The Open v Solo v Groups thread

Why does it feel like EVE online in 2003 has solved problems that Elite Dangerous still deals it for so many years with its community completely incapable of reaching a consensus?

It's kinda hilarious, really. You crack the player base in two, the open persons and the solo persons, and you make both of them sad for YEARS. YEARS.

Why don't you see people from EVE complaining about pirates like people here does? Because there it's a choice. You only meet pirates if you want. Here the poor guys who play inside the bubble and are attacked go to solo and I can see why.

Why is it so hard to see? Just copy EVE. Create a safe area. Inside safe area pirates don't exist.

I'm really afraid that this discussion has lost its meaning long time ago. YEARS. It's just insanity. 122 pages and no consensus. It looks like football rivalry. There can be another 122 pages and a consensus will never be reached.
It's the crime and punishment that would make a difference.

Steve
 

Robert Maynard

Volunteer Moderator
Why does it feel like EVE online in 2003 has solved problems that Elite Dangerous still deals it for so many years with its community completely incapable of reaching a consensus?
Which is all well and good for EVE, however Frontier didn't set out to make an EVE-like game. They didn't seek funding on the Kickstarter for an EVE-like game, and the design they published at the start of the Kickstarter was clearly not for an EVE-like game.
It's kinda hilarious, really. You crack the player base in two, the open persons and the solo persons, and you make both of them sad for YEARS. YEARS.
Some players of different play-styles have been a bit sad for years, e.g.:
  • players who like PvP and can shoot at any player they instance with, but players don't need to instance with them to play the game;
  • players who don't like PvP and seek a co-operative game, but any player they instance with can shoot at them at will.
Neither group is particularly well catered for - and the desires of both groups cannot be accommodated at the same time as they are diametrically opposed. That being said, we all have a game to play, if we accept that we might be shot at if we instance with other players and also accept that no other players need to instance with us. Players can choose to play in any game mode, but players cannot force other players to play with them.

Is there a realistic expectation that players who don't enjoy PvP would be happy to be forced to play among those who enjoy PvP to engage in existing mode shared game features?
Why don't you see people from EVE complaining about pirates like people here does? Because there it's a choice. You only meet pirates if you want. Here the poor guys who play inside the bubble and are attacked go to solo and I can see why.
EVE is a game where PvP is less optional than it is in this game, with other players being an optional extra here.
Why is it so hard to see? Just copy EVE. Create a safe area. Inside safe area pirates don't exist.
Why not ask the EVE developers to introduce first person flight?

.... and there's no need to copy EVE in a non-EVE-like game.
I'm really afraid that this discussion has lost its meaning long time ago. YEARS. It's just insanity. 122 pages and no consensus. It looks like football rivalry. There can be another 122 pages and a consensus will never be reached.
This one is just a baby compared to those that have gone before:
.... and this discussion started about the time that the Kickstarter ended, a little over eleven years ago, when some backers realised that others would not be forced to play with them to affect the shared galaxy state. There was no concensus at that time, given that players with different views on PvP backed the game, so why would there be any realistic expectation of concensus now? Every player bought a game where other players are optional, even if some players can't accept that no-one is forced to play with them.

Here's a link to the FAQ posted during the Kickstarter phase which may go some way to explaining why the game is the way it is (for reference, the OP of the thread Ashley Barley was a Community Manager at the time):
 
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Which is all well and good for EVE, however Frontier didn't set out to make an EVE-like game. They didn't seek funding on the Kickstarter for an EVE-like game, and the design they published at the start of the Kickstarter was clearly not for an EVE-like game.

Players can choose to play in any game mode, but players cannot force other players to play with them.

Is there a realistic expectation that players who don't enjoy PvP would be happy to be forced to play among those who enjoy PvP to engage in existing mode shared game features?

EVE is a game where PvP is less optional than it is in this game, with other players being an optional extra here.

Why not ask the EVE developers to introduce first person flight?

.... and there's no need to copy EVE in a non-EVE-like game.

This one is just a baby compared to those that have gone before:
.... and this discussion started about the time that the Kickstarter ended, a little over eleven years ago, when some backers realised that others would not be forced to play with them to affect the shared galaxy state.

Here's a link to the FAQ posted during the Kickstarter phase which may go some way to explaining why the game is the way it is (for reference, the OP of the thread Ashley Barley was a Community Manager at the time):
For some reason there are many completely opposite signs and I personally don't understand why.

For example :
  • We don't want to separate NPCs and players, but immediately paint them in a hollow square
  • Known immediately appears on all stations and ships in the galaxy, but neither the system map nor the radar shows that there is a player with a known player.

And so there are a lot of things. Why is it like this?
 

Robert Maynard

Volunteer Moderator
For some reason there are many completely opposite signs and I personally don't understand why.

For example :
  • We don't want to separate NPCs and players, but immediately paint them in a hollow square
  • Known immediately appears on all stations and ships in the galaxy, but neither the system map nor the radar shows that there is a player with a known player.

And so there are a lot of things. Why is it like this?
From the FAQ, "How does multi-player work":
" All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily."

Not sure what is meant by "neither the system map nor the radar shows that there is a player with a known player".
 
From the FAQ, "How does multi-player work":
" All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily."

Not sure what is meant by "neither the system map nor the radar shows that there is a player with a known player".
It's not clear why the free NPC is not a member of the pilot federation.

Notoriety, highlighted in purple on the radar.
 

Robert Maynard

Volunteer Moderator
It's not clear why the free NPC is not a member of the pilot federation.
They are not because they are not players, and membership of the Pilots' Federation is what is used to distinguish between players and NPCs, most notably on the scanner. Players also have the CMDR prefix applied.
Notoriety, highlighted in purple on the radar.
Notoriety came much later on. Is it highlighted on the scanner?
 

Robert Maynard

Volunteer Moderator
Because in the Elite world, we're all ship commanders.
I expect that Frontier decided during the design phase that a multi-player game set in a play area the size of the galaxy would feel very lonely if players could not identify other players.
It's not a local reward, it's a global one.
Notoriety is not really a reward, more an acknowledgement of particular actions. It may apply galaxy wide, but it does not seem to be advertised to other players. The reason why not is unknown.
 
I'd be very interested if you could please elaborate on what is perceived to exist that would "go missing if that spectrum were divided", especially in the context of an already split player-base, i.e. we don't all choose to play in Open, either some or all of the time, at the moment.

I’ve occasionally brought this up in one form or another, but I’ve long held the belief that when it comes to PvP, there are five cohorts of players, based on their need for other players to be their content, and their willingness to be the content of others:
  • The PvPer: This cohort needs other players to be their content, but is also willing to be the content of others.
  • The PvEer: This cohort has no need for other players as content, nor are they willing being the content of others.
  • The Thrill Seeker: This cohort has no need for other players as content, but is willing to be the content of others.
  • The GIFTers: This cohort* needs other players to be their content, but they are not willing to be the content of others.
  • The Average Player: The largest cohort, this cohort falls outside these four extremes. Some may exhibit tendencies towards one of the them, but for the most part they find most other groups fun to play with.
The Five Cohorts of PvP.jpg


Only one of these cohorts, the GIFTers, are not fun to play with… in large doses. In moderate doses, they can be tolerable for the Thrill Seeker and the PvPer. In small doses, they might be tolerable to the average player, but they will never be tolerable to the PvEer. On the flip side, GIFTers cannot tolerate PvPers, don't think Thrill Seekers make good "content," and they find that the average player starts showing Thrill Seeker or PvPer tendancies after a while. Only PvEers provide the best "content" in their eyes.

Each type of player can potentially bring something unique to an open-PvP environment, but the interactions between two of them, the GIFTers and the PvEers, are by their very nature inevitably toxic. Keep those two groups completely separate, and mysteriously the GIFTers stop being a huge problem for everyone.

___________
* GIFT - first mentioned in a Penny Arcade strip. Feel free to google it.
 

Robert Maynard

Volunteer Moderator
  • The Average Player: The largest cohort, this cohort falls outside these four extremes. Some may exhibit tendencies towards one of the them, but for the most part they find most other groups fun to play with.
Indeed, noting that the "average player", in a game where other players have always been an optional extra, might be a bit different from the average player in a game where all players share a single game mode.
 
Why does it feel like EVE online in 2003 has solved problems that Elite Dangerous still deals it for so many years with its community completely incapable of reaching a consensus?

It's kinda hilarious, really. You crack the player base in two, the open persons and the solo persons, and you make both of them sad for YEARS. YEARS.

Why don't you see people from EVE complaining about pirates like people here does? Because there it's a choice. You only meet pirates if you want. Here the poor guys who play inside the bubble and are attacked go to solo and I can see why.

Why is it so hard to see? Just copy EVE. Create a safe area. Inside safe area pirates don't exist.

I'm really afraid that this discussion has lost its meaning long time ago. YEARS. It's just insanity. 122 pages and no consensus. It looks like football rivalry. There can be another 122 pages and a consensus will never be reached.
The response to Eve's method was to play the X series.
 
Completely this, when there is an opportunity for folks to come together in Open for a shared goal there are those who just want to ruin the fun, and no amount of 'yeah but i roleplay a pirate' justifies it.
Sadly Solo or PG is the only way to enjoy the content.

O7
Not so, those people who do ganking don't hide it and don't pretend to be pirates, they are different groups of people.
 
Which one of YOU attacked Oya recently? It's not possible to do it in open game, and not from a bug but from a bunch of gankers who know that people fly there without shield with AХ weapons ... that's reality, not forum dialog.
I treat the Titans and Spires in the same manner as an event, eg. CG.
Best done in Solo or PG not so much for the gankers, my ships are built to get past Glaives so they aren't an issue. However the effects of other Cmdrs at the target frequently make it frustrating to do. Solo resolves this and I can have Syschat to interact with others at the location.
 
There are two sides to the story again. Humans are the pilot federation, NPCs are not. Why did they introduce fame, which can be obtained for killing people and for killing NPCs?
What's the point of this fame?
 
I treat the Titans and Spires in the same manner as an event, eg. CG.
Best done in Solo or PG not so much for the gankers, my ships are built to get past Glaives so they aren't an issue. However the effects of other Cmdrs at the target frequently make it frustrating to do. Solo resolves this and I can have Syschat to interact with others at the location.
I know about the bug, and I think I wrote about it. But that's not the point, it's just a prime example of ganking without risk and punishment.
 
I know about the bug, and I think I wrote about it. But that's not the point, it's just a prime example of ganking without risk and punishment.
Not the pineapple thing.
Mostly the Orthrus' hunters that turn the place into a wasps nest. Worse at Spires whilst gathering corrosive cargo from the barnacles in an SRV and getting hit by shutdown field after shutdown field.
 
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