Modes Reworking the game modes

Robert Maynard

Volunteer Moderator
What isn't optional in this game?

NPCs, indirect PvP, damage from the environment, etc..

FDev had to rework how engineers work to incentivize players how chose not to interact in that part of the game.

Indeed - and Engineers was released as an update of the Horizons season - some time after initial game launch.

I am not looking forward to reward that kind of behaviour either.
I am looking for alternatives.

Rewarding PvP will likely increase its occurrence. Some of those encounters will be with PvP disinterested players - who may then move out of Open.

Sure I do myself engage not a lot in PvP, because how should I if I do not want to go on a "Free for all Killfest"?

Whether or not a player initiates direct PvP is entirely up to the player.

I was never asking to make ED a PVP realm, I was asking for it being on par with other options.
I cited my Ubisoft example as a statement that it is a clever move to reconsider design choices when a significant amount of players doesn't stop asking for something.
Surely the Ubisoft example wasn't too good the demonstrate the case, because no one fears a "Free for all Killfest" when implementing dedicated servers.

My point was that UO moved away from a single PvP realm and offered a PvE (with optional, consensualm, PvP) realm - that'd be like Frontier adding a PvE (with optional, consensual, PvP) game mode.

Players have been asking / demanding that Frontier buff Open / nerf Solo / Private Groups for years, much longer than the Engineers have been released.

Why do you think FDev implemented a new C&P system?

Given Sandro's comments on the topic of enhanced PvP over the years, my opinion is that Open was suffering a population issue in Frontier's opinion and it was decided that something had to be done to encourage players back into Open.

Let me rephrase, if it is not perceived as an issue. Why has it been rumbled on for years?

.... because Frontier hasn't capitulated to the subset of players that prefer direct PvP - so the requests / demands / solutions keep coming.
 
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Actually that isn't quite true from what I can tell. There is much honor and glory in PVP and many who enjoy the playstyle, it is those who insist that everyone needs to PVP even if they want to. To force them to do so by sneaking into PVE groups, by attacking ships they know have no chance of even harming their own. They don't PVP... they use the excuse of PVP for their own entertainment of making the game miserable for others. Against these... Solo and PG's are a godsend. And sadly for some... make others not want to deal with any PVP pirate. So it isn't the modes themselves that are an issue.. but again those who cannot play well with others.

I am not asking for everyone to do PvP.
I am asking a PvP playstyle to be an equally valid choice to a non PvP playstyle.
This respecting the vastly bigger difficulty involved.

I do agree that players sneaking into PvE groups with the intent of harrassing mostly harmless Cmdrs are a shame.
Solo and PG's are a godsend... Solo I get, but I do not quite understand the PG part, because isn't the problem that you have hostile Cmdrs within a PG?

The game is based on the PVP between groups (on different platforms, with different levels of personal interaction with others, etc.) through the movement of PVE trophies.

This type of gameplay is distasteful to a lot of people. It is advised that those people should not purchase this game.

True, but the the argument can be made for direct PvP in the same manner.
The aspect you mention is just one part of was proclaimed within the Kickstarter campaign.

Kickstarter said:
Its dog-eat-dog out there – you need to keep your friends close, and your enemies closer.

Whether you want to trade for profit between systems, take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies, even tip the balance of power in the galaxy (for your own advantage, of course..), or simply explore the wonders of the galaxy (and who knows what you’ll find out there..) is up to you.

From what I've read in this thread this isn't going to happen.... ever.

Could we get this thread renamed Hotel California 3.0?

True, I have to agree given this conversation it seems more than unlikely.
Yet there is still other options to achieve similar results.

What if it would be possible to pull Cmdrs fulfilling certain criteria that are considered hostile out of PG/Solo into Open?


creating special combat zones and develop it into something meaningful :)
You could also take the second one regarding 'political' mechanics to identify the enemy faction and develop a system that would accomplish the possibility of fighting back against these types of attacks, not just defending, but fighting back, but through the same tactics and not simply blowing up ships.
Then you'd have a complete PvP system implemented, that wouldn't bother anyone, in fact lots of PvE-only people would be interested and possibly wanted to try it, without the need to merge the game modes..

I do like the idea. At least it opens an option for PvP activities being impactful, but the issue I was talking about still remains:
If you want to defend your home system against a dedicated attack from players acting out of Solo/PG you are forced to do the same.

Just because this fits quite well here:
It's not a PvE vs PvP debate.
It's a discussion about currently implemented PvP mechanics and the lack thereof.


Given Sandro's comments on the topic of enhanced PvP over the years, my opinion is that Open was suffering a population issue in Frontier's opinion and it was decided that something had to be done to encourage players back into Open.
The latter reflects my impression as well.
My feedback aims to support that goal.

Rewarding PvP will likely increase its occurrence. Some of those encounters will be with PvP disinterested players - who may then move out of Open.
Whether or not a player initiates direct PvP is entirely up to the player.
My point was that UO moved away from a single PvP realm and offered a PvE (with optional, consensualm, PvP) realm - that'd be like Frontier adding a PvE (with optional, consensual, PvP) game mode.
Players have been asking / demanding that Frontier buff Open / nerf Solo / Private Groups for years, much longer than the Engineers have been released.
.... because Frontier hasn't capitulated to the subset of players that prefer direct PvP - so the requests / demands / solutions keep coming.

Unreasonable kills are heavily penalized at the moment and that is kind of how it should be, I do enjoy that development.
The rewards for justified kills, let's say killing the griefer attacking haulers and noobwinders may be on par, but the griefer can't be allowed to continue the game in the comfort of Solo/PG.
He chose to initiate direct PvP versus a weaker opponent and as a result should loose the priviledge (at least for some time) to avoid direct PvP.

To some extent we got this with the rework of C&P, Cmdrs are forced into Open to reduce their notority.
The recent design choices reflect already a modification of the game modes, as for the moment there is one thing you can only do in Open that also affects strict PvE/PG players!

Maybe flagging those people on the galaxy map was considered to be too harsh.
But it would certainly help to spot and hunt notorious killers in the galaxy as well as support anyone trying to avoid them.

The option of the notorious killer being to stop the hunt by going PG/Solo remains an issue.
I would love to see a mechanic allowing Cmdrs to pull them out of PG/Solo.

I am a bit ashamed to bring another Ubisoft example to the table ^^
The Division is a mostly PvE style game with optional PvP elements.
I do enjoy how the optionality of the PvP part was implemented, maybe that could serve as an impression.

Once you kill a player you get flagged and a marker points towards you also showing the distance.
It's called a manhunt and the flagged player is a justified KOS.
What do you think about a similar mechanic in ED?


Just had to skip to the end of this rant. Paragraph after paragraph means you have nothing to say.
Given the quality of your comment I do not expect you to understand my argumentation.

Yawn. Age old topic that usually ends with someone mentioning the simple fact that due to the P2P structure of the game it's pretty easy to play in 'pseudo Open'...
If FDev implements mechanics that rely on Open, such issues should be looked into as well.
It certainly is cheating when a player goes onto a killing spree and avoids the penality of notority by being in pseudo open.
 
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ALGOMATIC

Banned
I am not asking for everyone to do PvP.
I am asking a PvP playstyle to be an equally valid choice to a non PvP playstyle.
This respecting the vastly bigger difficulty involved.

I do agree that players sneaking into PvE groups with the intent of harrassing mostly harmless Cmdrs are a shame.
Solo and PG's are a godsend... Solo I get, but I do not quite understand the PG part, because isn't the problem that you have hostile Cmdrs within a PG?



True, but the the argument can be made for direct PvP in the same manner.
The aspect you mention is just one part of was proclaimed within the Kickstarter campaign.





True, I have to agree given this conversation it seems more than unlikely.
Yet there is still other options to achieve similar results.

What if it would be possible to pull Cmdrs fulfilling certain criteria that are considered hostile out of PG/Solo into Open?




I do like the idea. At least it opens an option for PvP activities being impactful, but the issue I was talking about still remains:
If you want to defend your home system against a dedicated attack from players acting out of Solo/PG you are forced to do the same.

Just because this fits quite well here:
It's not a PvE vs PvP debate.
It's a discussion about currently implemented PvP mechanics and the lack thereof.



The latter reflects my impression as well.
My feedback aims to support that goal.






Unreasonable kills are heavily penalized at the moment and that is kind of how it should be, I do enjoy that development.
The rewards for justified kills, let's say killing the griefer attacking haulers and noobwinders may be on par, but the griefer can't be allowed to continue the game in the comfort of Solo/PG.
He chose to initiate direct PvP versus a weaker opponent and as a result should loose the priviledge (at least for some time) to avoid direct PvP.

To some extent we got this with the rework of C&P, Cmdrs are forced into Open to reduce their notority.
The recent design choices reflect already a modification of the game modes, as for the moment there is one thing you can only do in Open that also affects strict PvE/PG players!

Maybe flagging those people on the galaxy map was considered to be too harsh.
But it would certainly help to spot and hunt notorious killers in the galaxy as well as support anyone trying to avoid them.

The option of the notorious killer being to stop the hunt by going PG/Solo remains an issue.
I would love to see a mechanic allowing Cmdrs to pull them out of PG/Solo.

I am a bit ashamed to bring another Ubisoft example to the table ^^
The Division is a mostly PvE style game with optional PvP elements.
I do enjoy how the optionality of the PvP part was implemented, maybe that could serve as an impression.

Once you kill a player you get flagged and a marker points towards you also showing the distance.
It's called a manhunt and the flagged player is a justified KOS.
What do you think about a similar mechanic in ED?



Given the quality of your comment I do not expect you to understand my argumentation.


If FDev implements mechanics that rely on Open, such issues should be looked into as well.
It certainly is cheating when a player goes onto a killing spree and avoids the penality of notority by being in pseudo open.

Wait... notoriety can only be lowered if you are in OPEN?
 
Wait... notoriety can only be lowered if you are in OPEN?

As far as I'm aware, you just have to be in game.
At least that's how Sandro made it sound when he talked about it.

Though if it was locked to open only, first I'd wet my britches laughing, then I'd argue for it to be all modes.
 
Wait... notoriety can only be lowered if you are in OPEN?

http://elite-dangerous.wikia.com/wiki/Notoriety
Currently, Notoriety only decreases in Open, and remains static while in a Solo or Private session.


As far as I'm aware, you just have to be in game.
At least that's how Sandro made it sound when he talked about it.

Though if it was locked to open only, first I'd wet my britches laughing, then I'd argue for it to be all modes.

I encourage you to go shoot some innocent hauler while playing in solo and share the experience of how you got rid off your bounty with us.
Maybe bring your wet britches as well!
 
http://elite-dangerous.wikia.com/wiki/Notoriety
Currently, Notoriety only decreases in Open, and remains static while in a Solo or Private session.




I encourage you to go shoot some innocent hauler while playing in solo and share the experience of how you got rid off your bounty with us.
Maybe bring your wet britches as well!

cw160a9npjazc8jpbw46.gif


I mean, it's not nice or fair - as Solo players can commit crimes as well.
But knowing Open Players cannot hide from their crimes it just too funny.

Oh how I'd love to be a fly on the wall at some gankers homes.
 
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ALGOMATIC

Banned
Wow, first step by FDEV finnaly admitting that not all modes are equal. They just officially made OPEN more dangerous (not that it wasnt before).

I think 90's prediction is spot on, they are moving in the direction to start rewarding OPEN mode. They also lifted the 1 mil player bounty limit and player bounty hunting is a valid game play. We have a guy in NACL who has 8 mil bounty on him.

Congrats everyone.
 

Robert Maynard

Volunteer Moderator
The latter reflects my impression as well.
My feedback aims to support that goal.

Promoting / rewarding unchanneled direct PvP is unlikely to encourage those players who eschew direct PvP to play in Open.

Unreasonable kills are heavily penalized at the moment and that is kind of how it should be, I do enjoy that development.
The rewards for justified kills, let's say killing the griefer attacking haulers and noobwinders may be on par, but the griefer can't be allowed to continue the game in the comfort of Solo/PG.
He chose to initiate direct PvP versus a weaker opponent and as a result should loose the priviledge (at least for some time) to avoid direct PvP.

The attacker can, like other players, choose to play in any game mode at any time. There were suggestions, in the early days, that players with bounties for destroying other players should be locked to Open. Frontier have not chosen to implement that.

To some extent we got this with the rework of C&P, Cmdrs are forced into Open to reduce their notority.

Official citation requested for that, please. (not from a 3rd party wiki ;) ).

The recent design choices reflect already a modification of the game modes, as for the moment there is one thing you can only do in Open that also affects strict PvE/PG players!

The C&P changes relate to any player / player combat - not just in Open - as such they affect all relevant modes.

Maybe flagging those people on the galaxy map was considered to be too harsh.
But it would certainly help to spot and hunt notorious killers in the galaxy as well as support anyone trying to avoid them.

Tracking of notorious criminals has been requested before. For me it should be limited to players who commit crimes against other players - with the tracking offered as a perk of Pilots' Federation membership.

The option of the notorious killer being to stop the hunt by going PG/Solo remains an issue.
I would love to see a mechanic allowing Cmdrs to pull them out of PG/Solo.

Not if their crimes were against NPCs only, not - pulling PvE players out of Solo / PGs would be a step too far, in my opinion.

I am a bit ashamed to bring another Ubisoft example to the table ^^
The Division is a mostly PvE style game with optional PvP elements.
I do enjoy how the optionality of the PvP part was implemented, maybe that could serve as an impression.

Once you kill a player you get flagged and a marker points towards you also showing the distance.
It's called a manhunt and the flagged player is a justified KOS.
What do you think about a similar mechanic in ED?

Interesting.
 
Wow, first step by FDEV finnaly admitting that not all modes are equal. They just officially made OPEN more dangerous (not that it wasnt before).

I think 90's prediction is spot on, they are moving in the direction to start rewarding OPEN mode. They also lifted the 1 mil player bounty limit and player bounty hunting is a valid game play. We have a guy in NACL who has 8 mil bounty on him.

Congrats everyone.

I think we all know what's happened here.

Frontier have messed up again. Like with PP and with RNGneers.

I'd like to say it will get fixed, as Solo / PG players won't want to go to open to drop notoriety.
And RNGneers got fixed, though PP didn't - so I'll say 50/50 for the new C&P to be fixed.

I wonder if they were thinking to lock notoriety to the mode it was earned in, which would make sense.

Edit;

It's most likely a bug, as the feature says you just have to be in game (not what mode) for it to drop

Notoriety and Murder
• Commanders gain a Notoriety rating, a value between zero and ten.
• Notoriety increases by one whenever a Commander commits a murder crime.
• Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
• For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
• If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.

• In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
• Notoriety is linked directly to the Commander, regardless of which ship they fly in.
• Any Notoriety means the interstellar factors cannot clear your fines or bounties.
• Around starports, any death that results from collisions will not apply to the notoriety penalties nor will it increase Notoriety. This is to prevent small ships being destroyed by excessive ramming. Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.
These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.
 
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Yes, you have countermeasures against such activities. I am just mentioning that it's sad you have to rely on passive measure and are not able to engage actively versus someone working from private/solo against you. The point being, it favors PvE players as this is the only method of defense.

I do have to disagree that you need to have a significant number advantage when intercepting unwanted cargo. All you need is one ship per system and enemy hauler as you can interdict them as soon as they made their hyperjump. Destroying an enemy hauler is a huge hit for such an offense.

You mentioned having good intel to effectively be impactful in the BGS via PvP, I do agree with that. The thing is that PvP is severely underpowered versus PvE that no one would ever bother to try and spy on other squadrons. This is one of the things I mentioned with my example of Naval Action, which basically is the counter model to Elite where PvE has basically no impact but PvP has.

The BGS is one factor to give meaning to PvP and that's why I think Open versus Group/Solo should not be a thing.
Powerplay is another option to give PvP more meaning, but that's maybe another topic.

Wrong on SO many levels.

Lets start with: Platform. If you on a PC are in open and someone on an XBone is in open, You cannot stop him.

Lets move on to: Time zone. If you are off line because you re asleep and the person working against you is on the other side of the planet, you can't stop him.

And next we'll cover: Instancing. If your PtP connection to someone is utter garbage, or can't be made at all the servers will not instance you with another player, and you can't stop them.

PvP will likely NEVER be your best option to work agains someone affecting your BGS/PP system.
 

ALGOMATIC

Banned
Wrong on SO many levels.

Lets start with: Platform. If you on a PC are in open and someone on an XBone is in open, You cannot stop him.

Lets move on to: Time zone. If you are off line because you re asleep and the person working against you is on the other side of the planet, you can't stop him.

And next we'll cover: Instancing. If your PtP connection to someone is utter garbage, or can't be made at all the servers will not instance you with another player, and you can't stop them.

PvP will likely NEVER be your best option to work agains someone affecting your BGS/PP system.

Ok.

Explain why entire PP player groups never show up in OPEN and undermine from SOLO/PG. Explain just this bit.
Why do you think they do it if not to avoid PVP, and if they do it to avoid PVP than this just prooves that PvP is very usefull in this gameplay.
 
Ok.

Explain why entire PP player groups never show up in OPEN and undermine from SOLO/PG. Explain just this bit.
Why do you think they do it if not to avoid PVP, and if they do it to avoid PVP than this just prooves that PvP is very usefull in this gameplay.

How do you know they do it from PG or solo? From the fact that you cannot see their ships in Open? Because he just explained that....
Other than that, unless they're streaming it live and telling you they're in Open.. you'd have absolutely no way of knowing they're not actually doing it from Open without you being able to see it due to the above mentioned restrictions..
 
Ok.

Explain why entire PP player groups never show up in OPEN and undermine from SOLO/PG. Explain just this bit.
Why do you think they do it if not to avoid PVP, and if they do it to avoid PVP than this just prooves that PvP is very usefull in this gameplay.
No, not very usefull. It means PvP has an impact ranging from very little to incredihuge. And chances are that the CMDR who would be defending that system would be better used doing PvE activities.
 

ALGOMATIC

Banned
No, not very usefull. It means PvP has an impact ranging from very little to incredihuge. And chances are that the CMDR who would be defending that system would be better used doing PvE activities.

You ignored my point and continue to spew theories. Why people deliberately go to private modes in PP?
 

ALGOMATIC

Banned
How do you know they do it from PG or solo? From the fact that you cannot see their ships in Open? Because he just explained that....
Other than that, unless they're streaming it live and telling you they're in Open.. you'd have absolutely no way of knowing they're not actually doing it from Open without you being able to see it due to the above mentioned restrictions..

Go to PP forums and see for yourself. Grom group does it and admitted to it. Many do it without admitting it.
 
Promoting / rewarding unchanneled direct PvP is unlikely to encourage those players who eschew direct PvP to play in Open.
I was referring to a specifically channeled approach of PvP, like the mentioned manhunt or a PvP-CZ.
Those are consensual PvP scenarios. When commiting a murder and having placed a bounty on your head, it's agreeing to get into combat.
Entering a conflict zone as well.

You can do these things already, but a PvP-CZ should have more impact and reward than a usual CZ as everyone involved is exposing themselves to way higher risks.

The attacker can, like other players, choose to play in any game mode at any time. There were suggestions, in the early days, that players with bounties for destroying other players should be locked to Open. Frontier have not chosen to implement that.
They can choose to play in any game mode at any time given certain circumstances.
If they are notorious and want to get rid of their bounty, not so

Official citation requested for that, please. (not from a 3rd party wiki ;) ).

Don't have any and I am not trying to find any.
If you want to check it out, feel free to blow up a hauler in a hi-sec within solo!
I highly recommend not taking your most expensive ship ;)


Tracking of notorious criminals has been requested before. For me it should be limited to players who commit crimes against other players - with the tracking offered as a perk of Pilots' Federation membership.
Not if their crimes were against NPCs only, not - pulling PvE players out of Solo / PGs would be a step too far, in my opinion.

I appreciate you being interested into that feature!
I also agree that there should be a differentiation between player and npc kills.
Tough in my opinion the player kill is so severe the game shouldn't allow any alternatives except getting hunted while being notorious.

The example being, going on a killing spree, switch to PG/solo as soon as it becomes a real challenge and just go collecting materials for a while until the heat has settled.
It heavily favors the unjustified kill over the justified kill.


I think we all know what's happened here.

It's most likely a bug, as the feature says you just have to be in game (not what mode) for it to drop

It also doesn't mention that notoriety doesn't decrease while being docked, doesn't it?
Yet it does :)

Imagine how useless notoriety would be if you could just sit in the station while being at work.
Furthermore, I have the impression it only decreases in supercruise, so you can't just jump out into nowhere and wait it out there.


Issues? [haha]
I don't think you have understood anything of what I wrote. Did you even read it?

So much about the quality of your comment (I know this sentence wasn't directed to me but perfectly covers your own comment as well). In case you have zero technical understanding and don't want to learn something new, such a discussion would be pretty much moot of course. Issues... [haha]

Yet we discuss, you don't.
If you deem this conversation fruitless, there is no need to engage into it.

That is one hell of grasp at them straws.

You posted that statement by Sandro within that wall! ;)

What about testing this yourself? :D

Ok, just did. You convinced now?
No? Maybe go check yourself then, huh?

No, not very usefull. It means PvP has an impact ranging from very little to incredihuge. And chances are that the CMDR who would be defending that system would be better used doing PvE activities.

As soon as you pledge, you get notified that PP is involved with PvP and justifies attacks on your vessel.
Therefore pledging is an agreement to PP related PvP.

Balancing wise the indirect approach is superior to a direct approach.
The hidden behind curtain undermining mechanics are not very fair to the majority of the playerbase.

It's btw exactly the example Sandro used in the wall you posted!
 
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