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.
Good point, hopefully those will basic ships and low cost cargo won't be interdicted and it won't be worth it to the pirate/ganker.

To the pirate, no.

But the reason gankers pull people over have nothing to do with worth in the sense you are thinking.
They get their satisfaction from either, the reaction in chat or in just knowing they have interrupted someone in a negative way.
It is also a valid style of play.
 
Figured I share this here and get it outa the way. The Xbox GPP CQC update removed Private Group from the start option's, but before you panic there has been no word if it is permanent or temporary or will be shared with PC if it is permanent.
 

ffr

Banned
Mods are not 'official' sources for what the Frontier Code of Conduct says, or how it is applied.

Understood. But I had thought mods answers would be in accord with official policy.

Do you know the answer to the question "Where is the official policy statement on whether greifing is permitted?" ?
 
I don't mind that, but that only protect the traders with high value goods. What about other players in cheaper ship getting ganked?

I would also add a feature that the system's security rating should play role in the response time of system authorities. Also, system security should pose a "real" danger, i.e., low chance of surviving the encounter especially in the high security system (of course, with lower security rating system/poor system you should have higher chance of escaping). The rate of npc pirate's spawn also should reflect the security level of the system.

This should make pirate think at least twice before engaging and ganking for sake of *hits and giggles will be pretty costly.

^^
This.

I think the main thing holding back participation in open is the complete lack (relatively) of any consequences for wrong doing, especially in high security (Faction/Power home systems, important trade hubs etc) areas. High security should mean strong, constant and numerous police patrols and fast response when anyone clean in that system with 'report crimes against me' turned on is attacked. Of course in anarchies it would be a case of "It's your own problem, deal with it".
 
Understood. But I had thought mods answers would be in accord with official policy.

Do you know the answer to the question "Where is the official policy statement on whether greifing is permitted?" ?


Think about it. Griefing would never be allowed, but not everything called griefing is. What you want is a definition from FD on what is griefing.
 
Think about it. Griefing would never be allowed, but not everything called griefing is. What you want is a definition from FD on what is griefing.

Has any game successfully managed to do that?

Genuine question - I'm not an experienced online gamer.
 
I don't mind that, but that only protect the traders with high value goods. What about other players in cheaper ship getting ganked?

I would also add a feature that the system's security rating should play role in the response time of system authorities. Also, system security should pose a "real" danger, i.e., low chance of surviving the encounter especially in the high security system (of course, with lower security rating system/poor system you should have higher chance of escaping). The rate of npc pirate's spawn also should reflect the security level of the system.

This should make pirate think at least twice before engaging and ganking for sake of *hits and giggles will be pretty costly.
Police response Does take into account security level. In High sec systems it is around 1 min, low sec it's around 5 mins. Not enough to stop a ganker but enough to make a pirate's life harder.
 
",
^^
This.

I think the main thing holding back participation in open is the complete lack (relatively) of any consequences for wrong doing, especially in high security (Faction/Power home systems, important trade hubs etc) areas. High security should mean strong, constant and numerous police patrols and fast response when anyone clean in that system with 'report crimes against me' turned on is attacked. Of course in anarchies it would be a case of "It's your own problem, deal with it".

I'm sure that even if what i proposed get implemented, a good chunk of people would still be playing in open if pirate npcs are not buffed to be a real threat. Theres need to be a real threat from power faction npc and npc pirates as well. At the moment every npc encounter is just a minor inconvenience. The only way out for an unarmed trader when interdicted by npc pirates, should be jettison cargoes. For power play faction npcs encounter should be a challenge as well, but FD might need to fix the spawn distribution a bit. It make no sense to have other faction npcs in your HQ system screaming "You do not belong here" in local while interdicting you.

At the moment npcs are not even close to be a threat. Buff them, put them in wings of three (at least). Make trading a challenging career, such that not including any weapon in your tradeship outfit almost guarantee to get blown up. The space is supposed to be dangerous, but at its current stage, not even close.
 
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Police response Does take into account security level. In High sec systems it is around 1 min, low sec it's around 5 mins. Not enough to stop a ganker but enough to make a pirate's life harder.


System security npc is a joke. I can just run away. Thats why they need to be buffed. Same with NPC Pirates and Popwer Play faction NPC.
 
At the moment npcs are not even close to be a threat. Buff them, put them in wings of three (at least). Make trading a challenging career, such that not including any weapon in your tradeship outfit almost guarantee to get blown up. The space is supposed to be dangerous, but at its current stage, not even close.

They may not be a threat - to YOU.

But not all of us have time to spend hours becoming a OMGWTFL33TR0XX0R pilot.
Plus, some of us are older and our reaction times are slowing down every year.
Your high octane, reflex based action is coming in the form of CQC. The main game is for everyone to enjoy, not just you.
 
They may not be a threat - to YOU.

But not all of us have time to spend hours becoming a OMGWTFL33TR0XX0R pilot.
Plus, some of us are older and our reaction times are slowing down every year.
Your high octane, reflex based action is coming in the form of CQC. The main game is for everyone to enjoy, not just you.

So you want PvE to be remained an easy mode as it is?

No disagreement here, I was just saying the system is in place. Npcs are the weak point of the current system.

1 minute for hi sec would still be too late, 30 secs should be minimum for hi sec system imo.
 

Robert Maynard

Volunteer Moderator
So you want PvE to be remained an easy mode as it is?

Most of Open is completely devoid of players and is just as "easy" as Solo - easier, in fact, because players can Wing up for protection in numbers in Open.

I would expect that NPC difficulty its effect on players is something that Frontier keep an eye on. Given that player skill is just one more variable to contend with, Frontier need to ensure that NPCs, on average, are not too difficult for the "average" player. Of course some players will beat some NPCs, some players will beat all NPCs and some players may never beat any NPCs - it's up to Frontier to ensure that most players enjoy the encounters. From what SJA said, before she moved to a different part of the project, NPC difficulty can be ramped up quite dramatically - as and when Frontier deem it to be necessary.
 
1 minute for hi sec would still be too late, 30 secs should be minimum for hi sec system imo.
30 would make piracy too difficult but would still not protect you from someone who only wanted to kill.

Most of Open is completely devoid of players and is just as "easy" as Solo - easier, in fact, because players can Wing up for protection in numbers in Open.
He did say pve, since you can Wing up in mobius as well, he would be correct in saying it's the easiest mode.
 
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30 would make piracy too difficult but would still not protect you from someone who only wanted to kill.

He did say pve, since you can Wing up in mobius as well, he would be correct in saying it's the easiest mode.

Piracy should be difficult, if not nigh on impossible, in a high security system.
 
30 would make piracy too difficult but would still not protect you from someone who only wanted to kill.


indeed....... but then

1) I would suggest that piracy should be forced to the outskirts of space and not under the noses of the police in the capital systems. Maybe it should be impractical in high sec space, thus giving players the choice to play in open without too much hassle of PvP - albeit with reduced profits and have the more profitable trade routes riskier (as systems with no law would have to pay more to entice traders to visit)

but the main thing for me which is far more important this is this.......

2) its the punishments for killing clean traders as well as the lasting repercussions which need to be worked on. IF a player absolutely wants to fly to leesti and ram and shoot every sidewinder he can see, the game should not mechanically stop him......... BUT it is how the game reacts which is currently way off base. simply getting in a free sidewinder and destructing, then moving a couple of systems away should not be a solution

If Fred and Rose West had just thought, time to move on, scrapped their car and bought a new one, and moved house to 25 miles away in Oxford I do not think the police would have forgotten about them with the notion of "They wont dare come back here again.... for 7 days at least at any point, so lets call off the man hunt! :p
 
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