Simple, remove solo, pg, install some decent servers instead of this bargain budget cheapo p2p thing and you'll soon find the game improve mightily.![]()
Remove Open and create advertised PVP PGs that would work just as well
Simple, remove solo, pg, install some decent servers instead of this bargain budget cheapo p2p thing and you'll soon find the game improve mightily.![]()
I have seen a lot of posts about adding increased rewards to counter the increased risk of playing in Open.
These are usually shouted down by people who feel that this shouldn't be the case or by others who come up with elaborate reasons why it would be exploited. Some even claim they would modify the settings in their router to achieve this.
So giving that it is a given that the general populous feel that an increase in rewards for Open play is a no go, there is a simple answer that so far appears over looked.
Nerf rewards in the other modes!
This way, there would be no exploitable credit mechanics for those playing in open!
Basically you have fixed the game.
Plays who play with a lower risk, get a lower reward.
People who play in the main mode get the standard rewards.
Its a simple solution to an on going problem.
Simple, remove solo, pg, install some decent servers instead of this bargain budget cheapo p2p thing and you'll soon find the game improve mightily.![]()
Ahh.. it could've been so good. Oh well, I'm sure other developers will get it right with subsequent projects.. Most of them seem to see the value in single mode, player driven mmo's even if Fdev do not.
The future looks good for the genre.
Stop with your EvE with cockpits nonsense! [arrrr]
I've never played EvE, but from what I've heard it would work much better than this split playerbase manipulating one galaxy silliness.
then go play it, enjoy it, and leave those of us who enjoy the crap out of Elite Dangerous alone to play it.
And seriously, why do you care so much about what a Solo player does? All I see is that you have some sort of desire to exercise control over him. Why is this?
What do you mean, how is a wing in Private group not the same as a wing in Open, aside from the lack of risk to your wing?
Yeah, it sure is nice that private groups and solos have no risk at all, what with no NPCs and everything. Yeah, it's all smooth sailin' in solo or group. You might as well fly a shieldless T-9 for as much risk as there is in solo or private group!
Most the threads being created now are from open players who formulate a new argument recycled from a previous argument that go onto insult everyone not in open usually in the OP or at least page one.
Meet the new thread, same as the old thread.
Shhhh!!! Keep that up and you'll have the BaconCats chiming in!![]()
Npcs are a joke in this game.
Oh, because you find them non-challenging in an overengineered, god-rolled testosterone twitch-craft, unlike most players, who are not purely monomaniacal combat-focused arcade shooters?
You guys really must like a tough challenge, hitting on trade ships in a CG, many of them unarmed, or a rescue mission where the only enemy is fire, a dying station and nav hazards. Perhaps you can convince some grannies to take the game up and give you a little bit of target practice, or maybe some kindergarten kids or toddlers. In the meantime, go PvP some PvPers and leave the rest of us alone.
So here's a constructive suggestion in the spirit of "dialogue" - why don't you openly name your PvP groups and identify yourself as PvP players to each other? Some trader like me comes onto "your turf" to do some trading, and guess what? He/she's not aligned with any group you are concerned with and is not "working against you." What do you do then? Allow safe conduct?
Logically, if you're concerned with opposition and many players are not at all opposing you in any way, you'd let them go. At least that's what I'd do, having been in many groups and clans and organizations over the years. You figure out who's the strongest "gang" and then take them on.
You don't waste time running over kittens in a Cadillac; not only does it get boring quickly (except to a certain type of player), but it makes a mockery of "skill" and is well-deserved of shaming laughter and contempt.
Punch in your class or above, or be a bag of hot wind.
Ahh.. it could've been so good. Oh well, I'm sure other developers will get it right with subsequent projects.. Most of them seem to see the value in single mode, player driven mmo's even if Fdev do not.
The future looks good for the genre.
More and more Devs are going down the path where players get to choose whom they interact with.
So yes, Devs are finally getting it right.
List of games I know that have full player choice;
Warframe
Star Trek Online
Shroud of the Avatar
Elite: Dangerous
Games with partial control;
Star Citizen (slider to increase / decrease player interaction)
Guild Wars 2 (when doing a dungeon, you can go with randoms or friends and has separate PvP from the main game)
WoW (as GW2)
EQ2 (as GW2)
So for some time games have been inching away from free for all.
And GSPs only have themselves to blame, it costs money to hire a GM team and CS team and keep them working 24/7/365.
Playera choosing who to play with saves money, as you don't need a full staff of GMs to deal with "griefing" / "ganking" and antisocial players, we can just block them ourselves and move on.
Free fer all wont ever vanish or be diminished, but its also no longer the de facto mode of play that players want and this is reflected in a whole plethora of games over that past few years. The future does indeed look good ^
Never played GTA so didn't know you can pick who to play with, explains why it is so popular then
Free for all is a great game mode, well suited to FPS games.
But games where you have to use your imagination / role play have always been a bad fit for free for all.
In GTA, anyone can go into passive mode at anytime...subject to a timer so it cant be abused. Any passive player can still see and chat with 'open' players, but passive players appear as ghosts almost in the live game. Ghosts can be killed but only by using non conventional means that are easily avoided...meanwhile passive players cannot use weapons at all while in passive mode, not even against npcs.
Things might be different since I last played, but I seem to remember there were times it wasnt possible to go into passive mode at all like if yer on a mission or in a fight with another gang. Ye could respawn in passive if ye were being griefed or just wanted to get out of a dodgy area but again, the timer means its not impossible to abuse, but the effects are minimal. Anyone coming outta passive would flash which warns open players they are non passive in 3...2...1 sorta deal.
The system isnt perfect, but it works and does more or less what its supposed to do. Of course, the immersion crowd here wont wanna see ghosts of players in open...they dont wanna be sociable with those players, they wanna shoot them. If it was just a case of wanting a more sociable game atmosphere, that would be a very good base argument to work from...but most of these arguments barely even mention the social aspect at all. Thats not their end goal, they want fish in the barrel ^