Modes [Suggestion] How to incentivise open play and make it relevant

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Notice how everyone is agreeing with each other? And they are able to voice their opinion there. Instead of here where they are bombarded with walls of text and kickstarter quotes. They dont want to come here because of it. Now a very large portion of the community is at the gates with pitchforks.

Like I told them here on these forums. The community is speaking up. And its not the same 5 dudes showing up yelling "But mah kickstarter" Or "if we cant do it in solo you shouldn't be able to do it either". Its multiplayer for christs sake. Solo is SOLO. That means by yourself and intentionally not playing for others. So in turn, their influence shouldn't get to effect others.
I'm a solo player and I agree with you. Actually, I think having the two modes having two different focuses will improve the game. First of all, FDev can implement features that actually makes sense and works in either one, and it also adds the option to change your interest and game play when you get bored in one or the other. I'm actually a proponent of making them different, with different benefits and risks.
 
Please don't rick roll folks to increase your numbers...

If that wasn't the intent..just give a quick, 'here's my video feed to see an answer'....

I dont care about my numbers on youtube.

But that proves the point. And guilds are coming too. Seems like I struck a nerve. Again, I understand how they are now. But thats not how they have to be.
 
Notice how everyone is agreeing with each other? And they are able to voice their opinion there. Instead of here where they are bombarded with walls of text and kickstarter quotes. They dont want to come here because of it. Now a very large portion of the community is at the gates with pitchforks.

Like I told them here on these forums. The community is speaking up. And its not the same 5 dudes showing up yelling "But mah kickstarter" Or "if we cant do it in solo you shouldn't be able to do it either". Its multiplayer for christs sake. Solo is SOLO. That means by yourself and intentionally not playing for others. So in turn, their influence shouldn't get to effect others.

To be fair there are also a lot of angry types on reddit who got banned from this forum for constantly insulting anyone who disagreed with them.

Playing in open should be it's own reward, if you genuinely feel that you enjoy it more. But there's no need for open players to be given special treatment.
 
Cool.

But the bottom line question remains:

If it is easy to escape an interdiction and it is easy to escape every interdiction, every single time (as it is often preached to us all...), then by direct consequence the Open mode is no more risky than Solo.

This isn't a conflation. It is a simple fact of A leads to B by direct consequence.

If it is true that Open has the potential to b more risky than Solo, then it is clear that it is not possible to escape every single interdiction 100% of the time.

If it is true that any and every player has the basic ability available to escape every single interdiction, 100% of the time (as we are often told), then it is a direct correlation that Open is no more risky than Solo.


So the bottom line question is:

Is it true that interdictions are always escapable, or, alternatively, is it true that Open carries more risk than Solo?


Yours Aye

Mark H

It is not easy to evade being destroyed if caught in a weaker vessel not geared for combat. There are some piloting tricks that you can learn, plenty of tutorials out there. There is a potential threat from human Cmdrs greater than NPC. This we can agree. My point is that coming across griefers is not that common unless you go to a few system or CG's. This still makes OPEN more dangerous than SOLO but not as dangerous as is made out. OPEN is not a no go area, certain places in OPEN are more risky than others. Fairly simple!

cheers
 

Arguendo

Volunteer Moderator
Notice how everyone is agreeing with each other? And they are able to voice their opinion there. Instead of here where they are bombarded with walls of text and kickstarter quotes. They dont want to come here because of it. Now a very large portion of the community is at the gates with pitchforks.
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It is not easy to evade being destroyed if caught in a weaker vessel not geared for combat. There are some piloting tricks that you can learn, plenty of tutorials out there. There is a potential threat from human Cmdrs greater than NPC. This we can agree. My point is that coming across griefers is not that common unless you go to a few system or CG's. This still makes OPEN more dangerous than SOLO but not as dangerous as is made out. OPEN is not a no go area, certain places in OPEN are more risky than others. Fairly simple!

cheers


An honest and straightforward answer, and for that I salute you ( 'o')7


the follow-on is: Is it easy to gear and train yourself up to escape 100% of interdictions?


Yours

Mark H
 
Cool.


Is it true that interdictions are always escapable, or, alternatively, is it true that Open carries more risk than Solo?

Unfortunately, like most things in life, it isn't that simple.

The first question: "Is it true that interdictions are always escapable"

The answer is no, not all interdictions are always escapable.

Player GoodGuy is flying a shieldless sidewinder that does not have chaff.

Player BadGuy is flying a fully engineered clipper with all gimbal frag cannons.

If BadGuy interdicts GoodGuy, GoodGuy is going to die nearly 100% of the time to BadGuy. Regardless of BadGuy's skill (as long as they reasonably know how to play the game).

And that is going to go for probably any ship GoodGuy flies if it is shieldless without chaff.

Now if GoodGuy uses a reasonably defensive build on their ship, follows some basic piloting tactics, then yes, nearly all interdictions are escapable. As long as GoodGuy's ship can survive 15 seconds, they should get out alive. However, if you get hit with an FSD reboot missile, you will need to survive a bit longer, so the more defensive the build, the better. There is also the chance that GoodGuy makes a mistake. Mistakes against players are much more deadly than mistakes against NPC's.

Reasonably defensive build does not mean full on PVP ship. A decent sized A-rated (or prismatic) and some shield boosters is what you want. Throw in some basic engineering and you are even better off.


So for the 2nd part: "is it true that Open carries more risk than Solo"

The answer is yes, but the CMDR can take steps to address the additional risk.

Using CG's as an example.

GoodGuy can fly a shieldless cutter in solo/pg to a cargo CG and be reasonably free from exploding and just fly station to station delivering cargo.

In open, GoodGuy needs to sacrifice cargo space to raise their odds of survivability. GoodGuy will also need to fly evasively in supercruise to try and prevent interdictions in the first place. And if interdicted, will most likely need to leave the system, then come back and try again.

So lets say GoodGuy's chance of survival (not seeing the rebuy screen) are the same in open vs solo/cg. But if GoodGuy was flying in solo, he/she would be able to do many, many more deliveries for the CG.
 
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An honest and straightforward answer, and for that I salute you ( 'o')7


the follow-on is: Is it easy to gear and train yourself up to escape 100% of interdictions?


Yours

Mark H

"easy" is hard thing to generalize for everyone.

But it is easy for me, I think if most people tried, it would be easy for them as well. Everyone is different.


thats all you need to do.

I've gotten away from 100% of the time so far in my taxi/cargo ships. But nothing is 100%. Sooner or later I'll make a mistake and git got. But so far so good and it would be rare.
 
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I dont care about my numbers on youtube.

But that proves the point. And guilds are coming too. Seems like I struck a nerve. Again, I understand how they are now. But thats not how they have to be.

I have also been involved with a couple of Twitch/Youtube endeavours dealing with new media. I always let folks know if they were going to one of my productions...to allow them not to.
 
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The original ideas for multiplay interactions also seemed to include open groups, similar in idea to Diablo 3...with flag settings for various ways to interact....I would bet we see that before any consideration for Open only game.


Are the modes problematic...a shortcoming of the game? No more or less a problem than the design idea behind what the devs have defined as PVP itself. Regardless of the side of the fence people are on...they are not going away. Because of all of the reasons discussed...none of them are because people are stuck in their thinking or in love with the concept.....it's because the devs designed the game this way...and cannot change these basic designs.
The reason people feel differently about the matter is they play and experience the game in different ways. There is no right way. For some player's style the modes could be a hindrance, for others it's a blessing.

But the game was sold with modes the way they work now, it's one of the reasons I bought the game. I would feel annoyed if this would ever change because of people who did not look into the game before buying it, and I'd have to pay for their mistake. There are lots of games that offer that sort of experience, and it's for that reason I avoided those games and bought this one. I'm often playing as a relaxing experience, I don't always feel like socializing or sharing my experience.
 
The reason people feel differently about the matter is they play and experience the game in different ways. There is no right way. For some player's style the modes could be a hindrance, for others it's a blessing.

But the game was sold with modes the way they work now, it's one of the reasons I bought the game. I would feel annoyed if this would ever change because of people who did not look into the game before buying it, and I'd have to pay for their mistake. There are lots of games that offer that sort of experience, and it's for that reason I avoided those games and bought this one. I'm often playing as a relaxing experience, I don't always feel like socializing or sharing my experience.

Reaction-Pic---Amen-brother.jpg
 
Notice how everyone is agreeing with each other?

That's called an echo chamber, and they are not healthy.

And they are able to voice their opinion there.

You can here. As long as it's not just a veil to throw insults.


Instead of here where they are bombarded with walls of text and kickstarter quotes.

Because historical information and the direction of the design is important.

Remember;

[h=1]“If you do not know where you come from, then you don't know where you are, and if you don't know where you are, then you don't know where you're going. And if you don't know where you're going, you're probably going wrong.”[/h]
Terry Pratchett, I Shall Wear Midnight


The community is speaking up.

What, all 273 people? :p

Its multiplayer for christs sake.

And?

I play multiplayer, solo players do as well.

Also;

http://www.dictionary.com/browse/multiplayer

"a shared game environment"

You share the BGS, even in Solo.


Solo is SOLO. That means by yourself and intentionally not playing for others. So in turn, their influence shouldn't get to effect others.

You're arguing the intent of people in Solo - something you cannot possibly know.
Some people play Solo due to disabilities, some due to mental health concerns, some due to age.

There are lots of reasons people play Solo, not just being anti-social.
 
Because its straight and to the point. And not only that, there is multitudes of proof to back up the imbalances behind it. Again, this was all fine until player factions were introduced. Everything changes after that.

What was good then, Needs to be adjusted to what we have now. Was guilds in the kickstarter? Powerplay? Player factions with CG's to complement them? All player driven? Normally when it started out. It was just trade markets and system changes. Now we have people maintaining certain systems, growing and so on.

Mean while people "playing for themselves" are able to attack those players. With no consequences from the players hes attacking. And how do you retaliate if they have no faction?

And then the balancing of PVP. Thats PVP with options. However the person being attacked does not have those same options.

I dont care what we started with. I care about what we have now. And what we started with. Needs to catchup to what we have now. A line has to be drawn somewhere. You cant have people playing for themseleves attacking other players. All because of a game mode. Its multiplayer activity. And it should be treated as such.

Point is you cant opt out of one thing, while trying to do have the same outcome. And thats PVP engagement. Take it all or none.

That's called an echo chamber, and they are not healthy.



You can here. As long as it's not just a veil to throw insults.




Because historical information and the direction of the design is important.

Remember;






What, all 273 people? :p



And?

I play multiplayer, solo players do as well.

Also;

http://www.dictionary.com/browse/multiplayer

"a shared game environment"

You share the BGS, even in Solo.




You're arguing the intent of people in Solo - something you cannot possibly know.
Some people play Solo due to disabilities, some due to mental health concerns, some due to age.

There are lots of reasons people play Solo, not just being anti-social.

Notice how its the same 4-5 people here? I have more upvotes on one comment than the people that use these forums bro. Hello?
 
There are lots of reasons people play Solo, not just being anti-social.
Indeed. And not only do people play differently from each other, they also play differently one day to the next. I loved the social aspect of Distant Worlds for instance.
 
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