If you want more people in Open, the best way to accomplish it are QOL features to make Open more desirable.

That would be great. It'd solve just about all the problems for traders. There's plenty of mining in safe systems. Anarchy systems are well marked enough to know they're dangerous to navigate.

FD could then simply regen hotspots, which they've done before, so that overlapping hotspots and pristine reserves aren't in secure systems. Make the risk pay off for traders.
 
If FD want more people in solo the best way to accomplish it would be to add more QoL features to make it more desirable.

I propose NPC wingmen!

This thread is predicated on FD want more people in Open or even care what modes people play in. Everything i see indicates that FD are happy for people to play in whatever mode they want.

More QoL features that can be used in any mode would be my preference.
 
FD could then simply regen hotspots, which they've done before, so that overlapping hotspots and pristine reserves aren't in secure systems. Make the risk pay off for traders.
The overlapping hotspots are where they are, because those are the ones that people found. Most people stopped looking when one, or a few, were discovered. Even those are just the ones that people talked about publicly. Some miners have said that they found their own hotspots, but won't tell because they don't want them mined out. They're keeping their secret fishing hole, because they don't want others fishing there too.
 
If FD want more people in solo the best way to accomplish it would be to add more QoL features to make it more desirable.

I propose NPC wingmen!

This thread is predicated on FD want more people in Open or even care what modes people play in. Everything i see indicates that FD are happy for people to play in whatever mode they want.

More QoL features that can be used in any mode would be my preference.

Somewhat paradoxically, I could see NPC Wingmen and NPC multicrew actually being great for folks that play in multiplayer.

NPC wingmen means that all players have access to previously multiplayer-only content, which in turn encourages FD to make more content for wings, which means the multiplayer guys get more stuff to do together. One of the biggest problems with wing-based content is that it is currently only accessible for a certain proportion of the player base.

Similarly, merging NPC crew and Multicrew would allow for shared development efforts as well as giving a massive boost to the potential player base. Not that many people play multicrew for whatever reason, but I'm sure a lot of people would use it if they could get their NPC crew members to do it, which would in turn encourage FD to make more content for it.

The argument of "players won't play together if they can just get their NPCs to play with them" doesn't really hold up under scrutiny, partially as many turn-based games (particularly combat-focused RPGs like Divinity Original Sin and Neverwinter Nights) allow for players to use NPCs to fill out their party and yet they are often played in multiplayer, but also because the main draw of multiplayer should be to be to play with people, not because they want to use their "friends" as stat-sticks to gain a mechanical advantage. If your "friends" abandon you to play with NPCs, then that's a problem with you and your social circle, not the fact that NPCs exist.
 
Somewhat paradoxically, I could see NPC Wingmen and NPC multicrew actually being great for folks that play in multiplayer.

NPC wingmen means that all players have access to previously multiplayer-only content, which in turn encourages FD to make more content for wings, which means the multiplayer guys get more stuff to do together. One of the biggest problems with wing-based content is that it is currently only accessible for a certain proportion of the player base.

Similarly, merging NPC crew and Multicrew would allow for shared development efforts as well as giving a massive boost to the potential player base. Not that many people play multicrew for whatever reason, but I'm sure a lot of people would use it if they could get their NPC crew members to do it, which would in turn encourage FD to make more content for it.

The argument of "players won't play together if they can just get their NPCs to play with them" doesn't really hold up under scrutiny, partially as many turn-based games (particularly combat-focused RPGs like Divinity Original Sin and Neverwinter Nights) allow for players to use NPCs to fill out their party and yet they are often played in multiplayer, but also because the main draw of multiplayer should be to be to play with people, not because they want to use their "friends" as stat-sticks to gain a mechanical advantage. If your "friends" abandon you to play with NPCs, then that's a problem with you and your social circle, not the fact that NPCs exist.

My thoughts as well and extra defense against ganker wings. Yeah, it won't protect you that much, but at least will cause some extra damage to the gankers and if they ignore them totally they could find themselves taking damage. At least it could improve your chances of escaping, especially if yours and your wing have plenty of PDTs to handle any grom bombs.
 
You all are still missing the point. even if you pyt these things in, these are just deterrents to protect people who dont want to pvp. The problem is, no matter what you put in, there is always the risk of it happening, for absolutely zero benefit to playing in open, and until there is, you will never get more people into open ever, no matter how many little things or even major things you do to protect them from PVP, unless you out right enable pvp flags across the entire galaxy.

The problem is this. The choice between playing in open and PG/Solo is like being placed in front of 2 doors. You can go through the solo/pg door and you get 100 bucks. Or you can go through the open door, you might get stabbed though, but you still get 100 bucks. Most people dont wanna be stabbed so they are going to take the solo/pg door.

The changes proposed of making it so its harder to be ganked is like the same situation, except now when you go through the open door, you might only get stabbed, but its just going to be with a needle. Most people still dont wanna be stabbed with a needle.

You all are just trying to make a suggestion on how big the knife is that stabs you, but you are ignoring that, people dont wanna be stabbed, people dont wanna bother with pvp.

The ONLY way you will get people into open, is if you provide a pvp flag that extends across the entire galaxy, or, there needs to be legitimate incentive to playing in open, this can be done in a number of ways, such as introducing a crafting system where only players have the ability to craft unique grade componants that requier materials that no one person could grab themselves with out vast amounts of effort. You would need to put in a market system from people to have a reason to play in open.
 
Still haven't figgered it out.
Open has nothing to offer except combat.
You go in open in a freighter, you are a target.
Go in open in a combat ship? You might as well be in solo.
Open has nothing.

Thats what i have been trying to say, nothing you can do to open will make people play open unless you implment one if not both of the following:
Galaxy wide pvp opt out
A reason to interact with other players such as a trading and or crafting system.
 
We've discussed flags before and really, they are a non-immersive and OP solution to the issue.

Flags would in effect add a "invulnerable mode" to Open which could be exploited in all sorts of ways.

To encourage players into Open (if that is even needed) you need to address the reasons why they don't choose that mode.

For me, I fly in open as a trader because I reckon 9/10 I can out fly any other player. 1/10 I won't but it doesn't bother me.

I'm confident in my gank evasion skills because I've practiced loads.

I think having stronger NPCs would probably be the best way to get players into Open. The skills they would learn in outfitting and evading would give them enough not to fear most ganks.

But - I'm already in Open, so what I reckon is moot. You really need to address the myriad reasons why players don't want to choose open.
 
I played Open during some CGs and learned pretty quickly that people will spend more creative energy figuring out how to keep you from having fun than I am willing to spend to avoid them in Open and I could only be their content for so long.

"If you outtiffed like this..."

"If you approach like this..."

"If you go silent running and..."

No. It's easier to go to Solo.
 
I played Open during some CGs and learned pretty quickly that people will spend more creative energy figuring out how to keep you from having fun than I am willing to spend to avoid them in Open and I could only be their content for so long.

"If you outtiffed like this..."

"If you approach like this..."

"If you go silent running and..."

No. It's easier to go to Solo.
CGs in open definitely have an element of "challenge gameplay". Teamwork and organisation would be a great way to tackle that challenge (using outriders for haulers to clear supercruise, all haulers jumping together to outnumber interceptors and ensure that some haulers get through, jumping onto someone's carrier to get closer to the drop destination, etc.*).

It'd be great to have more possibility to organise in this way spontaneously, in-game instead of having to already know people. And in practice although I'm part of a large squad, we seldom get organised in this way, since the pool of available/interested players is small.

Generally doing things like CGs in open temper your personal "victory conditions" compared to closed modes (e.g. think of powerplayers hauling in solo/PG compared to those doing it in open under enemy fire; they're different classes of activity). In a CG, victory in solo is defined by a %age. In open, every haul that gets through is a victory, and two fingers to the interceptors (and the %age goal remains available).

*Organisation will also benefit players in combat CGs of course.
 
CGs in open definitely have an element of "challenge gameplay". Teamwork and organisation would be a great way to tackle that challenge (using outriders for haulers to clear supercruise, all haulers jumping together to outnumber interceptors and ensure that some haulers get through, jumping onto someone's carrier to get closer to the drop destination, etc.*).

It'd be great to have more possibility to organise in this way spontaneously, in-game instead of having to already know people. And in practice although I'm part of a large squad, we seldom get organised in this way, since the pool of available/interested players is small.

Generally doing things like CGs in open temper your personal "victory conditions" compared to closed modes (e.g. think of powerplayers hauling in solo/PG compared to those doing it in open under enemy fire; they're different classes of activity). In a CG, victory in solo is defined by a %age. In open, every haul that gets through is a victory, and two fingers to the interceptors (and the %age goal remains available).

*Organisation will also benefit players in combat CGs of course.

When the next trade CG occurs I'll try and organise at least 1 convoy, probably UTC 2200 or so.

I'll ask on the Gank Evasion Academy for pilots too, as it will be great practice.
 
As someone who has only ever played Solo or Private I can tell you this. Nothing would get me to play in open ... ever ... and it has nothing to do with PvP griefers.

I am simply too old to give a f**k about anything other players are doing or saying. Years of gaming means I have lost all patience for playing with or around strangers online. I can play with my friends in Private games which I do and that is awesome fun. Other than that, I WANT the solitude of space exploration. I would love to have NPC multicrew and multiple NPC's on my ship to launch extra SLF's etc. Which personally I think is more than reasonable for solo or private players.

You cannot fix the reason a lot of solo players play in solo ... because ... other humans.
 
As i said in another thread that I've posted oblivious to the existence of this one:

Solo play shouldn't even be possible not to mention jumping back and forth between Solo and Open play. But we don't have player made corporations and from what I know (I'm a new player) the current way to distribute profits while mining in wings is rudimentary. (we need some way to reward all players that were in wing with the mining ships upon the successful sale of the amount mined)
Keep Solo play as it is but make Open play worth the danger of getting jumped by gankers. Give a 100% boost to mining resources in Open play and another 100% boost to sale price (assuming you don't move cargo while by switching to solo).
That way, as miners we could stomach the occasional gank and the pirates are also happy.
 

Robert Maynard

Volunteer Moderator
As i said in another thread that I've posted oblivious to the existence of this one:

Solo play shouldn't even be possible not to mention jumping back and forth between Solo and Open play. But we don't have player made corporations and from what I know (I'm a new player) the current way to distribute profits while mining in wings is rudimentary. (we need some way to reward all players that were in wing with the mining ships upon the successful sale of the amount mined)
Keep Solo play as it is but make Open play worth the danger of getting jumped by gankers. Give a 100% boost to mining resources in Open play and another 100% boost to sale price (assuming you don't move cargo while by switching to solo).
That way, as miners we could stomach the occasional gank and the pirates are also happy.
Some players don't like the fact that players have a choice of three game modes and all players affect the single shared galaxy.

All players bought a game with these features in place - which means that PvP is an optional extra for those who wish to engage in it, but is not required for any game feature (apart from CQC, but that's out of game).
 
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