Community Goals open overload

I blame FDev... they keep on balancing the game around combat, so it makes sense that people would assume combat is the primary reason to play Elite, and everything else is just to check some boxes.
 
I look forward to the day when Open is only populated by the people who want thrill & suspense in their game.

I look forward to the day where everyone can play in open and have an enjoyable time whatever their own personal preferences about gameplay, from combat PvPers and pirates to the most peaceful of miners or traders, with everything else in between.
 

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I look forward to the day where everyone can play in open and have an enjoyable time whatever their own personal preferences about gameplay, from combat PvPers and pirates to the most peaceful of miners or traders, with everything else in between.

In Open, you WILL die every now & and then. A lot of people seem to want to take every effort to avoid death in this game to an absolute degree.

Thing is, not everyone can be "the best" pilot. Some of us surviving comes naturally. Some of us, including myself, have to learn how to do well in Open.
 
I think he wants a manageable level of opposition rather than a Reaver style horde and he wants some more classy opposition rather than those that just want to watch people explode (station ram-scam to use his example).
What if some of us like trading with a reaver horde trying to blow us up? It's not that hard to evade them of you know what you are doing.
 
To the OP, if we split the CGs too much, they'll have a hard time completing. The rewards will tank as tiers aren't hit, and FD will rebalance the tiers. After a few weeks of stumbling over CGs being "too easy" or "too hard" per folks on the forums, it will probably go back to the way it is. To me, the essence of the CGs is consolidating as many CMDRs as possible into one area. As an aside, if the coding and whatnot that controls instancing improves, so will the fluidity of the CGs. Instancing right now is a challenge to say the least. At a PVP event this weekend instancing was like herding cats. 10-15 minute load screens sometimes, 30 seconds others. Incidentally, the event kept 10 or so solid PVP players away from the CG system for 2-3 hours, so chew on that a minute and let it sink in.

To the rest of the thread, my goodness. We're doing this argument again?

Accept that there will be PvP in open. Accept that people have definitions of PvP or ethics in this game that you do not share. Learn to outfit your ship properly for more dangerous situations. Learn tactics to avoid them. MassiveD released a great video on trading in open a short while ago that will get you well on your way.

As for the PvP folks, I know it's frustrating to be called an IRL psycho 10 times a day on the forums. I know it can happen even if you try to help people improve their game and give them advice. I know that paragraphs of explanation can be met with "reductio ad absurdum" and they act like you're just telling them to "gitgud" even though you tried to help. But on some level, we're all ambassadors for the PvP community on here, and our conduct should reflect that. I'm not saying let vehement PVE/PG/Solo folks stomp on us in arguments without reprisal, I'm saying let's not make an argument where there isn't one.
 
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In that short time, I've seen a lot. There's an agenda from much of the community to "destroy PvP". I know because I used to support that agenda. But frankly, when you actually dip your toes in PvP you realise it's harmless fun. You're not going to get a big man knock on your door for losing ED PvP.

The thing is, as already said, the OP is pretty much asking for CG's to be made safer and less risky by way of population dilution. Frankly I think that's incredibly selfish. PvP is barely hanging on in this game, but it is in fact, an extremely fun activity on those rare occasions that everyone plays cool.

Looking, I'm not complaining about Solo. If you want to use it, use it. Anyone who claims I'm "against Solo" doesn't know this forum very well. However for those of us who like Open for the risk it offers... We'd like to keep that risk. Please don't dilute it.

You've misunderstood the thrust of the OP.
 
To the OP, if we split the CGs too much, they'll have a hard time completing. The rewards will tank as tiers aren't hit, and FD will rebalance the tiers. After a few weeks of stumbling over CGs being "too easy" or "too hard" per folks on the forums, it will probably go back to the way it is. To me, the essence of the CGs is consolidating as many CMDRs as possible into one area. As an aside, if the coding and whatnot that controls instancing improves, so will the fluidity of the CGs. Instancing right now is a challenge to say the least. At a PVP event this weekend instancing was like herding cats. 10-15 minute load screens sometimes, 30 seconds others.

This is the sort of answer that addresses the issue I am questioning. Maybe my OP was not as clear as it could have been or was misleading and I would like to get this thread back on track.

What I am trying to address is OPEN OVERLOAD, NOT PvP, NOT trading, NOT me, NOT you, NOT the fact you pirate, trader, ganker, protecter or whatever........I don't care what your profession is, The problem is the games mechanics when there are too many cmdrs in the same system at the same time, and the way CG's are held is a problem. You see cmdrs in SC and then they dissapear, it takes ages to get into and out of SC, if you're in a wing even your wing mates disappear or if you try to do pvp in a wing, you might end up alone against a wing of 4, these sort of issues. It's not the individual activity that is the issue here, it's the fact that a CG in ONE system brings them ALL together and the game cannot handle it, so I am trying to think of ways to address this. Having 2 or 3 systems (within close proximity) - 1 station, or an outpost or planet landing (whichever or a mix) to hand in the vouchers/commodities in each to disperse the traffic a little. NOT 50 CG's at once, NOT 50 drop off's........

Please try to understand the issue I am addressing and don't do an FDEV and go to all extremes.

Thanks
 
I understand what you mean, and I'm under the impression that instancing is supposed to take care of that. But we all know what a challenge instancing can be in its current iteration. For me, I absolutely want to see 20-30 CMDRs around a CG. But it's a delicate balancing act. There almost needs to be a critical mass of players at a CG system doing a variety of activities to keep things running smoothly. We all saw what happened a week or so ago in Prism when there was a trade CG all by its lonesome. (a protest was staged using the BGS/Lockdown mechanic in case you missed it)
 
Take a 400m/s unarmed Imperial Cutter with engineered shields over 3000Mj.

Then when people fail to kill you and you low wake out all chilled out you then post to everyone in Local that "cmdr X is so bad they can't kill an unarmed ship". This will attract everyone and you'll suffer for a bit but they'll soon realise you are too fast/shielded for them and can escape any masslock factors.
In subsequent runs just post a "Hi all" as they ignore you because you arn't worth the trouble.

Also during certain timezones the number of these players out to kill other players is dramatically reduced. Mobius is another option if you still want it to feel multiplayer.

Quick question will something like that be possible with the new sheild booster changes?
 
I can't see how you could separate the instancing you want (happy CG participants) with those you don't want (insert derisive term here). When we had the plague CG's and there were a lot of CG locations, the CG community got together to focus on only a few so they could be completed successfully. If that happened again, then you have the same problem you're stating. If you have more CG's and lower the tiers, then people will cherry pick the ones that are moving faster (we've seen that with Fed vs Imp CG's) and again you'll have the same issue. You could try and lower the concurrent instancing to keep the numbers down, but again it may be one CG participant and 9 (insert derisive term here) just due to instancing odds, again no benefit. Maybe you don't allow same instancing of those with/without bounties, keep the proven murderers out, but a quick suicidewinder resolves that. You may as well nicely ask those (insert derisive term here) to stop being (insert derisive term here)....but we all know what the results of that will be. I do get your point, and wholeheartedly agree with it, but I'm not seeing how it would be possible to make it happen. They are like the common cold, a virus nobody wants, but there is no cure and you just have to put up with it....;)
 
I can't see how you could separate the instancing you want (happy CG participants) with those you don't want (insert derisive term here). When we had the plague CG's and there were a lot of CG locations, the CG community got together to focus on only a few so they could be completed successfully. If that happened again, then you have the same problem you're stating. If you have more CG's and lower the tiers, then people will cherry pick the ones that are moving faster (we've seen that with Fed vs Imp CG's) and again you'll have the same issue. You could try and lower the concurrent instancing to keep the numbers down, but again it may be one CG participant and 9 (insert derisive term here) just due to instancing odds, again no benefit. Maybe you don't allow same instancing of those with/without bounties, keep the proven murderers out, but a quick suicidewinder resolves that. You may as well nicely ask those (insert derisive term here) to stop being (insert derisive term here)....but we all know what the results of that will be. I do get your point, and wholeheartedly agree with it, but I'm not seeing how it would be possible to make it happen. They are like the common cold, a virus nobody wants, but there is no cure and you just have to put up with it....;)

I'm not trying to divide up the type of player, just spread it into a couple of systems,

Again you go to the extreme of a plague of CG's why?

I am suggesting 1 CG at a time, so people can't cherry pick, but 2 or 3 drop off locations that are all with in say 10ly (or whatever) of each other. this way people can pick a drop off point and the other errrm "Role players" can be spread between the systems...I can't see a down side to this?
 
Most people dying "for no reason"... To be blunt, they fly blindly. Jump into system, go in a straight line... That's asking me to interdict them. And if they ignore my hails, I shoot them. I leave them drifting through space. There's a good chance they don't know about reboot too.

If you are communicating, then my issue isn't with you. Presumably you're telling them to drop cargo or leave the system, or face the consequences. In that case, the other commander can:
* Comply
* Face a rebuy
* Comply, then switch to solo
Perfect. That's fine.

What I'm objecting to is toasting newbies or lighting up someone that's already submitted to your demands.
 
If you are communicating, then my issue isn't with you. Presumably you're telling them to drop cargo or leave the system, or face the consequences. In that case, the other commander can:
* Comply
* Face a rebuy
* Comply, then switch to solo
Perfect. That's fine.

What I'm objecting to is toasting newbies or lighting up someone that's already submitted to your demands.

'Take control of your own starship in an evolving, connected, cutthroat galaxy' ........ and send text messages to each other so you can avoid combat?????????
 
"Its roleplay, see my commander got filthy rich playing the markets and now loves nothing more than ramming others that he hasnt ever met or talked to before"

Getting rammed by clippers lurking just inside the mailslot killed open CGs for me, the only thing those players want is to forfeit hours of playtime for others.

I wish there was a way to be able to have the interesting pirate interactions without the gankers but i cant see a way for that to be done systemically so im in mobius for CGs now.
 
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