Solo - Why the need to be online

It would appear that you are anti-social if playing solo mode, but it is perfectly OK to be the victim of anti-social behaviour in multiplayer. I mentioned earlier that all modes of play are a bonus to the game, and for any number of reasons players will prefer certain mode/modes of play. The game offers these opportunities, and I therefore feel for players to judge others because of the choices they make, is not helpful or required.
 
But playing a game in online solo, without the worry of bumping into other players, but still having an effect on that universe does seem somewhat unfair on the open players.

Although it may seem unfair 'playerwise' on the surface, it's actually an extremely clever idea on the part of the developers. If i understand it correctly, the online solo mode works on a deeper level, by altering the dynamics of the commodity market on an invisible level for the open players. Much better than adding randoms :)
 
I'm an Open player and it doesn't feel unfair to me, I think you are confusing your own opinion with what you expect others to feel. People should be able to play the game as they want, not as you expect they should.

Well, alright then. Let's create a scenario here as an example of what might happen in the finished game:

You're a bounty hunter and you spot another player in supercruise who has a bounty on him. You decide to run him down to force an interdiction (which might be in the finished game). However, he just makes it to the station and docks quickly. But, instead of trying to make a break for it in open and take his chances with you, he cops-out by going onto online solo and leaves the station that way. You don't feel that's unfair?

Anyway, the structure of the game, when released, should negate the effects of griefers. There is the problem of the station campers, but I wouldn't be surprised if that was sorted out by increasing NPC security around stations. Also, thankfully, there won't be a guild or corporate structure, which really would cause problems!

We must also remember that the final game will, potentially, have over 400 billion systems in it. Enough for any player to get themselves lost in and never see another player for months on end. Yes, there is the remote possibility that you'll encounter another player as you go on your way as an explorer. But that's all it will be, remote.

And besides, wouldn't the hint of that make the game a little more exiting for you all?
 
You're a bounty hunter and you spot another player in supercruise who has a bounty on him. You decide to run him down to force an interdiction (which might be in the finished game). However, he just makes it to the station and docks quickly. But, instead of trying to make a break for it in open and take his chances with you, he cops-out by going onto online solo and leaves the station that way.
I believe players with bounties on their heads will not be able to do that!
 
You're a bounty hunter and you spot another player in supercruise who has a bounty on him. You decide to run him down to force an interdiction (which might be in the finished game). However, he just makes it to the station and docks quickly. But, instead of trying to make a break for it in open and take his chances with you, he cops-out by going onto online solo and leaves the station that way. You don't feel that's unfair?

Putting aside for a moment that players with bounties cannot leave all mode... No, I don't feel that doing what you suggested is unfair because (And I'm really going to enjoy saying this because it has been said sooooo many time by Pvpers)... because, it is allowed by the game. (ooooh that felt good!) Ok, your turn. Now then. Why do you feel it is unfair?
 
I will first start playing this game in offline solo mode. This is because I have a very shady connection when anybody else in the house uses the internet. I can't play any multiplayer game without an average of 400 ping. I have a 3Mb connection from Verizon for $50 a month, and there is no higher option unless I go with sattelite, but then the latency is around the 1.5 second mark.
 
Seonid said:
No. Next question please.

Brilliant response. Your debating skills are second to none :rolleyes:

Although it may seem unfair 'playerwise' on the surface, it's actually an extremely clever idea on the part of the developers. If i understand it correctly, the online solo mode works on a deeper level, by altering the dynamics of the commodity market on an invisible level for the open players.

I don't think that was FDs intention, as the economy of the game would work well enough without players altering it on the "invisible level" as you put it.

Joe Spivey said:
Why do you feel it is unfair?

For the reasons stated. People can use it as an easy escape from danger, their gameplay has direct effect on the open world, and they can use their assets gained from solo in open. They're two different gameworlds and should be treated as such.
 
For the reasons stated. People can use it as an easy escape from danger, their gameplay has direct effect on the open world, and they can use their assets gained from solo in open. They're two different gameworlds and should be treated as such.

Thankyou! :D Now tell me, what is the difference between him going into Solo Online and him logging off? Don't bother, it was rhetorical. As far as you are concerned there is no difference at all. He has gone, that is all. He no longer occupies the same space as you.

As for that rubbish about using assets gained in solo. A) You can do exactly the same and B) He could just as easily go to a quiet area of space and do the same thing. Oh and C) If you think it is unfair he does this, do you also think it is unfair that one person can spend ten hours a day playing and increasing assets while another can only play for two hours? Perhaps you would like to limit people's play time too?
 
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Thankyou! :D Now tell me, what is the difference between him going into Solo Online and him logging off? Don't bother, it was rhetorical. As far as you are concerned there is no difference at all. He has gone, that is all. He no longer occupies the same space as you.

As for that rubbish about using assets gained in solo. A) You can do exactly the same and B) He could just as easily go to a quiet area of space and do the same thing. oh and C) If you think it is unfair he does this, do you also think it is unfair that one person can spend ten hours a day playing and increasing assets while another can only play for two hours? Perhaps you would like to limit people's play time too?

Exactly.

I was thinking of offering my services as a Galactic Counsellor....
 
Thankyou! :D Now tell me, what is the difference between him going into Solo Online and him logging off? Don't bother, it was rhetorical. As far as you are concerned there is no difference at all. He has gone, that is all. He no longer occupies the same space as you.

Because he's logged-off the game. I don't see what you're saying there. You're talking about two different actions.

As for that rubbish about using assets gained in solo. A) You can do exactly the same and B) He could just as easily go to a quiet area of space and do the same thing. oh and C) If you think it is unfair he does this, do you also think it is unfair that one person can spend ten hours a day playing and increasing assets while another can only play for two hours? Perhaps you would like to limit people's play time too?

A) I wouldn't, because it's less interesting.
B) If it's in open, then fair play to him.
C) Again, you're talking about two different things there. I'm talking about gameplay actions, not gametime played.
 
Because he's logged-off the game. I don't see what you're saying there. You're talking about two different actions.



A) I wouldn't, because it's less interesting.
B) If it's in open, then fair play to him.
C) Again, you're talking about two different things there. I'm talking about gameplay actions, not gametime played.

No. Sorry. It is only two different things in your head. It is only two different things because that's what you want to believe. Come on then, if it really is two different things... tell us why.

At the risk of going off topic, there is a Creationist website that lists arguments Creationists should not use because they are just too easy to refute. The PvP enthusiasts on the ED forums should get together and produce a similar list and the very first three items on that list should be:
People can use it as an easy escape from danger
Their gameplay has direct effect on the open world
They can use their assets gained from solo in open.

Edited to add the list for clarity.
 
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So what you're saying is that, someone who logs off a game and stops playing for the night is no different to someone who logs off and logs on again in solo mode to get around a problem they can't handle?

Your logic is somewhat warped, I think.
 
You're a bounty hunter and you spot another player in supercruise who has a bounty on him. You decide to run him down to force an interdiction (which might be in the finished game). However, he just makes it to the station and docks quickly. But, instead of trying to make a break for it in open and take his chances with you, he cops-out by going onto online solo and leaves the station that way. You don't feel that's unfair?

No, for several reasons:

1) First, it will look the same from your perspective as the hunter, if the player was on his last flight of the evening anyway and planning to log off and go to bed. Maybe he's avoiding you, maybe he just has to get up and go to work in the morning. You have no way of knowing. It will be different in open space, and I think there are methods planned to have at least a partial penalty for logging out as an escape hatch. But stations have been set up as safe zones to log off. You didn't catch him before he reached the station, tough luck.

2) Second, I think players who feel comfortable carrying a bounty on their heads and being in the Open mode at all, won't just be avoiding conflict at every opportunity. There's some self-selection there. Traders, miners, and explorers won't be carrying bounties if they can avoid it. Anyone flying around in Open with a bounty, especially a large one, will be looking for risk and combat.

3) And finally... Hey, you have an Ignore feature! If you find a player doing something that's legal (not "Reportable") but just annoying, you can Ignore that player and never have your time wasted that way again. It works both ways, not just for those who feel they're being ganked.
 
So what you're saying is that, someone who logs off a game and stops playing for the night is no different to someone who logs off and logs on again in solo mode to get around a problem they can't handle?

Your logic is somewhat warped, I think.

Ermm, are you evading the issue here? Tell us WHY they are different.
 
You're a bounty hunter and you spot another player in supercruise who has a bounty on him. You decide to run him down to force an interdiction (which might be in the finished game). However, he just makes it to the station and docks quickly. But, instead of trying to make a break for it in open and take his chances with you, he cops-out by going onto online solo and leaves the station that way. You don't feel that's unfair?

The game isn't designed this way. If you missed him in SC and he got to the station, the player could

a) log off and not play for an hour, a day, a year. How long do you propose to wait?
b) if he should undock while you are waiting, there is no guarantee he'll spawn in your instance - especially near a station with lots of npcs and players to take the slots
c) even if he subsequently spawns in your instance, he can pay his fines and be no longer wanted.
d) even if he didn't pay his fines, the NFZ (and punitive measures) will be large enough for the release that he'll be back in SC before you can destroy him (it's more or less that way now).

So basically, you're example is expecting a different game to ED. ED is more like diablo 3 than something like Eve - multi vs solo is simply a gameplay choice. Yes PvP can happen, but not in the persistent way you imagine it unless both players agree to it.

Toad.
 
So what you're saying is that, someone who logs off a game and stops playing for the night is no different to someone who logs off and logs on again in solo mode to get around a problem they can't handle?

Your logic is somewhat warped, I think.

Erm... I think it your logic that is warped here. They are blatantly the same thing.
 
Ermm, are you evading the issue here? Tell us WHY they are different.

Because one has finished playing. Now, the hunter may still be waiting for him outside the station, but at least he hasn't used the "workaround" Even if he goes back onto open much later, there's still the chance the hunter might be still there. He probably won't be, but there's still that chance. Whereas going through online solo, he's taken away that possibility.
 
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