The Open v Solo v Groups thread

And here you go:

Forgot I was in open as I came back from deep space on the carrier. Figured I'd try to run some basic refugee missions in the Thargoid fight.

Got ganked. Running refugees in a shieldless Beluga trying to help out.

THAT is why nobody plays in open anymore. It's just stupid. If you're going to do it, do it for a reason. Piracy. A grudge match. Something.

But no. You sit there in an FDL to kill an unarmed ship hauling refugees from a Thargoid invasion. That sums it all up right there.
In this Thargoid war there's also the point that Open just doesn't work. If you want a good instance to fight Thargoids sensibly in, it really has to be a private group. Open just goes wrong too much, with Thargoids only some people can see or which can't be damaged, etc.
 
And here you go:

Forgot I was in open as I came back from deep space on the carrier. Figured I'd try to run some basic refugee missions in the Thargoid fight.

Got ganked. Running refugees in a shieldless Beluga trying to help out.

THAT is why nobody plays in open anymore. It's just stupid. If you're going to do it, do it for a reason. Piracy. A grudge match. Something.

But no. You sit there in an FDL to kill an unarmed ship hauling refugees from a Thargoid invasion. That sums it all up right there.

Not enough to survive against a wing, but enough to avoid what happened above...

Can work with 6A G5 Armoured/monstered PP as well.

 
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Not enough to survive against a wing, but enough to avoid what happened above...

Can work with 6A G5 Armoured/monstered PP as well.

What you do not get, is that getting roflstomped or attempt of it for many players does NOT add anything additional interest in gameplay. Though I agree flyin unshielded in Open is not wise way. I don't fly unshielded even in Solo.
 
And here you go:

Forgot I was in open as I came back from deep space on the carrier. Figured I'd try to run some basic refugee missions in the Thargoid fight.

Got ganked. Running refugees in a shieldless Beluga trying to help out.

THAT is why nobody plays in open anymore. It's just stupid. If you're going to do it, do it for a reason. Piracy. A grudge match. Something.

But no. You sit there in an FDL to kill an unarmed ship hauling refugees from a Thargoid invasion. That sums it all up right there.
Refugee runs don't work in open primarily due to the limited number of pads on the rescue ships.
That's something we learnt fairly quickly. I'd be surprised if there was still that much open traffic on the refugee runs now.
That maybe deliberate on Fdev's part to deprive gankers of 'content'.
 
Refugee runs don't work in open primarily due to the limited number of pads on the rescue ships.
That's something we learnt fairly quickly. I'd be surprised if there was still that much open traffic on the refugee runs now.
That maybe deliberate on Fdev's part to deprive gankers of 'content'.
That's rather deliberate from FD not wanting to implement another asset due to maintenance mode (Bingo anyone?) I'd say.
If you remember the first time rescue ships came along, we had sooo many ganks (my first one yay)... I don't believe one second there is any anti ganker masterplan behind this.
 
The trouble is the current Powerplay setup is geared more towards open than solo, at least on a conceptual level because NPCs just don't do anything to stop you.

Like I keep on saying someone has to rally against you in Powerplay to make it worth playing- that can be NPCs or players but it has to be there for it (PP) to be anything more than a glorified mini CG.

You can solve this in many ways- have dedicated Open jobs and dovetailled Solo (the hybrid approach), you can make all cargo allocations via missions and price in actual NPC danger are two that I'd be happy with- so, by doing more you actually get graded NPC enemies (as it should be).

The very worst FD could do is keep it (and the danger) as it is- the main reason people don't play PP is because they feel its grindy, boring and pointless. Ironically Open is the only real gameplay in Powerplay, because it involves restricted jobs in defined areas and players in high end ships.
I'm curious, how many players do you know that don't participate in PP due to being able to participate in solo/PG?
 
That's rather deliberate from FD not wanting to implement another asset due to maintenance mode (Bingo anyone?) I'd say.
If you remember the first time rescue ships came along, we had sooo many ganks (my first one yay)... I don't believe one second there is any anti ganker masterplan behind this.
If it were an isolated occurrence perhaps, but after a bunch of rare commodity (load a carrier) CGs and Megaship based CGs a pattern seems to emerge.
Even during the AX weapon CGs the closest we had to a ganking rant was someone complaining about hatchbreaking at Eurybia.
 
I'm curious, how many players do you know that don't participate in PP due to being able to participate in solo/PG?
I don't honestly know, and I suspect that solo / PG is more of a straw / camels back issue on top of a lot of other problems in Powerplay (i.e. non existent opposition / repetitive gameplay).

Its what leads me to think Powerplay will become a Goid War like layer of the BGS, because Powerplay today is really a design that needed open to work given the restrictions of the BGS and game at the time.
 
Maybe this one?
No, it was not that one, that was something different, more "basic" about game difficulty itself.
.... that sought to gate all influence behind missions, among other things.
... but making the best missions unlockable by higher security and economy states (and those would have been unlocked by trading and bounty hunting), making those activities matter in a different (and more strategic) way. Anyway, we're going offtopic.
Increasing challenge posed by the game seems to be a quite common fall-back position from some participants in these discussions, i.e. if players can't be forced to play with those who want to shoot at them then the challenge they face by the game should be increased for "reasons".
It's not simply increasing them, it's adding more challenge to some activities making them count more than simplier actions, both for personal reward and impact on the game. That's what usually happens in most videogames btw. And one of the best counter-measures to grind and botting too (complex actions are less likely to be botted).

And about Open in Powerplay well... Sammarco did actually try to propose Open Only Powerplay. Ruining somebody's kid birthday btw, can't really remember who it was, I only remember my jaw dropped to the ground for that comment, really, it's a game and some people take it far too seriously, whoever it was I really hope they got something more important in their life somewhere on the road.
 
What you do not get, is that getting roflstomped or attempt of it for many players does NOT add anything additional interest in gameplay. Though I agree flyin unshielded in Open is not wise way. I don't fly unshielded even in Solo.

That's very subjective: no reason to do that if not interested... as that's only works for the ones looking for additional challenges.
 
I don't honestly know, and I suspect that solo / PG is more of a straw / camels back issue on top of a lot of other problems in Powerplay (i.e. non existent opposition / repetitive gameplay).

Its what leads me to think Powerplay will become a Goid War like layer of the BGS, because Powerplay today is really a design that needed open to work given the restrictions of the BGS and game at the time.
Would you be prepared to have Open Only PP if it meant a significant drop in the number of participants?
 
Would you be prepared to have Open Only PP if it meant a significant drop in the number of participants?
If it meant you lost 10 -20% or so (which would have been in line with % opinion when Sandro / OA discussed it) then I'd take it- however you can still please everyone by doing smart design. My old suggestion of having explicit jobs for each mode would be one way but can only be done in those modes (so the Open part is the combat side, the solo / PG is the logistics of generating the cargo / PP materials).

But as I said to Robert, it really boils down to 'players as NPCs or NPCs like players'. Currently NPCs are living in 2015, and act like it against god tier engineered players, which is the crux of the problem, something that Open solves via brute force. If PP is to really be a mode agnostic feature FD will need to solve the issue of this- PP at its heart is a bubble wide war zone and NPCs / how NPCs spawn and attack just are not up to that. With U14 FD have built a prototype for this very thing, using missions and POI zones / BGS states, and danger is priced in.

In the end, I'll be happy with a system that scares and challenges me so that I have to play PP. Right now its the thinnest PvE imaginable and far below what it was billed as.
 
If you're going to do it, do it for a reason. Piracy. A grudge match. Something.

Wanting humanity to be defeated is a reason. Wanting to destroy ill prepared vessels is a reason. Either of which would be more understandable, by virtue of being more supported by the game's setting and mechanisms, than piracy.

As for grudge matches...well, a grudge has to start somewhere.

I'm curious, how many players do you know that don't participate in PP due to being able to participate in solo/PG?

I've never had my CMDR pledge to any PP faction and my only participation is incidental.

Power Play has a lot of problems beyond the instancing system, but I would be much more inclined to take a second look if more direct conflict was practical.

My old suggestion of having explicit jobs for each mode would be one way but can only be done in those modes (so the Open part is the combat side, the solo / PG is the logistics of generating the cargo / PP materials).

That would remove almost all of the organic incentives for conflict. I want to have to scout, smuggle, run blockades, and commerce raid, among other things...none of which can work if contact or conflict is optional, or artificially segregated.
 
That would remove almost all of the organic incentives for conflict. I want to have to scout, smuggle, run blockades, and commerce raid, among other things...none of which can work if contact or conflict is optional, or artificially segregated.
In reality no it would not- in essence for that idea the Open side would be Powerplay as it is today, the solo side would be missions generating / managing the cargo people move / make in Open. Open gets the combat from other players and solo / PG gets the trucking.

A Goid based PvE PP that has graded mission difficulty that has a radically higher difficulty ceiling (based on your Powerplay actions / choices) would do what you ask for too. But for that to work NPCs have to be a lot more aggressive and capable if you so choose to work for greater rewards.
 
If it meant you lost 10 -20% or so (which would have been in line with % opinion when Sandro / OA discussed it) then I'd take it- however you can still please everyone by doing smart design. My old suggestion of having explicit jobs for each mode would be one way but can only be done in those modes (so the Open part is the combat side, the solo / PG is the logistics of generating the cargo / PP materials).
So you're prepared to accept a 20% fall in participation. What would be your cut off point, if any?
 
So you're prepared to accept a 20% fall in participation. What would be your cut off point, if any?
The cut-off would be when nothing happens- and going from Sandros topics and OAs poll a great number would have come back.

Asking about numbers is moot really, since its more about those in Open interacting more and its that driving Powerplays gameplay- for example at least in Powerplay you have the core players (about 25%) that do all the heavy lifting and make powers 'work'.
 
I think we cannot really make previsions about player participation in Powerplay should it ever become an Open Only feature. It's true that some players will probably stop playing Powerplay, on the other hand some others could give it a try because, being the only exclusively open and pvp oriented activity of the game, it could give them something otherwise impossible to experience in Elite Dangerous.

Only thing we are sure is that Powerplay cannot keep on like it is right now, that's for sure. Then I hope FDev will consider if they want to make it a wider version of BGS (and it would be a shame and another lost opportunity in my opinion, but an improvement for sure) or maybe something completely different, giving finally context and solidity to player interaction.
Being them both friendly and hostile.
 
Wanting humanity to be defeated is a reason.
Reasonz.

Wanting to destroy ill prepared vessels is a reason.
.
Reasonz, "ganking good".

Either of which would be more understandable, by virtue of being more supported by the game's setting and mechanisms, than piracy.

Of course, wanton terrorism is in any setting more reasonable and common than criminal activity for economic gain. And more leniently tolerated. From mechanics part you are right, actual piracy is harder than simple ganking.
 
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