One Simple suggestion that could nullify the Solo/Open argument AND end the fear of Greifing

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3 modes of play - 3 different accounts/chars

No reason to separate solo and private group. If they wanted to separate the solo/private save from the open save I don't have a problem with that, but I think its going to have the opposite affect of what you're hoping for. That isnt going to get more people into Open, its going to push more people that go back and forth into Solo/Private only and make Open more empty.
 
People have to accept that scrapping Solo is not a viable option. It would be a bait and switch on Frontiers part, which is very much illegal, and there would likely be a massive class action lawsuit by the kickstarter backers that were promised Solo mode as a compromise for Frontier ditching the Offline play. Solo mode is not going anywhere.

If you want to keep trying to come up wtih solutions for this phantom problem then by all means do so, it certainly can't hurt to see what people can come up with, although I wouldn't have high expectations of the current system being changed, but you have to accept that any "solution" cannot involve getting rid of Solo mode, because that is not on the table.

3 modes of play - 3 different accounts/chars

I think solo mode is great to have. But I also think the save games need to be separated so people can't switch between solo and open at will with the same commander. I was really surprised when I found out this was possible in ED, and I think it detracts from the game.
 
This may have been said already, but my problem with solo, is that players can effectively counter act any efforts I make in a system, and I wouldn't be able to do anything about it. Let's say I really want the Azure Dragons of Cannabahera (actually not a real faction/system (to my knowledge)) to expand to the next door system, but then in solo there's a player working for another faction. I would never know, and in effect, my impression will be that the game system managing faction power was somehow broken.

The following has also been said already, but it's worth saying again for those who haven't wrapped their heads around it yet:

It doesn't matter.

The way the P2P Island instancing works, you can never see a "true" picture of what's happening around you in a given star system, because the matchmaking servers will generate as many separate copies of the stations and instances in that system as are needed, to fit players together in optimized P2P match-ups.

Individual actions are too small to matter, and large groups can't coordinate actions because the Island limits are too small. You can be in All Online and never see players flying right next to you, who are also in All Online.

Because we're not all on a single server -- we're just flying in separate overlapping P2P Islands -- it just doesn't matter what percentage of players around you are in Solo, Group, or All Online. The only thing that matters is collective action overall, which you can monitor by watching faction news and commodity prices in that star system.
 

Robert Maynard

Volunteer Moderator
3 modes of play - 3 different accounts/chars

Given that there could be hundreds (or significantly more, I expect) of private groups, having one commander for that mode would allow a player to play in any of those groups (from solo to 2000+ members) at will.

Why would anyone choose to go back to the beginning in either solo or open to play in either of those modes?
 
Mobius currently boasts 1800+ members in it's PvE group - while we see maybe 2 - 3 new threads weekly on here titled "Where is everybody" (or something like it) going on about open play.
The private group I am in has 8 members and I keep bumping in to folks I wasn't expecting to see in the oddest of places.

The problem is not lack of players in open, it is all those people have moved away from the core areas due to the "bullies" patrolling them - and with 400 billion hiding places, it is going to feel empty for the "bullies".
Those wishing to actually play with others nicely, can join a private group and suddenly the core systems look very very busy with people trading and NPC bounty hunting plus some *consensual* PvP fights.

The current system is working fine and is working as intended, trolls / gankers / bullies or whatever you want to call them - are fast running out of targets and genuine players are forming little communities to play in where they can have fun with other like minded people.

I agree with this completely. I will add in addition to this, just like in real life, people who bully and harass other people shouldn't be surprised when no one wants to hang around them anymore. In this way, ED very much mimics the actual sandbox we get to play in everyday.

I really like that there's the option to play in the open group but I'm glad I don't have to for trade runs. I imagine that there is a GREAT number of ED players that feel the same way.

If a player's PvP intentions are just that, to actually PvP, then they won't have a problem joining a PvP focused group. Perhaps there should be a PvP mega group much like Mobius is to PvE...
 
No reason to separate solo and private group. If they wanted to separate the solo/private save from the open save I don't have a problem with that, but I think its going to have the opposite affect of what you're hoping for. That isnt going to get more people into Open, its going to push more people that go back and forth into Solo/Private only and make Open more empty.

This has been said time and time again, you are absolutely spot on.

There are players who will not even consider trying open mode until they feel secure and that they will not end up broke in 5 minutes, so they will play solo/private and build up a "buffer" - taking that away from them will stop them from ever going in to open play.

Part of me wants to back the idea just so in 3 months we can see all those who wanted it crying over how it made things worse ;)
 
I think solo mode is great to have. But I also think the save games need to be separated so people can't switch between solo and open at will with the same commander. I was really surprised when I found out this was possible in ED, and I think it detracts from the game.

They could seperate the open save from group / private. Of course it would massively cut down the number of people who would want to play in open...

G
 
Can we at least agree how to spell "Grief"?

Or is this some new-fangled internet-thing like "pr0n"?

Nah let it be, just like rouge vs rogue, its a very simple idiot test that helps to differentiate between people worth listening to and grade schoolers.
 

Robert Maynard

Volunteer Moderator
They could seperate the open save from group / private. Of course it would massively cut down the number of people who would want to play in open...

Especially as one private group has already "broken" the group management system (at about 2000 members) with hundreds of others waiting to be accepted into the group.

.... those wishing to require separate commanders for each of the three online modes may be a bit upset at the outcome if their wish were ever to be granted (for the record, I don't expect it to be).
 
Simple really....

Just don't differentiate players and NPC's on the scanner.

1) You can't greif players if you cant't distinguish them from AI's
2) It would make interdictions so much more unpredictable and exiting.
3) It would completely eliminate the need for a solo mode, hence eliminate the switching exploits and all the arguing...

Yep, me and some other have suggested this severl times, but people doesn't seem to like the idea. I do think it would be a great solution.
 
I lol'ed

But seriously I don't get the whole fear thing, I have been playing open mode exclusively and I don't think I have been interdicted by a CMDR yet only NPC's as I am trading and have no wanted status so no CMDR's seem interested the whole solo thing just seems kinda pointless when you can play a persistent world with others.

you wouldn't play WoW in solo mode!

WOW wasn't advertised as an offline non-DRM game!

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My preferred solution would be different save slots for open, solo and PvE.
 
I absolutely loathe PvP. I wouldn't have backed Elite if there hadn't been a watertight way of avoiding PvP.

I've no problem with people agreeing to player combat, but let's not make it compulsory.

Cheers, Phos.
 
People have to accept that scrapping Solo is not a viable option. It would be a bait and switch on Frontiers part, which is very much illegal, and there would likely be a massive class action lawsuit by the kickstarter backers that were promised Solo mode as a compromise for Frontier ditching the Offline play. Solo mode is not going anywhere.

If you want to keep trying to come up wtih solutions for this phantom problem then by all means do so, it certainly can't hurt to see what people can come up with, although I wouldn't have high expectations of the current system being changed, but you have to accept that any "solution" cannot involve getting rid of Solo mode, because that is not on the table.

I absolutely agree, and I also think that solo mode should stay. However, I think that solo should be a separate career, solo players should not be able to enter open play, and solo players should not be able to affect the PU, or at least the work they do should count for less, like only 10% of what an open player accomplishes.

This is, in my very honest opinion, the only real solution.

Yep, me and some other have suggested this severl times, but people doesn't seem to like the idea. I do think it would be a great solution.

It's a bad solution because it's doesn't solve anything. It just adds an obstacle/inconvenience to PvP.

The following has also been said already, but it's worth saying again for those who haven't wrapped their heads around it yet:

It doesn't matter.

The way the P2P Island instancing works, you can never see a "true" picture of what's happening around you in a given star system, because the matchmaking servers will generate as many separate copies of the stations and instances in that system as are needed, to fit players together in optimized P2P match-ups.

Individual actions are too small to matter, and large groups can't coordinate actions because the Island limits are too small. You can be in All Online and never see players flying right next to you, who are also in All Online.

Because we're not all on a single server -- we're just flying in separate overlapping P2P Islands -- it just doesn't matter what percentage of players around you are in Solo, Group, or All Online. The only thing that matters is collective action overall, which you can monitor by watching faction news and commodity prices in that star system.

Good post, this is all very true. I had not considered that aspect of the problem.

It's a damn shame, but also understandable, that the game was designed this way. It was always one of my hopes that players could really put in the effort and hunt down certain high ranking players, in order to impede the progress of opposing factions. I suppose this won't happen until we see a dramatic overhaul of the server system.
 
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Snakebite

Banned
I really like that there's the option to play in the open group but I'm glad I don't have to for trade runs.

The game just won't work if that happens....You cant just cant have half the players trading solo and then everyone not playing as a trader in multiplayer. The whole thing falls apart....
Why is this point so hard for people to understand...

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I absolutely loathe PvP. I wouldn't have backed Elite if there hadn't been a watertight way of avoiding PvP.

I've no problem with people agreeing to player combat, but let's not make it compulsory.

Cheers, Phos.

no one, has ever, suggested, compulsory combat. There are plenty of ways to avoid it in-game (or at least should be) for those who dont want top fight. This point has been made so many times i'm not even going to bother going into detail about how.
 
The game just won't work if that happens....You cant just cant have half the players trading solo and then everyone not playing as a trader in multiplayer. The whole thing falls apart....
Why is this point so hard for people to understand...

Can't have your cake and eat it. How is it fair that a player can sit in solo for a few days, get a couple million credits, then head into open play and demolish people in a fully kitted viper?

I admit, I got to my fully kitted Viper through open play, and never did I in fact encounter a player who ruined my trading/bounty hunting. However I could have, and that's what matters I think.
 

Robert Maynard

Volunteer Moderator
The game just won't work if that happens....You cant just cant have half the players trading solo and then everyone not playing as a trader in multiplayer. The whole thing falls apart....
Why is this point so hard for people to understand...

Why does open need player traders? Surely there are plenty of NPC traders to go round?

If you mean that open needs player traders to be prey for player pirates then that is where your contention falls down - players can choose to play how they want to - they are not there simply to provide content for players bent on their destruction.

How would it fall apart exactly?
 
I admit, I got to my fully kitted Viper through open play, and never did I in fact encounter a player who ruined my trading/bounty hunting. However I could have, and that's what matters I think.

Which is why people are saying that this is more of an imagined problem than a real one.

That said, as Ive said before, if they want to separate the Open save from the Solo/Private save I have no problem with that, but I think its going to have the opposite affect of what you guys proposing it are hoping for.
 
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