Because then people in PvP groups would complain that other players have also been playing in PvE-only groups. Open vs solo on a smaller scale.
So would you need a character per group?
Not sure I get what you mean here.
Because then people in PvP groups would complain that other players have also been playing in PvE-only groups. Open vs solo on a smaller scale.
So would you need a character per group?
From your perspective, not the perspective of those ganked/griefed and never returned, of course you didn't see them all that was left were those enjoying it. Thanks for proving my point.
*snip* You might as well complain that other people have more time to play than you. Shall we have separate modes for how often you can play too?
Splitting credit balance wouldn't do anything, you could just stock up on expensive cargo/equipment in solo and sell it in open.
You could even buy entire ships just to switch over and sell them.
It is all or nothing, single commander solo/open or separate commanders solo/open.
Why should I be able to bring my "risk free" progress to open from solo? Why would I? The whole reason I play solo is so that some cretin does not smash up all my stuff fur lulz. Say I bring 500 million worth of ship from solo to open. What is to stop two or more people with similar ships ganging up on me. If I did go to open it would be in a cheap ship with cheap gear. I would park my pride and joy safely in solo and come back when tired of open play.
No doubt the PVP crowd would have some kind of problem with me doing that too.
Why do you care so much how someone else got their gear? If they are there in open, they are content for you. You might as well complain that other people have more time to play than you. Shall we have separate modes for how often you can play too?
I haven't actually named the game I was in testing for, you have no idea what you are talking about.
Which game am I talking about?
If you've been playing solo and only up against NPC's you're going to be ill equipped to deal with real players, in other words a much easier target.
I was talking about UO, not some other beta, what are you talking about?
Is that such a bad thing? From a PvP perspective, is it better to meet people who feel prepared, or random noobs?
absolutely agree with you solo play should not affect open , if you cant accept the risk then you should not be able advance or affect open play .
I agree with the op. Solo and online should be seperated.
I've played online open since premium beta and have only been up against one human player, so that's a load of nonsense for a start.
..All I'm suggesting is the different credit balance for each instance...
Yeah I understand what you are saying there, I guess for me the whole thing of a persistent online universe called Elite Dangerous really fell apart when the word "Island" appeared. I hate instances in an otherwise open world/universe, it feels like smoke and mirrors to me - some games kinda manage to make it work up to a point, ESO was a really bad example of instancing. So for me when I learned of the way the game was designed around instances I gravitated to solo play anyway. The idea of us all living in little parallel universes and sometimes being factored into an area with a few other people never really appealed anyway.
I have no problem with people who want to PvP, as long as they do their PvPing with others who also want to PvP. As I understand it, the main claim from PvPers is that they want to test their mettle against human players for a real challenge. This could be the defining difference between gankers, who just look for the win, and "pure" PvPers who want the challenge.
Unfortunately, those of us who do not want to PvP, if we are playing in the same instance as a PvPer have no way to avoid that conflict should the PvPer take an interest in us. How many will open comms and ask "Do you want to PvP?" before blasting? How many would agree to back off once they established the other person did not want PvP?
Surely for the "pure" PvPer, its in their own interest to establish this first? Because going against someone who is not interested is not going to give you the challenge the PvPer claims to be seeking. How can you have a good battle and test your skills against someone who isn't intersted in the fight? In other words, the "pure" PvPer is acting little differently than the ganker.
I think this whole mess with Open/Group/Solo could have easily been solved if instead of this system there was a simple toggle you could set. Perhaps only once per profile, or only when docked, that basically set whether you could be harmed by other players or not. If you had this set (ie: No PvP) then you wouldn't be able to harm other players yourself. The main issue that this brings is in the war type events that go on, where players might find themselves on opposing sides. It could still work, but in that case it would be up to NPCs to do the killing on non-PvPers, so i think it would have to be that non-PvPers could not take part in such events. Either accept PvP for the duration of those events, or stay out of it (ie: non PvPers would not be able to enter any instance where such things are going on). It might work. Or maybe there are issues i'm not considering.
It wasn't UO. Thanks for proving my point.
I can completely see this point of view. For me it is the richness that online open has that appeals to me, it's more about the atmosphere than anything substantial right now. The illusion is actually pretty damn good.
I'm not sure David Braben agrees with you and, whilst all opinions are equally valid, his is the only one that will affect the game design.
We'll find out on the 16th.