Game loses something by not forcing Open play

Status
Thread Closed: Not open for further replies.
To be fair it looks like Toxic just wants to make sure that no one can switch out of combat on a whim. Something I would hope all here agree with.
However from what has been posted from the DDF it would appear we should have nothing to worry about.

So we're all arguing at cross purposes as it was the OP who wanted us all lumped in his world to make his life so much more exciting!
Is he even here now, or have we all been trolled/pranked again!??!
 
For now, seems like the game can't make up its mind on how exactly should players deal with one another while they're involved in the galactic mechanism of markets and politics.

I don't know how one can come to that conclusion, since the developers' intent has been clear for a long time now, and it's baked into the release version.

It's been designed in a way that player-driven economies and territorial control are impossible, due to the nature of the network model. NPC's drive the larger economy, due to the sheer size of the Galaxy and a dispersed player base. The player's role, as far as the greater Galaxy is concerned, is limited to optional participation in injected events like the upcoming death of the Emporor thing on the 16th.

Everything else in the game is what you make of it, playing solo or with friends. Not everyone will like this design, but it's a niche game and isn't trying to be the next WoW or EvE.
 
If i wanted to avoid "chase" after logging off in combat i would, go and get me another drink, visit my wife playing some other game, read a bit on the forums.... and wait till you get bored.
But some kind of "timer" i could agree on.

You can't "force" people to share your game... just accept it. There is always an escape... and with multiple chars there will be one more.

The escape should be within the game framework. Using disconnect/mode switching exploit does not benefit anyone even the victim. I've been using this exploit myself.
 
So why isn't anyone complaining about the ability to ignore other players so that you don't, or least have a reduced chance, of ever appearing in their instance? A very easy way of being rid of annoying players, for whatever reason, and still play in Open.
 
The escape should be within the game framework. Using disconnect/mode switching exploit does not benefit anyone even the victim. I've been using this exploit myself.

I agree on this.
But "mode switching", which is the topic, has nothing to do with it.
Just "combat logging" makes you safe. No way to catch me after that... i don't need to switch.
So this approach at argueing for disabling switching makes no sense at all.
 
Yup just what I thought it was. Moving along, since this horse has been beaten to death, buried, dug up beat some more, re-buried, pooed on the grave, dug up beat again, pooed on, and buried again, before just being dug up right now.
 
Yup just what I thought it was. Moving along, since this horse has been beaten to death, buried, dug up beat some more, re-buried, pooed on the grave, dug up beat again, pooed on, and buried again, before just being dug up right now.

i think it moved a bit when it was beaten the last time... maybe it's alive? ;)
 
maybe. but what makes you think that those who don't want "switching" would like to cope with "perma death"?
I don't think that. So nothing makes me think it.
My personal experience is that switching in immortal mode doesn't make much difference because... well.... I am immortal so the most I can lose is some cargo and a bit of insurance. After a few hours play that will be an insignificant loss, so whether switching is allowed makes no difference to me. I and everyone else will just get richer and eventually become Elite, switching or no switching.
In Iron-man I will not be immortal, neither will anyone else, so to me then the switching issue becomes important.
I do not assume others share my view on this but it does seem to make sense to me.
 
I believe that when Iron-man mode is implemented it will be open play only.

There was some discussion about that a while back. It was pointed out that the DDA on Ironman mode doesn't mention anything about eliminating mode switching. Only that in in the perma-death Ironman mode, you would only see other Ironman players and nobody else.

Since it didn't make it into the release build, it might come later. Or they may have decided that it didn't make much sense, because that restriction would mean fewer players to run into. Even if it meant locking into All Online mode, does it make sense to call someone "Ironman" if they're exposed to far fewer players?
 
Yup just what I thought it was. Moving along, since this horse has been beaten to death, buried, dug up beat some more, re-buried, pooed on the grave, dug up beat again, pooed on, and buried again, before just being dug up right now.
Considering people still think "open" means "PvP", still see fundamental differences between PvE and PvP, and still consider griefing to be a major problem that's worth sacrificing the online mode when people actually can't even see each other in open, I don't think we've covered the subject yet, seeing as most still struggle to understand it.

Is there no hope for this community?
 
I only use open play, but once you move a few light years away from the starting system, you hardly see anybody. The number of systems is way to big compared to the number of players. Open/solo, there is no difference for me at the moment. 99%+ of ships I encounter are NPCs, and when I find a commander, they normally try to avoid interaction.
 
I am not saying remove solo play, nor open play, just don't let the things you accomplish with no risk from your fellows carry over.

There is zero reason for accomplishments in Solo to carry over to Open, if you want to play Open, play it, if you want to play Solo, play it, its great it has that choice

But I shouldn't be able to work in solo to build up to a ship that lets me go decimate others in Open, whether they can do the same thing or not, its risk vs reward.

No risk with all reward = no sense of accomplishment, and then people move on to the next shiny MMO

People stay with an MMO where their accomplishments mean more than hours played.

- - - - - Additional Content Posted / Auto Merge - - - - -

Oh, and notice the majority of folks calling this a dead horse are those who have been around forever. For those of us just starting, it is not a dead horse, its very much a viable issue, especially with launch just around the corner.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom