You are flogging the greasy spot where the dead horse used to be.
Gold. Have some rep Sir
You are flogging the greasy spot where the dead horse used to be.
Remove Single play and watch how many people leave the game - I for one have never played Open play once - The single play experience is what the original Elite was all about and is the main reason I bought the game - there are a lot of PVP games out there already to cater for your desiresThe answer isn't to increase incentive for open play.
The answer should have been all along that there should be ONLY open play, no solo. Remove the solo option, like every other MMO, and then the focus would be on game balance, risk vs. reward, and you'll have a real sandbox environment where there will be pirate-only guilders, and anti-pirate guilds, etc. (Look a Vendetta-Online and how its social sandbox evolved.)
The game could implement high-sec vs. low-sec systems (sorry for the Eve reference, but it's a really good mechanic), trade routes through riskier space will yield greater profit, etc.
Well it is now.
I think a good expensive cargo load and a pirate is going for it, whether npc or human.Hi.
What do people think about a toggle to display/hide that you are human. Ie, change the square to open or filled on other people's radar?
I would like it.
I think multiple Commanders would also help, so you can have one for pure dog fighting fun etc. This is the upgrade I most want to see.
Merry Christmas Everybody
John
Im not quite sure why you want 'open play' to become more popular .. the motivation seems unclear. Yes it is a 'multiplayer' game, but only loosely, and not in the usual sense that most other games that use that descriptor.
Personally I absolutely dont see the point of 'open play' beyond just a pvp battleground, absolutely everything you need is available in solo/group mode.
Im not sure how getting more players into 'open' will ever be achieved, and even if it needs to be achieved. The focus should be on co-operative play (imho), to encourage people to team up, protect their friends, and enjoy the game together. Getting more people back into 'open' will just drive conflict (imho) and therefore drive people away from the game.
Which just proves that it's not all progress. Stupidest decision ever, as evidenced by the backers who demanded refunds when they found out...
I agree, the technical issues were the final reason but nevertheless they chose to go with their vision of a "living" universe (which means player interaction) and the online modes.
It's frustrating when griefers ruin someone's experience, they are the scum of the gaming world and I'm all IP bans for that kind of repeated behaviour.
That being said I feel for many the experience of knowing there are random dangers and rewards lying out in the deep black makes for a much richer experience.
often times it's not the action but the freedom of choice that's most rewarding.
Knowing that every encounter "could" be deadly (hence my hatred of a PvP toggle that hopefully never gets implemented)
That at being said I'm not suggesting taking away anything from the solo and group play just simply suggestion some extra incentives to encourage players to come and interact in open play.
PS. Enjoy the sherry and happy holidays.
The answer isn't to increase incentive for open play.
The answer should have been all along that there should be ONLY open play, no solo. Remove the solo option, like every other MMO, and then the focus would be on game balance, risk vs. reward, and you'll have a real sandbox environment where there will be pirate-only guilders, and anti-pirate guilds, etc. (Look a Vendetta-Online and how its social sandbox evolved.)
The game could implement high-sec vs. low-sec systems (sorry for the Eve reference, but it's a really good mechanic), trade routes through riskier space will yield greater profit, etc.
First let me say that greed is always a good motivator so incentives rather than any form of limitation should be used to encourage more open play.
Now why should there be more open play?
Simply to enrich the playing experience.
Knowing that human players are around and have the potential to help or harm makes ever interaction more tense and exciting and potentially rewarding.
It's very often what is not done but potentially possible that makes games exciting.
Bumping into a player who could be a threat and who always has the potential to kill to you but then requests your help with some tough NPCs or gives you a heads up about PKs in the system.
That kind of interaction, with it's mix of fear/relief/excitement/reward is only possible in open play.
i certainly agree that there should be more focus on co-operation between players but the risk should also be ever present.
That's only a matter of opinion. I wouldn't have bought the game at all if it wasn't for the open mode. I'm not the only one.
Would be intersting to see some statisics from FD for numbers of players at a given moment in Open/Solo/Group.