The Open v Solo v Groups thread

Robert Maynard

Volunteer Moderator
.... the others can raise the point about being "fair" to do BGS/PP in open (I mean when there's some kind of conflict of going on).
While some BGS players in Open may feel that having exactly the same tools to affect the BGS as players in Solo and Private Groups do is "unfair" in some peculiar way, that they want to directly oppose those who affect the BGS is not the problem or fault of those who don't want or don't choose to engage them in PvP when affecting a mode shared feature that does not require PvP in any way, in a game where other players are an optional extra and where we are all told that "every player’s story influences the unique connected gaming experience and handcrafted evolving narrative".
 
That's a black or white view... mostly based on theorycrafting :LOL: we should bring opinions of open-only experienced BGS/PP players, because there's a number of shades of grey from BGS/PP in solo/PG to playing it in open only. You can raise the point of making it more effective playing BGS/PP in solo/PG, the others can raise the point about being "fair" to do BGS/PP in open (I mean when there's some kind of conflict of going on).

Considering that BGS has a lot of soft-caps (some easier to hit than others) well organised groups can do both mission/INF hoarding and PvP (not necessarily "camping in a system" as it is the least effective way to achieve anything for sure) with a potentially unlimited variety of situations when both/more parties/groups end up in some kind of open confrontation.

PP has hard-caps and disruption/confrontation with enemy players may be even more effective vs. a BGS scenario.

Anyway, what makes the difference at the end of the day are the chronicles, stories, records, videos, fun stuff etc. which came out from all those episodes and situations where players/groups have battled one against the others.

Why? Because those are mostly unique and their creation depends solely on the players.

Speaking of PP - open vs solo/PG - what if there was just an indication of how much do players contribute from Open and from Solo/PG (see picture)?

pp_open_solo.png
 

Robert Maynard

Volunteer Moderator
It always easier to blame the opponent to have exact numbers at hand ;)
Indeed - however as each player group that has formed around each Power has no control over those pledged to Powerplay, I expect that all that releasing such information would do is fuel the flames of "it's not fair that players in Solo and Private Groups affect (the mode shared game feature that doesn't require PvP that is) Powerplay" complaints.
 
Indeed - however as each player group that has formed around each Power has no control over those pledged to Powerplay, I expect that all that releasing such information would do is fuel the flames of "it's not fair that players in Solo and Private Groups affect (the mode shared game feature that doesn't require PvP that is) Powerplay" complaints.
More fuel could not be that bad for Elite community to survive at Winters times ;)
 
The problem with these threads relating to Open vs Solo/Groups etc is nobody is ever willing to compromise on their biases.

If anything ever changed in this area then there would have to be something to gain from both sides of the argument - i.e. open only regions/open only powerplay AND an open PvE mode added simultaneously or nothing changes at all. FDEV can't really hand one side of the debate a big new feature without considering the others - they'd get totally flamed across all their PR platforms.
 
PvP has little or no impact on BGS or PP, its a red herring used by PvPers to justify Open only modes, your wasting your time if your faction is relying on this gameplay.
There is an argument that those winning the BGS are doing so using bots in Solo. If this is true, then PvP combat in an Open-only BGS would have an impact on the BGS, because it would force those bots into Open, where they could be dealt with by players of opposing factions.

I'm not picking sides in this debate, but I do understand the merits (and pitfalls) of an Open-only BGS.
 

Robert Maynard

Volunteer Moderator
The problem with these threads relating to Open vs Solo/Groups etc is nobody is ever willing to compromise on their biases.
In the most typical form that these discussions take there's a demand to make this or that existing pan-modal game feature Open only or to heavily penalise the contributions of those who engage the feature in Solo and Private Groups. That's not a compromise - that's "giv stuff, kthxbai" with nothing for those adversely affected.
If anything ever changed in this area then there would have to be something to gain from both sides of the argument - i.e. open only regions/open only powerplay AND an open PvE mode added simultaneously or nothing changes at all. FDEV can't really hand one side of the debate a big new feature without considering the others - they'd get totally flamed across all their PR platforms.
An Open PvE game mode has been effectively ruled out - twice now. Firstly by DBOBE in the Engineers launch stream here and secondly (much more recently) by Bruce in the "To Solo Play Players: If You Could Disable PVP, Would You Play in Open Play Mode Instead?" thread here.

So there doesn't really look like there's much in the way of "something for the PvE players" to be had.
 
There is an argument that those winning the BGS are doing so using bots in Solo. If this is true, then PvP combat in an Open-only BGS would have an impact on the BGS, because it would force those bots into Open, where they could be dealt with by players of opposing factions.

I'm not picking sides in this debate, but I do understand the merits (and pitfalls) of an Open-only BGS.
Completely agree, however all Bots should be banned.

O7
 
In the most typical form that these discussions take there's a demand to make this or that existing pan-modal game feature Open only or to heavily penalise the contributions of those who engage the feature in Solo and Private Groups. That's not a compromise - that's "giv stuff, kthxbai" with nothing for those adversely affected.

As this post highlighted, many people feel that playing open is not worth the risk because they gain nothing extra from taking the risk of player pirates, gankers etc. So it has always been a game design issue - it's a fact that open is more risky than other modes, there's no real debating that. It would help the game's popularity enormously if there was something unique to open play that either rewarded the player for the extra risk they were taking or allowed them to partake in some kind of player-driven or PvP focused activity that wasn't just a massive, aimless credit sink that doesn't affect BGS, Powerplay or anything (something related to squadron wars or similar would probably be the way forward).

This subject is still so popular on these threads, I don't think FDEV permanently sitting on the fence has helped Elite's popularity over the years tbh. Admittedly it's tough to solve without ruffling someone's feathers. But PvP should have its place in the game other than just being a fringe or niche activity... just letting it exist in the background has slowly killed that part of the community to the point that only a handful of PvP players still bother logging in - it's a shame because it was once a thriving segment of the community.

I don't know, what would you suggest doing for the PvE community to balance the scales should their be any changes to open/solo or PvE/PvP? Short of an open PvE mode, I'm not sure there is anything else you can do that makes any sense.

An Open PvE game mode has been effectively ruled out - twice now. Firstly by DBOBE in the Engineers launch stream here and secondly (much more recently) by Bruce in the "To Solo Play Players: If You Could Disable PVP, Would You Play in Open Play Mode Instead?" thread here.

So there doesn't really look like there's much in the way of "something for the PvE players" to be had.

I guess that's up to FDEV... I can see the design problems with it, and negative consequences it could have for standard open. It could potentially be implemented with universal smart rounds but there would be so many issues to fix on top of that too.
 
I don't know, what would you suggest doing for the PvE community to balance the scales should their be any changes to open/solo or PvE/PvP? Short of an open PvE mode, I'm not sure there is anything else you can do that makes any sense.
Things are fine as they are, we can do our CGs BGS and PP in Solo or PG, its only the PvPers that are complaining we have an advantage 🤷‍♂️

O7
 
An Open PvE game mode has been effectively ruled out - twice now. Firstly by DBOBE in the Engineers launch stream here and secondly (much more recently) by Bruce in the "To Solo Play Players: If You Could Disable PVP, Would You Play in Open Play Mode Instead?" thread here.
I'm consistently surprised by the persistence of the belief, especially among game developers, that you can effectively deter griefers with purely in-game consequences.
 
Remove Open mode! Its the only way to stop these threads.
They already have, LOL. Open is Solo except in a couple of systems.

At least if Frontier truly removed Open, then they might finally give us some decent Solo content (NPC crews, NPC wings, NPC-driven economy, etc).
 
I'm consistently surprised by the persistence of the belief, especially among game developers, that you can effectively deter griefers with purely in-game consequences.
It's called blocking apparently. Offload the work to the player instead of making another mode and/or declare anti-grief rules of conduct. Saves tickets and coding work.

Yeah, we have this status quo for 8 years now and apparently no one is satisfied. Else Hotel California would close shop by now.
 

Robert Maynard

Volunteer Moderator
As this post highlighted, many people feel that playing open is not worth the risk because they gain nothing extra from taking the risk of player pirates, gankers etc. So it has always been a game design issue - it's a fact that open is more risky than other modes, there's no real debating that. It would help the game's popularity enormously if there was something unique to open play that either rewarded the player for the extra risk they were taking or allowed them to partake in some kind of player-driven or PvP focused activity that wasn't just a massive, aimless credit sink that doesn't affect BGS, Powerplay or anything (something related to squadron wars or similar would probably be the way forward).
What level of bonus would be required to coerce those disinclined to occasionally, if ever, engage in PvP, or to satisfy the "Open is much riskier" players? Regarding the numbers involved, it seems (from the Inara data covering tens of thousands of players over two thirty day periods) that those who don't engage in PvP much, if at all, is c.90% of players, i.e. c.10% engage, or are engaged, in PvP in an average month (and the data includes organised PvP).

Which rather puts "open is more risky" into some form of context - and, even then, only a vanishingly small proportion of the galaxy in Open is actually riskier - the rest is just as devoid of other players as it is in Solo and Private Groups and, even if one does instance with another player, there's a sigfnificant chance that they won't initiate combat, as most players seem not to, most of the time at least.

I would not be too quick to remove the possibility for PvP Squadron conflicts taking place in Private Groups - as the PG membership can be limited to Squadron members only, removing the possibility for those (non Squadron members) inclined to spoil the event for others to be able to do so.
This subject is still so popular on these threads, I don't think FDEV permanently sitting on the fence has helped Elite's popularity over the years tbh. Admittedly it's tough to solve without ruffling someone's feathers. But PvP should have its place in the game other than just being a fringe or niche activity... just letting it exist in the background has slowly killed that part of the community to the point that only a handful of PvP players still bother logging in - it's a shame because it was once a thriving segment of the community.
Frontier chose to design, pitch, develop and release a game where every player, regardless of game mode, experiences and affects the single shared galaxy - and where other players are an optional extra, which necessarily means that in-the-same-instance PvP is a completely optional extra. That others are not forced to engage in PvP when engaged in any pan-modal game feature does seem to be an issue for some players, however we all backed or bought the game on the basis of the design as it is, not as it might be in the myriad different ways it could be changed.

In the same stream DBOBE agreed with a statement from someone in the chat that "it's not sold as a PvP game" (apart from CQC, of course).

Arguably PvP already has a place, for those inclined to engage in it in opposition to other players who also want to engage in it. It's not a required part of any game feature (apart from CQC).
I don't know, what would you suggest doing for the PvE community to balance the scales should their be any changes to open/solo or PvE/PvP? Short of an open PvE mode, I'm not sure there is anything else you can do that makes any sense.
At this point I would support an Open only game mode being added to the game - with its own copy of the galaxy to affect. That seems to be the most equitable solution as it would give those who don't actually want to share the galaxy with players who can choose not to present themselves to be shot at a galaxy that only players in that new game mode could affect, leaving the existing tri-modal shared galaxy for those who don't feel the need to exclude those they don't instance with from affecting the shared galaxy.
I guess that's up to FDEV... I can see the design problems with it, and negative consequences it could have for standard open. It could potentially be implemented with universal smart rounds but there would be so many issues to fix on top of that too.
The list of issues to solve would be long - and, as DBOBE mentioned, removing all possible ways to directly adversely affect another player would be non trivial.
 
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Robert Maynard

Volunteer Moderator
I'm consistently surprised by the persistence of the belief, especially among game developers, that you can effectively deter griefers with purely in-game consequences.
As mentioned, the block feature already exists (and has done so since before the game launched, only ever being made more effective and easier to use over the years) - much to the chagrin of those who insist that they absolutely, positively must be able to instance with and shoot at any player who plays in Open (if they want to, disregarding what other players may want).
 
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