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!
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!
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