Modes The Solo vs Open vs Groups Thread - Mk III

Do you want a Open PvE

  • Yes, I want a Open PvE

    Votes: 54 51.4%
  • No, I don't want a Open PvE

    Votes: 49 46.7%
  • I want only Open PvE and PvP only in groups

    Votes: 2 1.9%

  • Total voters
    105
  • Poll closed .
Status
Thread Closed: Not open for further replies.
10 years ago, I loved games like that.

Like the EQ2 crafting system - making lots of small parts to make some medium parts which make 1 larger part - and the item you want needs 5 or 6 large items so you had to run the process lots of times.

Or the FF7 where you could make combinations of boost and have systems to make it loop, make it heal you, or any number of other effects.

Now - not so much.
I quite like Take item A to station B, then item C back again.
Or, shoot the "red" one not the green one.

Yeah, sometimes complex systems are worthwhile - crafting systems like the one you describe make use of it as a function of the activity (crafting would be pointless if all the ingredients were sold in the shop next door) but when you need a flow chart to understand something as basic as a bounty for a.crime (or indeed an update for.an expansion) then it's turning into complication for it's own sake rather than as an interesting game function.
 
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but when you need a flow chart to understand something as basic as a bounty for a.crime (or indeed an update for.an expansion) then it's turning into complication for it's own sake rather than as an interesting game function.

Perhaps somebody, somewhere equates complexity with depth...
 
On the one hand I fail...

... on the other I have started a discussion that pertains to Open v. Group v. Solo and will not be merged.

Compensation at least.
 
This was the case, until FD found out people were exploiting the system by building large bounties then selling it via external sites (Gold Sellers).
I doubt we'd go back to it. Way too easy to exploit and too hard for FD to police large bounties changing hands.

Which is where limiting the claimed bounty to the amount effectively lost by the player makes sense. Perhaps with an extra limit that a single bounty hunter can't claim the bounty of the same player more than once per day.

Limiting how much of the wanted commander's bounty can be claimed in a single kill has an extra advantage in that, if the bounty is too high, it will take many deaths to clear it, with the commander still being wanted in the mean time.




Perhaps somebody, somewhere equates complexity with depth...

Many do. In part because inexperienced game developers are often unable to create depth without adding complexity too, and armchair developers tend to be terminally inexperienced :rolleyes:
 
Many do. In part because inexperienced game developers are often unable to create depth without adding complexity too, and armchair developers tend to be terminally inexperienced :rolleyes:

And it's a shame that a customer has to become a game developer just to be able to "critique" a product they purchased.

What if everyone who bought a house had to become a general contractor just to critique the work of the house they purchased? IMO it's almost a copout.

Can I do any better? Of course not- but that doesn't mean I can't critique the work that's been performed as a paying customer. I think it would be asinine that is expected of anyone.
 
The whole problem with the justice system is that it was able to be exploited...and that the players could pay their own fines with easily gained profits. There was no 'punishment'...there was no bounties...since everyone payed them off.

I do not feel that the system is overly complicated...I just liked the flow chart because it showed how everything related. You can understand how the system works from the link I provided.

Most people still feel the justice system is to weak. My thoughts on it are 'We cannot know.' The devs want crime to occur..so the justic system has to be painful enough to twinge folks...but not so painful to stop people from committing crimes. The devs (I hope...I always hope) have metrics to tell them how many crimes are occurring and what those rates are. If crime is to much they will ramp up the justice system...just as they will loosen the justice system if the crime is to low.

It also appears that any change to this...or any other part of the game...that lies outside the purview of 1.4, the next update (1.5) and the expansion...will not even begin to be addressed until after the first of the new year.
 
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You are, of course, referring to US rules football? :)

Now, lets not be uncharitable here. As a brit expat living in the US and a lifelong rugby player (with the missing teeth and rivets in my left forearm to remember certain games by) I must confess to a certain amount of appreciation for NFL "football" although I will also confess to preferring the college game, they play their game with a similar spirit to that my colleagues showed in rugby. Tackling is harder in football than rugby, but wearing pads is for wusses and rugby tackles are allowed to be sneakier - I'm guessing doing a heel tap tackle on a wide receiver after he came down from snagging the pass would probably draw a flag? I've watched many defenders in a perfect position to do just that and tip the receiver into a beautiful faceplant but they never did it so I guess it's illegal. Because I'm a rugby player I prefer to watch rushing plays anyway, because that's a lot closer to what's in my blood.

Remember, oh ye who disparage the "football" moniker for the american game that the full appelation of "rugby" is "rugby football", derived from the day some public school oik grabbed the ball under his arm and charged off with it, prompting an on-field free-for-all and leading to some inspired faculty codifying the first set of rules for a new variant of our beloved "football". Our American cousins simply repeated historical precedent in keeping the "football" name for their particular variant.

Having said that, however, I'd sure like to see an NFL squad shed their pads and helmets and try to measure up against a Rugby League side. Heck, turn 'em into a sevens squad and set them against the USA sevens team! They'd be hurting units after it was over but it would sure be an interesting game!
 

Robert Maynard

Volunteer Moderator
I figured in the online game there would be player merchant navy squads, Imperial/ federal / alliance squads, pirate squads
Some would of course try to kill each other as they are natural enemies. The clue is when the CMDR flashes up in the HUD as ENEMY.
Player combat squads would escort player traders and the enemy CMDRs side would try to intercept them, and vice versa.

People that truly just go out to be annoying (with the odd exception) are mostly likely just bored to tears.
In a lot of cases, they ground up so much credits they don't know what else to do in OPEN.

For that to work out there need to be enough appetite among the player-base to play as a trader. Due to the asymmetry of the penalties that traders endure in relation to those who destroy traders, it's hardly surprising that we do not see more traders in Open. Coupled with the fact that there is no way for a trader to adequately reimburse escorts there is little incentive for players to escort trade ships. From the trader's perspective there is also the fact that NPC Wingmen, although discussed in the DDF, have not been introduced.
 

Robert Maynard

Volunteer Moderator
On the one hand I fail...

... on the other I have started a discussion that pertains to Open v. Group v. Solo and will not be merged.

Compensation at least.

Merged? No.

Closed as there is a thread that already deals with that topic? Certainly.
 
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I figured in the online game there would be player merchant navy squads, Imperial/ federal / alliance squads, pirate squads
Some would of course try to kill each other as they are natural enemies. The clue is when the CMDR flashes up in the HUD as ENEMY.
Player combat squads would escort player traders and the enemy CMDRs side would try to intercept them, and vice versa.

People that truly just go out to be annoying (with the odd exception) are mostly likely just bored to tears.
In a lot of cases, they ground up so much credits they don't know what else to do in OPEN.

One word: instancing.
 

Nonya

Banned
For that to work out there need to be enough appetite among the player-base to play as a trader. Due to the asymmetry of the penalties that traders endure in relation to those who destroy traders, it's hardly surprising that we do not see more traders in Open. Coupled with the fact that there is no way for a trader to adequately reimburse escorts there is little incentive for players to escort trade ships. From the trader's perspective there is also the fact that NPC Wingmen, although discussed in the DDF, have not been introduced.

Umm....if players are in a wing, when the trade ship in that wing sells his goods the other players in the wing get a cut of the profits.
That's reimbursement right there. I've done it several times myself. Perhaps you've forgotten this?
 
In the current state of the game there won't be players who "police" each other to get a balance in the way PvP happens.

Players who want to kill other CMDRs they can - they become "psychos" and kill on site. The game allows it. They don't need additional motivations to do that.

Players who want to kill other CMDRs but want some sort of in-game justification they can do that - they will call them selves "pirates" and come up with funny justifications. The game allows that. They don't need additional motivations to do that.

Players who want to play pirates can do that. The game allows it. They struggle from the game mechanics, from bad profits and from the bad reputation from "pirates". They could need some more motivations.

Players who want to kill other CMDRs, but want to be the "good" guys/gals can play bounty hunters. The game allows it. They struggle form a almost non existent bounty system, bounties that only are in effect in one system, KWS that take ages to finish the scan and consume absurd amounts of power. The game allows it, but at the same time does everything to prevent bounty hunting against CMDRs to be something most would consider something to do.

Traders who just want to trade can do that. The game allows it. They struggle that a lot of CMDRs want to pirate or kill them. The profit for trading is big, but the cost for ship destruction and lost cargo is big. They trade and don't want to fight. The game offers them absolutely no way to protect themselves in Open mode while being able to trade in a profitable way.
The result is that everybody who wants to fight other CMDRs is a psycho, "pirate" or pirate and traders are the main target. Nobody has an interest in protecting traders and traders trade because they don't want to fight.

The game is flawed.

Nothing will change until FD fixes PvP, fixes the game.
 
In the current state of the game there won't be players who "police" each other to get a balance in the way PvP happens...

They can try... but other than 'special occasions' like the fuss at Hutton, I can't see it happening either. Even if I decided right now 'I want to go and dispense some justice on those nasty Code fellows', how exactly do I know who they are unless they happen to attack me first and say 'Argh! I'm Code?'

So, yes, what you said.
 
Here's a clear way to understand bounties, fines, and legacy fines. Somewhere I know there is a flowchart that describes this...but cannot locate it currently!

http://lavewiki.com/crime

Very gratefull indeed...

Very convoluted too. I believe I shall remain on the fringes of the galaxy and well away from anything that can even remotely begin to threaten me with a fine/bounty/flowchart.
 
Umm....if players are in a wing, when the trade ship in that wing sells his goods the other players in the wing get a cut of the profits.
That's reimbursement right there. I've done it several times myself. Perhaps you've forgotten this?

if you notice he says Adequately reimburse..

^^ This

I did trading in a Type 9, making a million credits profit per time and my wing mate made 50k in vouchers.
In that same time frame, in a combat ship sitting in a RES he could have made 250k or more.

I would not expect anyone to be an escort for 50,000 - 60,000 per trip for a Type 9 when in that same time they can earn way more else where.

I mean, for a new player just to tag along, it is a great start. Or someone who has had a major slip up and had to start again it would get them up and running faster than anything in a vanilla Sidey. But a ship capable of defending a Type 9 can earn so much more of bounty hunting than actually defending a Type 9.

I'd have happily topped that up if there was an easy way to do. We talked about this in my social circle. As we are a bunch of traders trading together, those vouchers are a nice top up to cover fuel, repairs etc. But for an escort - when I'm making over a million per trip, I'd be happy to throw 200,000 - 300,000 on top of the vouchers, if there was a nice easy way just to transfer those credits.
 
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