Calling on the community to play in Open Play

That's the whole point. Griefers use solo mode to make cash, then blow it all in Open to be a jerk. If you love Solo so much, would you care if you had to make a Solo only account? It seems like the option to switch back and forth only benefits exploity griefing behavior.
I am playing in open now and you have to be really clueless to ever get griefed in ED :) One thing we probably need to do is compiling the list of known griefers and put then on some share ignore list somewhere, but that is purely optional. There is absolutely no point in separating saves, although you can keep your thread growing if you wish.
 
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I already play in open, probably always will.

With that said, I have no problem with people playing how they want to play, whether that's solo or open or private group or some combination.
 
Personally I don't care if they do separate the saves, it will have no impact on the way I play, but I think it might be a case of "Be careful what you wish for, you might just get it." because I believe if they forced people to choose, then Open is going to end up being even more sparsely populated than it already is, and I suspect Frontier knows that very well which is exactly why they made it the way they did.

I think the suggestion is that a player has 2 saves, one of open and one for solo, to allow players to do both without any what may be seen as unfair advantages. I also agree that you shouldn't be able to impact the open world in solo play, but this is more controversial so is probably off the table, the other suggestions seems reasonable to me though
 
That's the whole point. Griefers use solo mode to make cash, then blow it all in Open to be a jerk. If you love Solo so much, would you care if you had to make a Solo only account? It seems like the option to switch back and forth only benefits exploity griefing behavior.
Where exactly are these griefers? I've played open only since launch, and I've never been attacked by a player. Not once. Let alone been griefed by anyone.
 
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yes come play open play with me where i can (if im lucky ) see you pass by in supercruise and text me fly safe commander ........where i can mutter under my breath it is not getting any fraken safer than this is it.

What griefing?
What danger?

stay in your solo it doesnt make any difference any way.
 
Where exactly are these griefers? I've played open only since launch, and I've never been attacked by a player. Not once. Let alone been griefed by anyone.
My experience precisely. They can't actually grief, so they come to forums fantasising how they griefed someone. You shouldn't be looking for them in game, look on forums :)
 
I am playing in open now and you have to be really clueless to ever get griefed in ED :) One thing we probably need to do is compiling the list of known griefers and put then on some share ignore list somewhere, but that is purely optional. There is absolutely no point in separating saves, although you can keep your thread growing if you wish.

Really I have no problem with it either. You can only put so many millions into a Cobra, it's not going to be any better than any other Cobra, and it is easy enough to avoid "griefing". Especially with your cheesy tactic by taking advantage of ED's P2P system :-(
RunWait, %comspec% /c taskkill /f /im EliteDangerous32.exe
...but I won't get into that.

I'm just saying the reasoning for keeping the saves separate is a valid one. But like I said, I'm more about making harsher penalties for griefing to improve the quality of life in Open play.
 
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Thanks everyone so far, its been a good discussion, I was worried that it would turn into a flame war.

I will update the main post again tonight with contributions and counter arguments to the bullet points in the original post to ensure as much as possible different views are represented, and what the Frontier team have said already on some points.

I'd also like to thank those who have been around since the early beta who have been patient despite some points being raised numerous times prior to those of us who only committed after release.
 
Open has been fun for me so far. So far I've dinked around trading and bounty hunting. I like having to decide how much to haul or how much cash to save for insurance, but I can see the points of commanders with more experience (and more expensive ships).

Seems like better multiplayer support, less damage when interdicted, and cheaper insurance when PK'd would be good incentives to stay in open. Grouping for protection and pve coop support almost sounds like enough incentive, until you remember that reavers (I use the term to describe players who kill for psychopathic fun rather than for piracy or other noble pursuits) will group up too.

Of course, there needs to be risk management and some pain when you fail as a trader, pirate, or whatever role you choose, so I wouldn't want it to be too easy. But I think the devs need to lean on the generous side in Open to victims of player killing to encourage people interested in more of a massive multiplayer experience to go there. After all, if there aren't lots of rich commanders flying around in big freighters full of gold, pirating gets dull.
 
EDIT: I don't understand why this is the colour it is, if you know how to fix, its only just changed, it wasn't like this before

A big selling point in Elite is the ability to play in a real dynamic universe with other human players, much of the criticism comes from not enough contact with a vibrant MMO community, and it seems increasing numbers of players are now playing in Solo mode.

I'm calling on players to play in open play so we can have participation in a dynamic universe, rather than spend most of our time dealing with NPC's, we have a role to play in making the game environment more dynamic and exciting and currently we are not doing it.

I see on average 1-2 players in each system, which pretty much suggests unless there is only a few thousand active players in the populated part of the universe at any one time on Open Play, since most trading takes place in about 2,000 systems.

UPDATE:

I guess the community can become hostile where ideas or posts occasionally conflict with the core experience different people want, and I get that, and it makes sense that those main few experiences are served, I'm sorry for not coming across too well. I get that it has probably been discussed, and very confrontationally in the past.

There are a lot of posts on the forums though, its hard to see everything that's been said, and those who were not part of the beta, we probably haven't seen them

From the comments so far I get that:


1. Insurance: the insurance needs to be modified for players who have very large ships to reduce risk (Raised by Jockey79)

2. Docking denied: the stations need to effectively make the stations "bigger on the inside" to alleviate docking concerns (proportional to load and station size) some docking pressure occasionally should be a factor in choosing trade routes (Issue raised by Matt Hawkins first, Rockspider, Draconus, Yokai, BrewerGeorge)

3. Solo mode should not impact upon the open dynamic story, but solo play can still pull content from the dynamic story, and modify it on the player solo client (Contributed by Draconus)

4. The open play missions/quests and activities are sparse (I'm taking the view that patience is key here that the game features will expand over a decade or so) - (Contributed by tagos, discussed by Striike)

5. Groups and PvE possibilities need to be expanded upon possibly so PvE can play a role in open play more clearly (I'm taking the patient view here again on Frontier delivering incrementally over an extended 10 year lifecycle). Players seem to enjoy PvE but it is presented as a different gameplay option when it could probably be integrated (for those who risk it) into a much better open play experience

6. Players are not impacting the world enough. Perhaps it should be easier for players to form factions and groups which have an obligation to support and defend one another to add security, the building blocks are there but this seems to be something that could be added for the PvE and PvP risk element. Perhaps groups with significant influence could be given the option of their own station in a sparsely populated nearby system for example too, with players rising through the ranks to dictate station policy of the faction, and even influence and take over other stations. (Discussed by Yokai, Leafcutter)

7. Perhaps Elite should update the conflict zones, and maybe also have something like a matchmaker service at key stations across the galaxy, where a player can compete in what is effectively a sport (where the destruction of the ship is only visual), or with real risks, to satisfy those wanting a multiplayer or team versus experience (or do griefing). With the ability for the same mechanic under a challenge as part of the messaging or transactions screen. (Issue raised by Shads)

8. Griefing: fines for griefing must be paid off even after complete player reset (at a 10% rate), but only in secure systems or partially secure systems within a few thousand km of major planets and stations/asteroids. Fines for reckless behaviour in stations should be increased, but not without softening the punishment for accidental infringement to a leeway where you have a period of time to pay off small infractions due to accidents, all to ensure players don't zoom in and out recklessly, but NPC's also need to act with more awareness of other ships in stations. (Issue raised by SvennoJ, Jockey79)

9. Damage due to interdictions: this needs to be more proportional with a safe submit perhaps limiting damage to 1% (Contributed by TheWeasel, Yokai)

10. Instancing: instancing needs to be fixed, so players are visible who are in open play

11. Fix the chat/communications: maybe add local chat groups and an open chat group with local chat groups being permission only to avoid crap, and open being broadcast all. Those open groups could be shared by faction or affiliation or system depending on who created it and what they choose. Voice chat would probably need to be limited to PvP still due to load. (Issue raised by Brad Avidro, Driver, Arc, Abomination, SpaceGoblin, Mengy, Ankhorion, Ko Shiji, SoulStain)

12. No fire zone issues: correct punishments and fix issues with players shooting into no fire zone if and when it happens (Contributed by Fozz20 and Matt Hawkins, SpaceGoblin)

13. Different characters for each mode: add different characters for players in open play from those used in solo play (Contributed by Riepah, Daffan, discussed by TheWeasel)

I'm not even going to touch the subject of how subjective, specific, and polarizing most -- if not all -- of these changes are, and how implementing some of them are gonna annoy as much people as it satisfies others.

However, I feel obligated to point out something I have been reading a lot lately on this forum: stop assuming this game is gonna last a decade. This is not EVE Online or World of Warcraft, this is not a MMO, and this is not casual, and we have no way of prediction how the income is going to mantain itself in the following years. We can reasonably expect around 3 years of active development, after which support may devolve to ocasional patches, but this game won't ever reach 10 years of active development. It is elementary fallacious of anyone to assume that the developers would even want to work on this game for so many years, when it is much more probable that they will either want to move on and produce other games, or to make a new version with new features that the current engine and/or technology presently does not allow. So to all who believe this game is going to have a decade long development and support, please stop it, for your own sake. It is possible for a game to be updated over a decade, but the sooner you expect it to be in development for just two or three years, the less you're gonna be dissapointed if it indeed comes to pass.
 
>snip<


13.

That's a lot of points to cover and discuss in one forum topic. Some I agree with, some I don't.

Edit: I used to be against any kind of in game incentive for open play, feeling that it was coercive and amounted to punishment for those in solo. But I have since changed my mind. I think a bonus to trade profits in open would be a good idea. Then we could balance the risk vs reward of hauling in solo or open.
 
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I've been playing in open play since I started a few days ago.....think I saw 1 person leave a system I just jumped into...but it may have been bad space cookies I ate previously.
 
Its a tricky problem if you ask me.

Blocking of switching completely is bad imho - I dont feel I am ready for open play, but one day I might be, and I wouldn't want to start over. I think if people knew they couldn't switch youd get even less people in Open.

There needs to be a way to gradually introduce people to open. To let the risks increase rather then all at once. Some systems made safer then others, so people can play in the (relatively) safe areas before venturing out into the dangerious ones.

The only other way I think would be to limit switching? That might reduce exploits. But I wouldnt want to remove switching autogether.
 
I just wonder, if Frontier doesn't care about PvPers, couldn't be a good idea to manually choose 4\5 anarchy systems spread along the universe where having PvP?
Easy rules, come with your cargo full of gold, surrender at 20% hull and gettison all the cargo to the winner, if you run you get shot down.
Of course isn't fun\realistic like casual interdictions, but would be even a nice gain of money for who want to use weapons instead of landing gears.
 
Seperate saves for solo and open is a terrible idea. Sometimes My internet connection disallows a good experience in open mode, most of the time I only have a couple of hours a day where I can play Elite and I want to be able to avoid all the tons of edgy griefers playing themselves off as "just enriching the pvp experience" with they're "pssssssh, nothing personal kid" attitudes toward destroying other commanders months worth of work for no real reward.
 
we are doing this again? ok, lets look at what we have this time.

A big selling point in Elite is the ability to play in a real dynamic universe with other human players, much of the criticism comes from not enough contact with a vibrant MMO community, and it seems increasing numbers of players are now playing in Solo mode.

there is also a big selling point that you can freely switch between modes. changing that, especially at this point, after release would cause another huge uproar. you may not recall the kind of a mess the dropping of the offline mode caused but I for one can see what kind of an outcry a change would have now in this respect, not to mention the amount of Refund demands it would spawn.

I'm calling on players to play in open play so we can have participation in a dynamic universe, rather than spend most of our time dealing with NPC's, we have a role to play in making the game environment more dynamic and exciting and currently we are not doing it.
I see on average 1-2 players in each system, which pretty much suggests unless there is only a few thousand active players in the populated part of the universe at any one time on Open Play, since most trading takes place in about 2,000 systems.

UPDATE:

I guess the community can become hostile where ideas or posts occasionally conflict with the core experience different people want, and I get that, and it makes sense that those main few experiences are served, I'm sorry for not coming across too well. I get that it has probably been discussed, and very confrontationally in the past.

no kidding there, those kind of threads tend to dissolve into an entrenched snipe-fest until it inevitably gets closed. so, lets see if this one fares any better.

There are a lot of posts on the forums though, its hard to see everything that's been said, and those who were not part of the beta, we probably haven't seen them

no, probably not but this forum does have a search function that's woefully under-used those threads are fairly easy to find actually, primarily look for the closed ones ;)

From the comments so far I get that:


1. Insurance: the insurance needs to be modified for players who have very large ships to reduce risk (Raised by Jockey79)

having a large Ship myself (well above 5.5 mil rebuy) I don't think so. the current system is working and not that hard to figure out, despite a lot of contrary examples of folks who don't keep the rebuy cost and then wonder what happened or just take the risk and then get a bit teary-eyed.

2. Docking denied: the stations need to effectively make the stations "bigger on the inside" to alleviate docking concerns (proportional to load and station size) some docking pressure occasionally should be a factor in choosing trade routes (Issue raised by Matt Hawkins first, Rockspider, Draconus, Yokai, BrewerGeorge)

granted, that is a nuisance, can be avoided with going to other places or the often requested Que. however, when you look at an outpost, particularly the docking module you can see they are one single ship unit, platform with enough space beneath for the hangar. you can't simply make them bigger without some magic handwavium. ( and you don't want to go there as it would take away form the quasi-realism we having) and something like that would cause an uproar with many who love the immersion in this game. one way i could see this without reaching into the before-mentioned reasons would be to "expand" the outposts with a high traffic volume by adding more docking modules to them, which would make sense form the point that the station owner sees the volume of traffic and accommodates to that by ordering and bolting on additional modules to handle the traffic.

3. Solo mode should not impact upon the open dynamic story, but solo play can still pull content from the dynamic story, and modify it on the player solo client (Contributed by Draconus)

this is still all one universe, solo and open, no separation in the actual game server (so to say) or simulation, only difference is you wont meet others in your solo instance. so this won't work because of that, and keep in mind the first thing I mentioned above about the solo/open debate.

4. The open play missions/quests and activities are sparse (I'm taking the view that patience is key here that the game features will expand over a decade or so) - (Contributed by tagos, discussed by Striike)

agreed there, the game has not been out a month yet, more will come and they will affect both open and solo, there is no difference as mentioned above.

5. Groups and PvE possibilities need to be expanded upon possibly so PvE can play a role in open play more clearly (I'm taking the patient view here again on Frontier delivering incrementally over an extended 10 year lifecycle). Players seem to enjoy PvE but it is presented as a different gameplay option when it could probably be integrated (for those who risk it) into a much better open play experience

again, as above, its all the same game, the same universe. this said, (again) the NPCs could use a good buff to make them more challenging, and more noticeable in terms of their rankings.


6. Perhaps it should be easier for players to form factions and groups which have an obligation to support and defend one another to add security, the building blocks are there but this seems to be something that could be added for the PvE and PvP risk element. Perhaps groups with significant influence could be given the option of their own station in a sparsely populated nearby system for example too, with players rising through the ranks to dictate station policy of the faction, and even influence and take over other stations. (Discussed by Yokai)

perhaps we should not try and change the concept of Elite. there are other games that do that, why make this one like them, a carbon copy of it? this been chewed over several times before too.

7. Perhaps Elite should update the conflict zones, and maybe also have something like a matchmaker service at key stations across the galaxy, where a player can compete in what is effectively a sport (where the destruction of the ship is only visual), or with real risks, to satisfy those wanting a multiplayer or team versus experience (or do griefing). With the ability for the same mechanic under a challenge as part of the messaging or transactions screen. (Issue raised by Shads)

Not Sure how well that would fit in with the overall concept. You'd end up with some folks just sitting there doing nothing but those simulators rather then being out and actually play the game and affect the universe. CoH made a simulator available, where players could create their own missions etc (architect) once that gotten in, it seemed like that was where a large portion of the players went neglecting the rest of the game

8. Griefing: fines for griefing must be paid off even after complete player reset (at a 10% rate), but only in secure systems or partially secure systems within a few thousand km of major planets and stations/asteroids. Fines for reckless behaviour in stations should be increased, but not without softening the punishment for accidental infringement to a leeway where you have a period of time to pay off small infractions due to accidents, all to ensure players don't zoom in and out recklessly, but NPC's also need to act with more awareness of other ships in stations. (Issue raised by SvennoJ, Jockey79)

that could be tricky, how's the system to differentiate between a pirate and someone who kills folks just for fun?

9. Damage due to interdictions: this needs to be more proportional with a safe submit perhaps limiting damage to 1% (Contributed by TheWeasel, Yokai)

currently submitting gives you 0 damage. once you fight and loose, you take damage and the current amount seems ok

10. Instancing: instancing needs to be fixed, so players are visible who are in open play

sure, and maybe increase the number of players per instance too

11. Fix the chat/communications: maybe add local chat groups and an open chat group with local chat groups being permission only to avoid crap, and open being broadcast all. Those open groups could be shared by faction or affiliation or system depending on who created it and what they choose. Voice chat would probably need to be limited to PvP still due to load. (Issue raised by Brad Avidro, Driver, Arc, Abomination, SpaceGoblin, Mengy, Ankhorion, Ko Shiji, SoulStain)

this one has been has been addressed often too, yes current chat with friends needs to be looked at, to many get the can't connect issue otherwise, no. local chat faction chat or things like that. unless limited to stations maybe via a Bulletin board chat. this said, it should be only on bigger stations, not outposts due to point #2 above. Wing Chat im sure will come once that gets put in and sounds ok.

12. No fire zone issues: correct punishments and fix issues with players shooting into no fire zone if and when it happens (Contributed by Fozz20 and Matt Hawkins, SpaceGoblin)

sounds reasonable but won't change much in terms of encouraging players to go open as it equally affects solo and groups

13. Different characters for each mode: add different characters for players in open play from those used in solo play (Contributed by Riepah, Daffan, discussed by TheWeasel)

again no. due to the first point i raised.


now, why that big need to change key game features? its not out a month, at least give it time until the first big update (wings) and see how that will affect people to come out to play in open when they can team up.
 
Where exactly are these griefers? I've played open only since launch, and I've never been attacked by a player. Not once. Let alone been griefed by anyone.
Me too, but it seems like so many people claim they play solo to avoid just that.
 
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