Balance rewards for solo/open/group session

Currently there is no incentive for explorers or traders to play in open. There is an easy fix though:
increase trade and exploration rewards by a factor of 3 for scanning or trading in openso people only earn 30% in solo of what they could earn in open. While you're at it also ad rewards for player kills no matter if they had a bounty or not. PvP needs a low base reward and higher special rewards for wanted players. It needs to be done in a way so even after all the ganking and PvP losses the average trader/explorer player should STILL be able to turn a higher profit than in solo. You need to take into account a change in playstyles then as short range exploration and trading would be more of a thing for people who try to minimize risks.

Also some balancing needs to happen to FSD interdiction regarding engineered interdictors vs badly outfitted ships. Currently the player in the bad ship can not escape the gank. There needs to be a chance for the lower gear player to escape the higher gear player in any and all situation BUT would require a lot of skill and flawless execution on his part. We can't have situations where gear trumps skill 100% otherwise it's just the dull grind for gear.

If this is done properly almost nobody would have a reason to play in solo or private sessions.

I'm an explorer. I mainly play solo because i don't see why i wouldn't. I have no issue with putting myself in danger though if i can see an apropriate reward for it. Give me an economic reason to play in open! Show me some risk/reward scenario that makes open attractive to me.

If this ever was considered some kind of safe zone system for new players needs to be expanded on. I think eve online (never played that myself though) aswell as albion online both these MMOs implemented that system well. In albion your loadout has an overall power level. In certain noob friendly blue and yellow zones they had an item power cap so better gear wouldn't lead to better results and people in low gear were competitive in those zones. Earning opportunities need to be limited in those areas to give an incentive to leave the area at some point. But the option to return to the safer space should still be there for those who wish to go back and train some more of farm low tier missions in peace and get ready to try again with the wild west outside the zone. Players need to be able to ease into the game at their own pace. This would turn PvP much more consensual.

I think the rewards are the biggest issue though and really needs adressing. Why not turn this into a proper MMO? Look at the successful stuff others did before.

tl,dr: decrease rewards in no and low risk areas like solo and group sessions and increase rewards in open to give people more incentive to actually use open mode for non-combat stuff. Currently the risk/reward is biased towards solo and group sessions because same reward but lower risk. Please fix the rewards!
But what is your overall reason to get people into Open? The game world doesn't really care what mode you're in. The 'modes' are just player filters.
I think that if Frontier felt that they wanted to have people in open interacting, they could certainly incentivize it through community goal reward tweaks. I think it would just cause more headaches for them though, and there will always be a small group that will find some way to exploit. Historically, the only incentive that ever happened was a one off event to find a black canister and win a NVIDIA Titan Graphics card. It was OPEN only, and actually pretty fun. It showed that there are toggles for open only events built into the engine.

I do think that those systems where open is higher risk could be really fun if handled correctly. Most of the galaxy is comparable regardless of mode. But I think that trade running or smuggling or pirating those high player systems could totally be re-balanced with risk vs reward based on mode and apply to all activities. In those select systems, there is a true difference between risk and mode.
 
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I say we reverse things a bit. make PvP players start private groups where they allow PvP, and make Open PvE only. /s

Yeah, that makes about as much sense Open bonuses. The modes are fine the way they are. OP may be having issues finding victims because they might be on one of the many ganker lists floating around. Or OP has been prolific enough, that enough people they have already ganked, have blocked them and are disrupting his instancing.
 
For the vast majority of transactions, even the BGS argument falls flat since most transactions involve travel to another system where you'll have a hard time finding someone to stop them anyway.

Even if you both play in open, if someone takes an inf+++++ delivery mission for a faction you don't like, what are you going to do to stop them? Interdict them in supercruise? Good luck with that if they jump directly from the station. Follow them to the other system? Now you're not defending the place you're trying to blockade. Even if a mission requires them to return to the station to cash in, they can do so at any point in a 24h window. Most incoming missions aren't even failed by ship destruction, so even if you manage to kill them they'll respawn at their destination, unhindered. Exploration data? Presumably you're not intercepting them out in the black so it doesn't matter what mode people explore in, and unless you're guarding the station 24 hours a day you can't reasonably expect to stop them getting there.

The only circumstances where I can maybe see rewarding people for playing in open on the basis of giving their opponents a chance to meet them are combat transactions, since at least those generally require you to actually be in the system to generate them. Anything else? The mode they're in is utterly irrelevant.

A few more things to add to your list

  • We have 3 platforms, but no cross platform play, so the player you tries to stop are not even on your platform.
  • While you are busy interacting with someone, you have no clue on how many other players that sneak by.
  • How do you know if another player is actually doing missions for the "wrong" faction?
 
OP, I'm not sure if your idea is the right one, but something needs to be done that's for sure.
There are plenty of other ideas on the forums. Power play in theory should be the main vehicle for conflict in elite, and there are rewards for it. However it has been devalued by the fact that people just do it for the modules and it is seen as just a worthless grind. When I attack players from an opposing power they usually don’t understand why at all. There will always be players that attack for no role play reason, but improvements to role play based pvp could certainly be made. Pvp bounty hunting is currently hardly catered for at all. Frontier appear to want us to police ourselves but we don’t really have the tools to do so.
 
Are these things actually scheduled? This comes up about once per season.

The real currency in anything, especially a game, is time. I don't have time to waste being someone else's content. Nobody cares about the game currency, just that they wasted someone else's time.
 
Currently there is no incentive for explorers or traders to play in open. There is an easy fix though:
increase trade and exploration rewards by a factor of 3 for scanning or trading in openso people only earn 30% in solo of what they could earn in open. While you're at it also ad rewards for player kills no matter if they had a bounty or not. PvP needs a low base reward and higher special rewards for wanted players. It needs to be done in a way so even after all the ganking and PvP losses the average trader/explorer player should STILL be able to turn a higher profit than in solo. You need to take into account a change in playstyles then as short range exploration and trading would be more of a thing for people who try to minimize risks.

Also some balancing needs to happen to FSD interdiction regarding engineered interdictors vs badly outfitted ships. Currently the player in the bad ship can not escape the gank. There needs to be a chance for the lower gear player to escape the higher gear player in any and all situation BUT would require a lot of skill and flawless execution on his part. We can't have situations where gear trumps skill 100% otherwise it's just the dull grind for gear.

If this is done properly almost nobody would have a reason to play in solo or private sessions.

I'm an explorer. I mainly play solo because i don't see why i wouldn't. I have no issue with putting myself in danger though if i can see an apropriate reward for it. Give me an economic reason to play in open! Show me some risk/reward scenario that makes open attractive to me.

If this ever was considered some kind of safe zone system for new players needs to be expanded on. I think eve online (never played that myself though) aswell as albion online both these MMOs implemented that system well. In albion your loadout has an overall power level. In certain noob friendly blue and yellow zones they had an item power cap so better gear wouldn't lead to better results and people in low gear were competitive in those zones. Earning opportunities need to be limited in those areas to give an incentive to leave the area at some point. But the option to return to the safer space should still be there for those who wish to go back and train some more of farm low tier missions in peace and get ready to try again with the wild west outside the zone. Players need to be able to ease into the game at their own pace. This would turn PvP much more consensual.

I think the rewards are the biggest issue though and really needs adressing. Why not turn this into a proper MMO? Look at the successful stuff others did before.

tl,dr: decrease rewards in no and low risk areas like solo and group sessions and increase rewards in open to give people more incentive to actually use open mode for non-combat stuff. Currently the risk/reward is biased towards solo and group sessions because same reward but lower risk. Please fix the rewards!

Kind of a nice idea but, as usual, it'd be susceptible to players manipulating network traffic.

The fundamental issue is that ED's peer-to-peer network structure isn't secure.
This isn't a problem as long as there's no incentive for players to try and tamper with stuff.
As soon as there is an incentive, you're going to get shennanigans.
 

Robert Maynard

Volunteer Moderator
Kind of a nice idea but, as usual, it'd be susceptible to players manipulating network traffic.

The fundamental issue is that ED's peer-to-peer network structure isn't secure.
This isn't a problem as long as there's no incentive for players to try and tamper with stuff.
As soon as there is an incentive, you're going to get shennanigans.
There don't even need to be shenanigans - the block feature exists and, in my opinion, is very unlikely to be removed or reduced in effectiveness even if a bonus were to be introduced for playing in Open.
 
Kind of a nice idea but, as usual, it'd be susceptible to players manipulating network traffic.

The fundamental issue is that ED's peer-to-peer network structure isn't secure.
This isn't a problem as long as there's no incentive for players to try and tamper with stuff.
As soon as there is an incentive, you're going to get shennanigans.

I can certainly think about how the match making will work if you block the ports Elite needs for connecting to other players. you might get slower to enter areas where other players already have instances, but if the bonus was 70% or something better payouts, then ofcourse some extra waiting for matchmaking to find a suitable instance, ie solo instance, despite being in open. If this would be the only downside, then no real issue for the rest of the players, but if the game would try to instance other players with you and they get delays, then it would be bad...
and the sadest part, is that players can already manage end up in this sort of situation without trying todo any shenanigans... but now there is very limited reasons for actively doing this. And some players are not even aware that their ISP can do this to them.


Another thing a player can do is to kick other players from the instance, this can only be done if the player is the holder of the instance, there is always a controlling player that holds an instance, this can be transferred to another when the instance holders leave the instance. Today this is not a real issue either as there is limited reason for players todo this at the moment, except that they can do it. But we can influence the matchmaking and make us the most likely instance holder when another player interacts with us, then we could resort to kick the other player out of our instance if we sense we are in danger. So at the moment, the most likely players todo this are the gankers, so very limited effect on the game. but if you could get like a 70%+ bonus payout in open, then now we have a huge incentive to break the system... because if you can play in open and kick anyone that even remotely is a danger to you then you can now easily cash in the bonus with very little fear.


And all of this is done all outside of the game. it does not even need to be messed around with on the same computer... but if the incentive is big enough, then hacked game clients are now a big reality... where actually break the matchmaking in the game client... how likely/hard this would depends on how Frontier created the net code...
 
We solo players are clearly missing out on so much of the fun that we deserve a 100% premium on all mission rewards by way of compensation.

Or we could just leave things the way they are.

Mind you, if they transferred the PowerPlay modules to the Tech Brokers and made PowerPlay open only, I'd be all for it. I'd really like to declutter my module storage.
 
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