50% Credit Bonus on Open Play Server

Encourage players to join open play by giving them an 50% bonus on all profits.

No. Let people choose what they prefer to play. Any incentive for one mode simply leads to many people choosing it grudingly, hating the fact that the game punishes them if they don't do so.
 
That's very true, last two days I've seen more people in a single system than I did since launch - and that's no exaggeration.

If you'd bother reading patch notes, you'd see there was portion of the latest patch last week that changed how the server decides to place players into the same instance.

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No. Let people choose what they prefer to play. Any incentive for one mode simply leads to many people choosing it grudingly, hating the fact that the game punishes them if they don't do so.

Whether they choose to play open play begrudgingly or not is irrelevant. Nobody's forcing you to choose any specific play session. You're not being punished for not playing open play. You're rewarded for doing so.

There's two ways to look at it: be negative about it and jealous that someone else is getting something that you're choosing not to get, or be positive about it and realize that those who are playing in open play, taking the bigger risk, are getting rewarded for that risk.

Risk versus reward = fun. Do you not like fun? I like fun.
 
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FIX: OpenPlay Incentive

Traders have no incentive to trade in open. Why should they when they can do it safely in solo, then jump into open with there several-hundred-million credit fighter ships?

Why is this a problem? Because it takes away a HUGE chunk from the multi-player experience. It greatly diminishes the opportunity for:
  • Pirating
  • Pirate hunting
  • Trade escorting (when 'Wings' goes live)

So rather than a dynamic universe, with many players performing different roles, it boils down to mainly just people who want to PK.

The Incentive:


  • 5-15% increase in profits from bounties/trading/missions in open play (yes this idea is mentioned a lot, and for good reason)
    • Has ZERO impact on Solo play.
    • Is a reasonable reward for the increased DANGER of other players.

The Balance:


  • Greatly increased fines for killing CLEAN players
  • Trade insurance (I like pirating, but killing a player who then loses MILLIONS whilst you only get a 5k fine is )

With these very simple fixes, multiplayer will actually be fun and more dynamic, and also more ELITE DANGEROUS

To The Solo Fanatics:

I'm sure that the solo fanatics will whinge at these ideas (like they have been), complaining of "unfairness", but.. shut up. That's right, shut the hell up! These changes would not affect you in the slightest. Your solo experience would not change. IT DOESN'T AFFECT YOU AT ALL.

This is supposed to be Elite: DANGEROUS, not Elite: Playschool.

 
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The general idea of both threads is to offer a reward for open play. Combine the threads, like a counter offer. People are constantly making new threads about well-discussed topics over and over, pushing well-developed threads off the main page and it's infuriating. Good threads with good ideas that are developed in the thread get lost. It's time to stop that behavior. Nobody's trying to be a forum mod. What a preposterous allegation.
 
I truly believe that the constant spawning of these threads is indicative of the desperation within some segments of the community to have more targets to pew-pew.

Continually berating those who don't want to play with you, is not going to get them to play with you - and any artificial profit increase in one particular mode is simply going to be exploited by people who actually know anything about networking above the "I haz Innernetz!" level.
 
If you'd bother reading patch notes, you'd see there was portion of the latest patch last week that changed how the server decides to place players into the same instance.

Wow. I was agreeing with you... and just because I didn't expressly mention that I'd read patch notes doesn't mean that I didn't.
 
I truly believe that the constant spawning of these threads is indicative of the desperation within some segments of the community to have more targets to pew-pew.

Continually berating those who don't want to play with you, is not going to get them to play with you - and any artificial profit increase in one particular mode is simply going to be exploited by people who actually know anything about networking above the "I haz Innernetz!" level.

How is using a valid game mechanic turned into an exploit? Humor me in illustrating how it would be exploited to receive some form of higher credit reward for bounties or trading in Open Play.
 
How is using a valid game mechanic turned into an exploit? Humor me in illustrating how it would be exploited to receive some form of higher credit reward for bounties or trading in Open Play.

Say there is a 50% increase in profits in Open vs Solo. Some enterprising individual logs into Open in his cargo-only Asp and trades away to his hearts content - completely safe from players as he dead-routes all incoming non-server connections, so any players will simply never see his instance.
 
Say there is a 50% increase in profits in Open vs Solo. Some enterprising individual logs into Open in his cargo-only Asp and trades away to his hearts content - completely safe from players as he dead-routes all incoming non-server connections, so any players will simply never see his instance.

What do you mean dead-routes all incoming non-server connections? What does that even mean, considering that ALL data transfered between your computer and the game servers are server connections?

Are you just making things up?
 
What do you mean dead-routes all incoming non-server connections? What does that even mean, considering that ALL data transfered between your computer and the game servers are server connections?

Are you just making things up?

I'm not making anything up. Do you know what a router does? Do you know how UDP works? Not saying anything about you personally, but so many h@rdco4r gamers don't know the first thing about how anything networking-related works beyond typing in a password for mighty pew-pew.
 
I'm not making anything up. Do you know what a router does? Do you know how UDP works? Not saying anything about you personally, but so many h@rdco4r gamers don't know the first thing about how anything networking-related works beyond typing in a password for mighty pew-pew.

Do you know what a NOC is? I worked in one for a few years.

If Frontier is foolish enough to allow P2P connections to dictate whether or not you see players in an instance, then they need to fix that as an exploitable offense. That problem has no bearing on whether or not the risk-vs-reward should be greater for playing in Open Play, which it should.
 
Hl
Do you know what a NOC is? I worked in one for a few years.

Internet credentials mean everything. I'm a mainframe guy, so what?

If Frontier is foolish enough to allow P2P connections to dictate whether or not you see players in an instance, then they need to fix that as an exploitable offense. That problem has no bearing on whether or not the risk-vs-reward should be greater for playing in Open Play, which it should.
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As should be immediately obvious to anyone who is able to observe, or gave even the most cursory glance as its development process, the game is not a client-server model, but a peer-to-peer model. Those peerage connections are managed by the players, and checksummed by the authentication servers.

If you want Elite to be a server-adjudicated game - then get back to your NOC and give them the cores, memory, and storage and bandwidth that would require - I am sure FD would be very appreciative.
 
Quick skim through 10 pages and less than 5 people seem to favor the proposal. Most of those were on the fence.
 
BTW there seems to be an official thread for discussing the modes now.

https://forums.frontier.co.uk/showthread.php?t=90583

Post #3 might be of interest. Looks like there may already be higher rewards in open play.

Please stay on the topic before you give me abuse...

I play on both solo and open and I thought I would just say how easy they both are.

I have spend 20 minutes on open play doing one kill mission, and I did a kill mission on solo as well just before.

These were the clear differences.

Solo highest bounty 15 k lowest 1.5 k. Ships killed 7. Money made, about 100 k

Open highest bounty 45 k lowest 2.5 k. Ships killed 15. Money made about 350 k

Now I will point out that both of these missions were in the same system, and I was at the same place for both, which was sitting at the jump point at which I entered they system.

With the clear difference in cash, and that I only saw 4 human players all day, I think this whole thing about which is the best place to be whilst playing is clear.

In my honest opinion if you want death and glory, play open. But if you want slow and hard work play Solo. There is a clear difference in money values and the rate USS appear. In open they seemed to be there all the time, sometimes 2 or 3 at a time, where as in Solo I had to wait up to 2 minutes for one to appear.

I wouldn't knock anybody playing Solo because you have to work for your cash, where as in open you have to work at not being killed by other human players.

This is just what I think, and playing open makes me richer.
 
Someone actually had a better idea. But the server doesn't track combat it's all peer to peer.

They suggested that if someone pulls the plug during combat the attacker should get the bounty anyway, but take it from the victims in game credit stockpile. At least the attacker wouldnt have completely wasted their time. And peoples real life misfortunes like powercuts and poor network don't have such a big impact.

I noticed some people mention on another thread that if the connection is poor enough to have laggy rubber banding they will often quit. Seems to be one of the common reasons people leave at the first sight of other players.
 
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