Modes Open mode balancing proposal

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And I think that there are special circumstances. For PvE players.

They can just disable interdictions on players. Then it would be clear.
Otherwise, this is just heavily PvE favored game.

So favored to PVE that the devs never gave the PVP players a bucket in the BGS!
 
Why? What is the motive for requiring this proposed change?

As to the JFK quote: We choose open for the challenge; not the bonuses.

To revitalise Open. I am tired of mode switching each time I am flying not to PvP someone.

...because that goal will serve to organize and measure the best of our energies and skills...
There is no different measurment. The goal is the same. Then why trying harder?
And this is not just about PvP. Why goids pay less money per hour than solo assassinations?

Another player will always* create maximum challenge possible. And this can be, and usualy is, exploited for better gameplay.
And why such possibility gets wasted, I do not know.

*Untill AI-related Singularity.
 
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To revitalise Open. I am tired of mode switching each time I am flying not to PvP someone.


There is no different measurment. The goal is the same. Then why trying harder?
And this is not just about PvP. Why goids pay less money per hour than solo assassinations?

Another player will always* create maximum challenge possible. And this can be, and usualy is, exploited for better gameplay.
And why such possibility gets wasted, I do not know.

*Untill AI-related Singularity.
I underlined another assumption and blanket statement of yours.

You are also claiming that the A.I. is not a challenge, or risk. Which is just an insane or egotistical statement to make. Unless you are running a meta ship and you have excellent combat skills. You respond to my clarification of the JFK quote, but failed to answer my question.

Which was: Why? What is the motive for requiring this proposed change?
 
I underlined another assumption and blanket statement of yours.

You are also claiming that the A.I. is not a challenge, or risk. Which is just an insane or egotistical statement to make. Unless you are running a meta ship and you have excellent combat skills. You respond to my clarification of the JFK quote, but failed to answer my question.

Which was: Why? What is the motive for requiring this proposed change?

Open nowdays consits of people which have nothing to lose and newbies which are leaving open after first PvP death.
This is not the inteneded way. And you cannot deny that risk has entertaining value. But empty risks are stupid.
And suggestions I had proposed would change that. As long as there is a slight chance of winning something in that casino, people will play it as long as they can manage their risks.
Even if it means that some people will be less contented with playing Solo.


I underlined another assumption and blanket statement of yours.

You are also claiming that the A.I. is not a challenge, or risk. Which is just an insane or egotistical statement to make. Unless you are running a meta ship and you have excellent combat skills.

Why it is so? Or you are saying that said meta PvP ships are compareable to them? It is an additional risk anyways, and exclusive to a single game mode.
 
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Open nowdays consits of people which have nothing to lose and newbies which are leaving open after first PvP death.
This is not the inteneded way. And you cannot deny that risk has entertaining value. But empty risks are stupid.
And suggestions I had proposed would change that. As long as there is a slight chance of winning something in that casino, people will play it as long as they can manage their risks.
Even if it means that some people will be less contented with playing Solo.
New players will always be at risk in any 'on-line' open play game. They will always be at risk from those who get their chuckles from squishing lesser mortals. The stater systems in open play are proof of this fact. Yes FACT. Therefore it IS nice of F.D. to offer them a solo or private group option. Any bonuses would not change the fact the new players, would be safer out of open play, because even with all of the bonuses in the world, the idiot bullies, would still be stamping on them.

We have open and therefore a PvP option; although, in busy areas; this is more often thrust upon players.

We have a PvE option with solo and we have a PvE/PvP option with private groups. Owners of such groups, can set the rules. Maybe you should set up your own private group and set the rules, to fit your requirements, exactly.
 
New players will always be at risk in any 'on-line' open play game. They will always be at risk from those who get their chuckles from squishing lesser mortals. The stater systems in open play are proof of this fact. Yes FACT. Therefore it IS nice of F.D. to offer them a solo or private group option. Any bonuses would not change the fact the new players, would be safer out of open play, because even with all of the bonuses in the world, the idiot bullies, would still be stamping on them.

We have open and therefore a PvP option; although, in busy areas; this is more often thrust upon players.

We have a PvE option with solo and we have a PvE/PvP option with private groups. Owners of such groups, can set the rules. Maybe you should set up your own private group and set the rules, to fit your requirements, exactly.

Why do you deny that risk is a good part of gameplay expirience, and why do you opposing balancing out game modes, which are clearly not balanced? Exactly because of those "stompers" or whatever. Either remove them, friendly fire off is doable, or balance out the risks.

Atm, it is an empty risk to play in the Open. It is inefficient. And people like efficient stuff, check out Voleyboom admission.
Also, analyse reasons for that outrage. And I can state mine as well: because it was dull and easy task which paid the most money.
It was not fun, but it was efficient.

PvP mmo/servers are and were always more popular. Because of expiriences they offer. But in ED, you have to chose either good expirience, or efficiency.
PvE players do not have to even chose anything. Can this be called a good balancing?
 
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Why do you deny that risk is a good part of gameplay expirience, and why do you opposing balancing out game modes, which are clearly not balanced? Exactly because of those "stompers" or whatever. Either remove them, friendly fire off is doable, or balance out the risks.

Atm, it is an empty risk to play in the Open. It is inefficient. And people like efficient stuff, check out Voleyboom admission.
Also, analyse reasons for that outrage. And I can state mine as well: because it was dull and easy task which paid the most money.
It was not fun, but it was efficient.

PvP mmo/servers are and were always more popular. Because of expiriences they offer. But in ED, you have to chose either good expirience, or efficiency.
PvE players do not have to even chose anything. Can this be called a good balancing?
Again, this is full of you own opinions.

I myself, am happy with the 'risks' I take by flying in open play. However: That is just my opinion, my feelings and my choice.

You are asking for an open/PvE game option. This has been discussed over a dozen times, F.D. have said no and so the solution is Mobus, or whatever that private group is called.
 
Again, this is full of you own opinions.

I myself, am happy with the 'risks' I take by flying in open play. However: That is just my opinion, my feelings and my choice.

You are asking for an open/PvE game option. This has been discussed over a dozen times, F.D. have said no and so the solution is Mobus, or whatever that private group is called.

So I have to make a paper full of references on psychological and sociological researches to prove the obvious stuff?

Opinion of Blizzard is not enough? And can you please elaborate what is the key difference between leveling in WoW and getting to Big 3 in ED? I mean, what is the difference in goals and risks.
I will stop trying to reason with you if you will write that ED is about ships and WoW is about magic and stuff: you would be trolling.
 
So I have to make a paper full of references on psychological and sociological researches to prove the obvious stuff?

Opinion of Blizzard is not enough? And can you please elaborate what is the key difference between leveling in WoW and getting to Big 3 in ED? I mean, what is the difference in goals and risks.
I will stop trying to reason with you if you will write that ED is about ships and WoW is about magic and stuff: you would be trolling.
You are implying that I am stupid now.

You are ignoring the facts. WoW is not E.D. for a start.

Time I stopped being your forum content.
 
And it was posted by no less Fdev employee first. Then shut down by resistance of PvE players and their maternal instinct... I do not know.

Please, get down with everyone at Hotel California to discuss idea of Open bonus itself. I do not want this thread to be closed for spam of bull.

First, please don't misquote me, especially if you are going to re-write it to make it appear that I was shouting.

Second, it appears that further "conversation" is somewhat pointless and no longer rational. I will therefore no longer respond to what is now nothing but irrational ranting.

Enjoy your thread.
 
You are implying that I am stupid now.

You are ignoring the facts. WoW is not E.D. for a start.

Time I stopped being your forum content.

First, please don't misquote me, especially if you are going to re-write it to make it appear that I was shouting.

Second, it appears that further "conversation" is somewhat pointless and no longer rational. I will therefore no longer respond to what is now nothing but irrational ranting.

Enjoy your thread.

Thanks.
 



May want to reach up and snag the point... It went over your head.

Totally agree. Open should give about a 5% credit incentive and 10% merit incentive vs solo or player groups


Just think of all the people in Open who never see a soul and could make a killing, just because a few people felt there more was more important then others and wanted to unbalance the modes by demanding "incentives".
 
Open nowdays consits of people which have nothing to lose and newbies which are leaving open after first PvP death.
This is not the inteneded way.

Actually, I find this where your logic breaks down. This is designed to exactly have this outcome. It's up to the PVP people to decide what kind of environment Open provides for all players...their choices have outcomes to everyone's desire to play with whom they want.

If this was not intention, as you say, then there should be no charge for failure in the game...and yet, we have a very expensive insurance situation...and PVP would have a bucket in the BGS!

As everyone is fond of saying, the first way to avoid problems in this game is to have situational awareness and the second is to have trigger control!
 
This is called difference between PvP and PvE games/servers. .

What are you on about? I have played both games extensively, there are no PvP/PvE game servers, they are all one server, two players meet and agree to fight, no ganking, ever, anywhere in the game, that's how you do it!

I should also add Guild Wars 2 to that list, everyone joins the same servers, you want to PvE you go through to the WvW servers in game, all agreed, has no impact on your character outside the WvW server except for gained XP carrying over.

Ok ED tried to do a difficult thing, however it relies on players being honourable and honest, but as we know all to well good intentions are worth nothing to the murder hobo's of this or any other world.

Oh I will just quote your post;

it shouldn't be allowed like at any other MMO,

You seem to be trying to imply that all other MMO's use the same method for PvP and preventing log outs, they clearly don't as demonstrated by just a few examples I have posted, so no it's not like any other MMO. Each of the MMO's I posted use different methods for PvP, none of them have anything like the sometimes unsupportable death penalties we find in ED and as far as I am aware there's nothing preventing you from logging out any time you want in any of them.
 
You can copypaste text into Google.

no worries you can answer me in English, it's even simpler, only a right click then "translate" (not perfect but sufficient).

I wonder why Frontier chose two modes "Open" and "Solo", while I often hear the desire to allow all players to play in the same universe.

but it always seems difficult to apply the principles of blizzard on Elite Dangerous, there are places in wow where it is simply impossible to attack other players and there is no collision in this game.

I always thought that the Elite Dangerous dev do not think in terms of PVP but in terms of cooperative PVE..

the PVP is in fact the CQC !! there is no rebay cost on CQC .. normal, rebay cost kills PVP.. there is also no time of recovery too long nor too distant, normal, the opposite kills the PVP (and at the same time pushes to flee the Open mode).

if I had to compare with world of warcraft, it is literally a gigantic CQC playground, it is perfectly playable in PVP with very little frustration, yet in a world made for the PVE too, I'm not surprised that soon there will be no distinction between PVP and PVE on this game..

there is also another very big difference between wow and Elite Dangerous.. in World of warcraft there are two big enemy families .. the horde and the alliance. Players in the same family can not attack each other, and so make the PVE and PVP together, in a team or even wildly.
 
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What are you on about? I have played both games extensively, there are no PvP/PvE game servers, they are all one server, two players meet and agree to fight, no ganking, ever, anywhere in the game, that's how you do it!

I should also add Guild Wars 2 to that list, everyone joins the same servers, you want to PvE you go through to the WvW servers in game, all agreed, has no impact on your character outside the WvW server except for gained XP carrying over.

Ok ED tried to do a difficult thing, however it relies on players being honourable and honest, but as we know all to well good intentions are worth nothing to the murder hobo's of this or any other world.

Oh I will just quote your post;

You seem to be trying to imply that all other MMO's use the same method for PvP and preventing log outs, they clearly don't as demonstrated by just a few examples I have posted, so no it's not like any other MMO. Each of the MMO's I posted use different methods for PvP, none of them have anything like the sometimes unsupportable death penalties we find in ED and as far as I am aware there's nothing preventing you from logging out any time you want in any of them.

Yes, that qualification was totaly made up by me, I admit it. But meaning stands.

The point is exactly ganking. Some MMO disalow it or have a pvp flag, and have arenas or battlegrounds to be qualified as PvP ones (like all examples you gave me),
some MMO, like each of I had played, ED included, allow any player to attack (almost) any player at any time. And that is a big part of charm about them, disregarding if some players do like that aspect or not.


some dude from GW forums said:
I, too, find that ganking/WPvP is an added danger that makes MMOs so much more alive, as well as the perfect way of keeping PvP fresh thanks to its (if you make it so) innovative nature.


no worries you can answer me in English, it's even simpler, only a right click then "translate" (not perfect but sufficient).

I wonder why Frontier chose two modes "Open" and "Solo", while I often hear the desire to allow all players to play in the same universe.

but it always seems difficult to apply the principles of blizzard on Elite Dangerous, there are places in wow where it is simply impossible to attack other players and there is no collision in this game.

I always thought that the Elite Dangerous dev do not think in terms of PVP but in terms of cooperative PVE..

there is also another very big difference between wow and Elite Dangerous.. in World of warcraft there are two big enemy families .. the horde and the alliance. Players in the same family can not attack each other, and so make the PVE and PVP together, in a team or even wildly.

The fact in ED you have rebuys, no safe spots even in stations, and no visible IFF exept non-obligatory wanted tag, make the situation with Open in ED way worse than in WoW.
So same principles should be applied here, and I do not see why not.

the PVP is in fact the CQC !! there is no rebay cost on CQC .. normal, rebay cost kills PVP.. there is also no time of recovery too long nor too distant, normal, the opposite kills the PVP (and at the same time pushes to flee the Open mode).

if I had to compare with world of warcraft, it is literally a gigantic CQC playground, it is perfectly playable in PVP with very little frustration, yet in a world made for the PVE too, I'm not surprised that soon there will be no distinction between PVP and PVE on this game..

CQC is Quake 3 Arena in spaceships. Lets... not touch this subject. [smile]


Actually, I find this where your logic breaks down. This is designed to exactly have this outcome. It's up to the PVP people to decide what kind of environment Open provides for all players...their choices have outcomes to everyone's desire to play with whom they want.

If this was not intention, as you say, then there should be no charge for failure in the game...and yet, we have a very expensive insurance situation...and PVP would have a bucket in the BGS!

As everyone is fond of saying, the first way to avoid problems in this game is to have situational awareness and the second is to have trigger control!

Why does my logic break down? First way to avoid any potential PvP problems in this game is to switch to Solo...
It is like adding "Remove heat damage button". Pressable at any time and without no penalties whatsoever.

PG were supposed to be version of Open without any inconsensual PvP and it was a good solution, as it frees FDev from moderating admissions by themselves.
That intent is reflected in a lot of FDev presentations, and that is the outcome we have now.

For Open, this did not worked as intended. Open became a newb ganking/PvP playground only. Nobody actualy lives in it. Maybe that is why they will never add ability to load in-game ships to CQC, because if they do that, population of Open will come down to like... twelve people.
This game has problems with immersion as it is, with all that broken conductor scavanging and Biowaste rewards for mission which promotes you to "King"... status.
On top of it comes boardhopping. And for Open players, boardhopping becomes a way of playing.

And some ability to lock yourself to Open would help. While providing at least some reward for handicapping yourself.
 
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verminstar

Banned
So heres a thought...take two groups working against each other, both in open, both affecting the bgs in exactly the same way...but yer never gonna see them even though both teams are in open 100% of the time.

Thats because they on different platforms...so how do ye get around that little detail? Unless ye create a different bgs fer each platform independantly, then the short answer is, ye dont. Ye just learn to live with it or buy a console and take the fight to them...and then learn to play multiple platforms at the same time...good luck with that.

Ye wanna give open players an incentive? Cool...that means that fer 99% of my playtime, Im getting extra rewards fer doing absolutely nothing. I can see pretty much straight away how this wont be exploited by anyone ever because I can still avoid other players as and when I choose and still be rewarded cos its open play. So...the end result being it fixes nothing.
 
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So heres a thought...take two groups working against each other, both in open, both affecting the bgs in exactly the same way...but yer never gonna see them even though both teams are in open 100% of the time.

Thats because they on different platforms...so how do ye get around that little detail? Unless ye create a different bgs fer each platform independantly, then the short answer is, ye dont. Ye just learn to live with it or buy a console and take the fight to them...and then learn to play multiple platforms at the same time...good luck with that ^

Thank you for pointing this out.
In my opinion, in order for balance to be achieved, PvP and PvE groups have to be unable affect each other directly.
And that makes it so Xbox PvP groups cannot attack PC PvP groups.

But this exact solution is not about influence.
It is more about the fact that those who chose to have dangerous experience with the possibility of sudden and unfair PvP encounters have a button to switch them off.
Without no penalties whatsoever, switchable at any time.

It is like if explorers would have "remove heat damage" button. Switchable at any time, without no penalties.
Don't press each of them - good experience of the dangerous universe. Press them - space engine with credits.

Why one of them is in the game?
 
It is like if explorers would have "remove heat damage" button. Switchable at any time, without no penalties.
Don't press each of them - good experience of the dangerous universe. Press them - space engine with credits.

Why one of them is in the game?

PvP is unique among activities in the game because it is dependant on other players, not only game rules which apply across all modes. Verminstar's point would apply equally to two opposing forces that play at different times, or in different countries where the latency is sufficiently high that they are never instanced together.
 
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