What killed Eve Online for me was the "them and us" strife between highsec and nullsec. If you had contacts in nullsec, you could go there and earn silly money mining with practically no risk. If not, you lived off a paltry existence in highsec, fighting over the limited slots for BP research and manufacture and looking at empty asteroid belts thanks to bot miners. Then the devs started pandering more and more to big alliances in nullsec, giving them more power against intruders, making it easier to camp the gates, making it even harder to sneak in to do some mining while they weren't looking. Yet doing nothing to help stop the overcrowding problem in highsec that was made up mostly of casual players who wouldn't be tolerated by the alliances in nullsec, because you had to schedule your playtime around their activities.
It's getting that way with ED now. A FC owner can earn silly money trading rares over long distances with a single jump. Rares are gone and stockpiled in a FC almost as soon as they spawn in the station, material sites are often stripped clean by all the players sitting on all the nearby carriers almost as soon as they respawn. Decent long distance trading routes are being saturated in a single jump by a FC. The best hauling missions never appear because several players are using carriers to set up shop in those systems. New Community Goals are saturated with players long before you can get there because a FC can jump there almost immediately while it takes you 25 or more jumps with fuel scooping in between. It's killing the game for anyone who doesn't already have a FC.
Thank god I play exclusively in solo, but even then, material sites spawns are spotty at best because others are farming them as well and rares disappear before you even get a chance to see them spawn too, I'm still competing against online hardcore players.
Seriously, there should be places a FC can't go. Emissions in the system and the surrounding systems that interfere with their drive to prevent them popping in and flooding a site of interest. Alternatively, those who play solo cannot then play in open, but they are not subject to the saturation of markets by open players or removal of spawns by open players. If necessary, give us two commanders per account like Eve Online Allows 3. Both can play exclusively in solo or one for open and the other solo, but they can't switch after you've chosen.
That's the problem with the game that FD never considered, I want a game where I can play completely solo and enjoy it in a casual sense like the original Elite games. I don't want a solo game where I'm still competing with other players because it bores the hell out of me, playing casual means not getting ANY of the good stuff because other players are still grabbing it first unless you a lucky enough to be there when it spawns. FC's make it even worse because they bridge the open/solo divide and make it pretty obvious you're not really playing solo, you are just invisible to other players in a standard MMO. The open/solo problem is the "Them and Us" for Elite. You can no more play casually in solo unless you want to earn a pittance on the leftovers, you must now play hardcore and become a FC owner and play far more in order to pay the upkeep and get the rares, the spawns at sites of interest, the decent trade runs, no more casual playing.
Now Odyssey is bringing us walking on planets. Yet they still failed to address the FC problem, sites of interest will be swarming with players on foot as well who can get there and strip it clean long before any non-FC owners can. Therefore, owning a FC becomes a necessity to compete, even if you play solo. "Them and us" again.
Going back to the size of the bubble, trade between Colonia and the Bubble will be dominated by FC owners who would make silly money and quickly saturate the market before you've even managed one trip in your Anaconda, so you're still back to earning a pittance on the leftovers.
What SHOULD have happened right from the start was for the bubble to be at least 3 or 4 times the size to allow for player growth. It should also have grown at a rate that accommodates player growth so the ratio between the number of players and the number of systems is constant, updated with new populated systems once every 3 or 4 months as the player base grows. Market saturation would still occur, but you would soon find other systems that weren't saturated. In addition, FC upkeep costs while the owner is offline should only apply if the ship has a transponder and is available for trade etc to other players 24/7. Without the transponder, it is totally private so others can't dock on it and it despawns with you when you log off. Even when you are online, it is only visible to you on the system map. In effect, it is just like any other ship you own. Now we can still have casual play because we know we can come back after a short break and know that the carrier hasn't just vanished because we weren't paying the upkeep. That would make it more like solo offline play. When I shut down a single player game like Fallout 4, it isn't still playing in the background with the generator chugging away and using fuel, so the base is completely dead when I load it up to play again.
It's getting that way with ED now. A FC owner can earn silly money trading rares over long distances with a single jump. Rares are gone and stockpiled in a FC almost as soon as they spawn in the station, material sites are often stripped clean by all the players sitting on all the nearby carriers almost as soon as they respawn. Decent long distance trading routes are being saturated in a single jump by a FC. The best hauling missions never appear because several players are using carriers to set up shop in those systems. New Community Goals are saturated with players long before you can get there because a FC can jump there almost immediately while it takes you 25 or more jumps with fuel scooping in between. It's killing the game for anyone who doesn't already have a FC.
Thank god I play exclusively in solo, but even then, material sites spawns are spotty at best because others are farming them as well and rares disappear before you even get a chance to see them spawn too, I'm still competing against online hardcore players.
Seriously, there should be places a FC can't go. Emissions in the system and the surrounding systems that interfere with their drive to prevent them popping in and flooding a site of interest. Alternatively, those who play solo cannot then play in open, but they are not subject to the saturation of markets by open players or removal of spawns by open players. If necessary, give us two commanders per account like Eve Online Allows 3. Both can play exclusively in solo or one for open and the other solo, but they can't switch after you've chosen.
That's the problem with the game that FD never considered, I want a game where I can play completely solo and enjoy it in a casual sense like the original Elite games. I don't want a solo game where I'm still competing with other players because it bores the hell out of me, playing casual means not getting ANY of the good stuff because other players are still grabbing it first unless you a lucky enough to be there when it spawns. FC's make it even worse because they bridge the open/solo divide and make it pretty obvious you're not really playing solo, you are just invisible to other players in a standard MMO. The open/solo problem is the "Them and Us" for Elite. You can no more play casually in solo unless you want to earn a pittance on the leftovers, you must now play hardcore and become a FC owner and play far more in order to pay the upkeep and get the rares, the spawns at sites of interest, the decent trade runs, no more casual playing.
Now Odyssey is bringing us walking on planets. Yet they still failed to address the FC problem, sites of interest will be swarming with players on foot as well who can get there and strip it clean long before any non-FC owners can. Therefore, owning a FC becomes a necessity to compete, even if you play solo. "Them and us" again.
Going back to the size of the bubble, trade between Colonia and the Bubble will be dominated by FC owners who would make silly money and quickly saturate the market before you've even managed one trip in your Anaconda, so you're still back to earning a pittance on the leftovers.
What SHOULD have happened right from the start was for the bubble to be at least 3 or 4 times the size to allow for player growth. It should also have grown at a rate that accommodates player growth so the ratio between the number of players and the number of systems is constant, updated with new populated systems once every 3 or 4 months as the player base grows. Market saturation would still occur, but you would soon find other systems that weren't saturated. In addition, FC upkeep costs while the owner is offline should only apply if the ship has a transponder and is available for trade etc to other players 24/7. Without the transponder, it is totally private so others can't dock on it and it despawns with you when you log off. Even when you are online, it is only visible to you on the system map. In effect, it is just like any other ship you own. Now we can still have casual play because we know we can come back after a short break and know that the carrier hasn't just vanished because we weren't paying the upkeep. That would make it more like solo offline play. When I shut down a single player game like Fallout 4, it isn't still playing in the background with the generator chugging away and using fuel, so the base is completely dead when I load it up to play again.
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