General Remove private Lobby and single Player

Robert Maynard

Volunteer Moderator
Prior to 2.2 (and especially pre-2.1) there was a reasonable amount of people volunteering as exploration escorts. After 2.2 that mostly faded away. As with many things, probably the right decision for Frontier to make when considering the average (lone) player, but the wrong decision when considering player community.
Given that the game requires to be able to be played alone, whether by choice of game mode or lack of other players in the vicinity to play with (plus the fact that console players without premium platform access cannot play in either of the multi-player game modes), it is unsurprising (to me at least) that Frontier made the choice they did in this regard.
 
Given that the game requires to be able to be played alone, whether by choice of game mode or lack of other players in the vicinity to play with (plus the fact that console players without premium platform access cannot play in either of the multi-player game modes), it is unsurprising (to me at least) that Frontier made the choice they did in this regard.
The flip side of this is "able to be farmed in closed modes by players in G5 god mode ships for the purpose of acquiring a disproportionate influence over the game without any pushback". This alone has spawned many a thread (without necessarily any emphasis on mode restriction of activities).
 

Deleted member 110222

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Actually, I am a rather avid PVPer in ESO, where it isn't forced on you and you know exactly what you are getting into when you enter Cyrodiil, kind of like Solo vs Open here. It also is a completely viable style of play there, offers great rewards both item wise and monetarily, and is pretty much the only thing I do in ESO anymore. That said, it took me some years to get into it, after I had done pretty much everything else there was (I cared) to do in that game, and I get rewarded for it, beyond putting another notch on my wing. ;)
I literally never said you were not a PvP'er in ESO.

"In Elite, I don't see anything but downside to playing in open, so I haven't."

;)
 

Robert Maynard

Volunteer Moderator
The flip side of this is "able to be farmed in closed modes by players in G5 god mode ships for the purpose of acquiring a disproportionate influence over the game without any pushback". This alone has spawned many a thread (without necessarily any emphasis on mode restriction of activities).
G5 god mode ships can be (and are) used in all three game modes - and Open is very nearly identical to Solo and Private Groups in terms of average player density per system....

Every player can choose to play in Solo, if they want to - it's their choice alone. That some find this choice to be unpalatable is up to them - but then all players bought a game where other players, and therefore PvP, are optional (apart from CQC, of course).
 
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Given that the game requires to be able to be played alone, whether by choice of game mode or lack of other players in the vicinity to play with (plus the fact that console players without premium platform access cannot play in either of the multi-player game modes), it is unsurprising (to me at least) that Frontier made the choice they did in this regard.
I don't think that really follows.

There was nothing about the early exploration NPC threats that was unsolvable for a lone player - you could still defeat the interdiction, or build a more defensible ship, or select a return station close to the primary star, or watch your radar and be ready to run. It was just a challenge where having player backup gave you more options.
They haven't removed NPC pirates from attacking traders, just because not every trader (or even any of them) has another player running escort.
They haven't removed limited fuel tanks just because not every player can call out the Fuel Rats.

Sure, they can't make content which relies on having the support of other players, except in very constrained circumstances (and even then people figured out how to defeat Hydras solo, given time). But that's not the same as avoiding adding content which is better with other players, or where other players can give you more options.
 

Robert Maynard

Volunteer Moderator
I don't think that really follows.

There was nothing about the early exploration NPC threats that was unsolvable for a lone player - you could still defeat the interdiction, or build a more defensible ship, or select a return station close to the primary star, or watch your radar and be ready to run. It was just a challenge where having player backup gave you more options.
They haven't removed NPC pirates from attacking traders, just because not every trader (or even any of them) has another player running escort.
They haven't removed limited fuel tanks just because not every player can call out the Fuel Rats.

Sure, they can't make content which relies on having the support of other players, except in very constrained circumstances (and even then people figured out how to defeat Hydras solo, given time). But that's not the same as avoiding adding content which is better with other players, or where other players can give you more options.
It may not have been unsolvable, but that does not mean that it was fun - which may have had something to do with the changes. Having supportive players around makes things easier, for sure.

NPC pirates attempt to interdict once (per system?) if the player wins the interdiction - few ships can't avoid an NPC interdiction.

Indeed they haven't removed the risk associated with running out of fuel, thankfully IMO.

Wings, bounty multiplication in wings, wing missions & teams have been added since launch - designed to encourage, but not force, players to play together - which is unsurprising given the apparent desire to encourage players to play together.
 

Robert Maynard

Volunteer Moderator
Leave Solo/Private.

Where else am I supposed to direct people who don't accept build advice?
Back in the day, "git gud or go Solo" was the advice often offered to those who created threads complaining about being the target of an unprovoked attack. Unsurprisingly, some seem to have taken that advice - and selected the latter rather than the former.
 
Back in the day, "git gud or go Solo" was the advice often offered to those who created threads complaining about being the target of an unprovoked attack. Unsurprisingly, some seem to have taken that advice - and selected the latter rather than the former.
That's actually quite hilarious.
 
G5 god mode ships can (and are) used in all three game modes - and Open is very nearly identical to Solo and Private Groups in terms of average player density per system....

Every player can choose to play in Solo, if they want to - it's their choice alone. That some find this choice to be unpalatable is up to them - but then all players bought a game where other players, and therefore PvP, are optional (apart from CQC, of course).
I didn't mention PvP, though given the content of the thread it's understandable you went to that.
 
Build advice != gitgud. One requires a basic effort, the other a more committed effort (depending what we're talking about being "gud" enough to do).
In my case gitgud would mean to learn to fly a ship in combat against other players FA on/off at will and not just be spinning in space or crashing into stuff. I can pilot well enough to get from point A to B and takeoff and land or fly through rings without running into anything. But pretty sure I don't have it in me (at this point), to gitgud. I actually don't find enjoyment in PVP just killing other players, that actually seems pretty pointless to me, as you are either killing those less than you, or getting killed by those better at it. It needs to have more of a point/reason/reward, so I have no motivation to gitgud in ED. In other games there is equipment and rewards you can only get by earning PVP currency, that is a motivation.
 
For some it's more about being willing to play the way that is required to play among others - which is not required in this game.
Adapatability applies in all modes if NPCs are challenging. The issue then is whether or not the strength of NPCs should reflect the skill of players. Given that endgame players are likely to do much more per player to advance powerplay or BGS campaigns than early game players, it seems sensible that NPC difficulty should scale more proportionately to the capability of players acting at different levels.
 
In my case gitgud would mean to learn to fly a ship in combat against other players FA on/off at will and not just be spinning in space or crashing into stuff. I can pilot well enough to get from point A to B and takeoff and land or fly through rings without running into anything. But pretty sure I don't have it in me (at this point), to gitgud. I actually don't find enjoyment in PVP just killing other players, that actually seems pretty pointless to me, as you are either killing those less than you, or getting killed by those better at it. It needs to have more of a point/reason/reward, so I have no motivation to gitgud in ED. In other games there is equipment and rewards you can only get by earning PVP currency, that is a motivation.
I guess for me the dicey, dangerous moments are often where the "stories" come from. They have an inconsequential cost to me because none of the things I lose have any intrinsic value, they're only important as part of the story (I'm not talking high roleplay, just the physical narrative of playing a game, projecting into a game universe). As long as "stuff happens", then a play session has value. In closed modes, for sure less happens, or less variety.
 
Adapatability applies in all modes if NPCs are challenging. The issue then is whether or not the strength of NPCs should reflect the skill of players. Given that endgame players are likely to do much more per player to advance powerplay or BGS campaigns than early game players, it seems sensible that NPC difficulty should scale more proportionately to the capability of players acting at different levels.
They do scale, albeit only with your combat rank. Are you suggesting sending Elite pilots after some poor Harmless smuck lumbering along in a T9 with a cargo hold full of gold or whatever? Pretty sure that Elite would tear down his shields and blow him to space dust well before he could jump out.
 
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Naysayers have a good point or 2.
1) not much point in pvp it has no profit or rep or rank. No narrative. Apart from open only bgs/pp which doesn't exist.
So why bother?
2) asking everyone to become targets regardless of % increase or missions tailored etc.
Can't sell that.

Something huge needs to happen to make pvp RELEVANT.
 
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