Modes Don't snub player preference by incentivizing modes

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Illustration: engineering. Engineering is incentivized by promising better modules. Not because of the game mechanics attached to engineers. Players are urged to do specific activities they don't want to do in order to progress in the game.

I see the same mechanism for modes, albeit less pronounced. Players at the moment have their individual preference. This can be a dedication to one mode, or choosing a mode that suits them on the day. Players make this decision each time they log on. If you start putting more rewards into one mode, players will now also choose based on that reward. They will not follow their preferred play style, but engage in one they would rather not. Frontier states: we want to promote player interaction in both cooperative and adversarial ways. Which in itself is fine. But do you want to promote that against the wishes of the particular player who would for instance rather not play in and adversarial way? I think we all agree that the outcome we're looking for is: player plays in the promoted mode, likes what he sees and continues to play there out of his or her own accord. I don't think any of us would like to see players being goaded into a mode which wouldn't be the first choice, just because it's the mode that got a reward.

Lets imagine the Elephant in the Room gets a 25% bonus on all kinds of stuff. Players that are working the BGS before in a friendly environment, they like hanging out with their mates, like carving a little empire out for themselves, group up to fight NPCs, that sort of thing. Now a skilled PvP group decides on barging in on their territory. Because they are a skilled PvP group, the risks of Open are relatively small to them. The risk of the players with little skill and desire to play PvP is much greater. In effect becoming a might makes right kind of deal. You either git gud at PvP, or sucks to be you. I'm sure PvP groups are nodding when they read this. Yeah, that's the way it should be. We should be able to dictate terms, because we can beat you in a fight. Which reminds me of a quote from Braben where he specifically stated he didn't want those kind of practices in his game.

Even Frontier seems to need the reminder again and again, not everyone plays this game because of the Player vs Player combat in it. Some shun combat altogether. By forcing them to participate in a mode where they, by definition when they chose that mode, have to engage in an activity they would rather not participate in, they will feel dejected by the game. If they stay in their preferred mode and find that the rewards in the other mode makes it very difficult for them to do what they enjoyed doing, they will feel dejected by it.

Let players decide for themselves. Instead of incentivize, advertize. Show players why they want to go to that mode out of their own volition. Don't tell them what they like or should like. That's not up to you. That's up to the human being that spent money to play your game.
 
Top post Ziggy.

"Play your way" is at the heart of Elite, and it would be terrible to see that principle gradually eroded.
 
I've been repeatedly asking some open only proponents "what's in it for me" which is pretty much the TLDR of your post. Never once had anything approaching an answer, it'll be interesting to see if you get one.
 
Let's also not forget that there are now sections of the player base (namely console players) who have to pay to play in any mode but solo. Not every console player wants, or is able, to pay the extra subscription for online multiplayer.
 
Let's also not forget that there are now sections of the player base (namely console players) who have to pay to play in any mode but solo. Not every console player wants, or is able, to pay the extra subscription for online multiplayer.

Yes, the best way to balance an online multiplayer game is to consider those who cant use multiplayer.
 
I really wonder what the percentages are regarding what is the most popular mode? Only Frontier have this information, but I got this feeling that the stats favour solo mode first, followed by private group and with open very much last. And Frontier are relentlessly focusing on the open multiplayer experience (including upcoming squadrons) to no avail in turning the tide in favour of people choosing open as their first preference. .
.....In any case I'm confident that at least for the foreseeable future Frontier will strictly keep the modes equal.

On a side note relating to the bias of multiplayer development, I really want NPC wings, or Flimicity (My hot red head in game holo-wife) to join me in game, to fill that empty chair.! But not sure these options will happen.
Anyway its very late and my mind is going (Dave) I can feel it.

Flimley.
 
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I massively agree with OP and I have two observations:

1. I don't believe there is any real problem in the current setup. From all I've read here, I still think that the only people who aren't happy are the ones who want to blow up my ship. (I think all the stuff about the BGS is just an excuse; PvP is an ineffective way of playing it).

2. All the ideas I've seen for "incentivising" Open would actually have the opposite effect. Stopping the transfer of assets, missions or abilities between Open and other modes would just confine me to those other modes.
 
Yes, the best way to balance an online multiplayer game is to consider those who cant use multiplayer.

Actually, Elite: Dangerous is an MMO. Not an online multiplayer. (yes, there is a difference).


Wikipedia;
A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting large numbers of players simultaneously. By necessity, they are played on the Internet. MMOs usually have at least one persistent world, however some games differ.

Oxford English Dictionary (Online);
An online video game which can be played by a very large number of people simultaneously .

The Steam Store page;

Note it has MMO and Multiplayer listed separately.

attachment.php

DuLYHdu.jpg


So as long as "lots" of people are connected to the game - nothing says an "MMO" has to force social interactions.
You can indeed be alone in an "MMO" and it is still an "MMO".

So you "balance" the game for everyone, including the Solo players.
 
Let's also not forget that there are now sections of the player base (namely console players) who have to pay to play in any mode but solo. Not every console player wants, or is able, to pay the extra subscription for online multiplayer.

And what does stupid console shenanigans have to do with FDev? They made their choice. Thankfully, they always have Solo.
 
Actually, Elite: Dangerous is an MMO. Not an online multiplayer. (yes, there is a difference).


Wikipedia;
A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting large numbers of players simultaneously. By necessity, they are played on the Internet. MMOs usually have at least one persistent world, however some games differ.

You have lost your mind posting in these threads, assuming you had one to begin with. :)

I say Elite is an "online multiplayer" game and you come back saying, "no actually it is an MMO"

Massively Multiplayer Online game.

So you are on about now that there is a significant difference between an "online multiplayer" game and a "multiplayer online" game?
 

Goose4291

Banned
Actually, Elite: Dangerous is an MMO. Not an online multiplayer. (yes, there is a difference).


Wikipedia;
A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting large numbers of players simultaneously. By necessity, they are played on the Internet. MMOs usually have at least one persistent world, however some games differ.

Oxford English Dictionary (Online);
An online video game which can be played by a very large number of people simultaneously .

The Steam Store page;

Note it has MMO and Multiplayer listed separately.

https://forums.frontier.co.uk/attachment.php?attachmentid=54528&d=1439140722
https://i.imgur.com/DuLYHdu.jpg

So as long as "lots" of people are connected to the game - nothing says an "MMO" has to force social interactions.
You can indeed be alone in an "MMO" and it is still an "MMO".

So you "balance" the game for everyone, including the Solo players.

Oh good-oh. Its another episode of our favourite forum courtroom drama.

tumblr_okzfviJsXr1s74zi8o9_250.gif
 
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