess be played by football rules, you'd just play it, or not. This game is the same. If you don't like the rules don't play.
 
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