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.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!
Nothing so sinister.it's a conspiracy i'm tellin' ya!
We don't get commandos until Odyssey.Well any and all Aisling Duval threads would indicate to me there is a lot of lonely commandos in my galaxy.
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.
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.OP, I'm not sure if your idea is the right one, but something needs to be done that's for sure.
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!
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.
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.
Pretty sure you missed a COh look, Hotel California part XXXVI