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.
The fact that this topic is close to reaching 10.000 comments, (and it will) says something alone.

In my dearest, deepest, strongly suggested opinion.
The different modes... SHOULD. BE. SEPERATED. End of story.

No they shouldn't.



End of Line.

The only supported PVP in the game occurs between groups trying to out collect PVE trophies. Direct PVP (shooting someone in the face) is only for Role Playing purposes since the devs do not offer any in game rewards for any part of this game play.
 
I agree. But I didn't say it was going to be easy.. or that bounty hunting in itself should be easy. I'm sure those who engage more in bounty hunting would have some great suggestions. I think improved visibility of high-value targets would be helpful. By 'visibility' I mean 'knowing that they're there'.

We can all see a pilot's name in SC. Presumably, the NPCs can too. Use your imagination a little and think about how this would (or could) play out. I'm thinking you would have things like:

Joe Trader - "Whoa! Isn't that Cmdr ReallyNasty we saw on the news last night?!"
Authority - "We've had sightings of Cmdr ReallyNasty near Last Resort Outpost. Calling all available vessels to that location."

Maybe you could purchase a police scanner style device?

Unfortunately, the bit I made bold is the problem. It doesn't matter if you know someone is there (logged in), as they could either be in a different mode, and even if they are in Open, they could be in a different instance. I'm simply pointing out that with the current game mechanics, you can never be sure you will be matched up, put in the same instance as another real player. I just feel this kills bounty hunting as a PvP occupation.


Bounties are one thing. But I'd actually like to see a ramped up AI response. Following on from above, the worse a person gets, the more they are likely to be 'noticed'. Get really bad and certain factions might even start sending their own hunting parties to track you down. NPCs manage to track me down all the time when I'm flying missions. Surely they wouldn't have any problems finding a murderer.

A reputation system would be handy.

Yes. There is the argument that this would 'kill the game for the target'. My thoughts on this:

  • If you're going to take on a violent profession, it should require skill and effort. It shouldn't be easy.
  • There should be (and are) regions of the galaxy that are considered lawless and dangerous. These areas would be somewhat of a safety zone for troublemakers.
  • In my opinion, wanton murder - while apparently fun for some - is overall a detriment to the game.
I don't disagree at all with a ramped up NPC response, nor do I disagree with safe areas and places where pirates could flourish. I'm also not concerned with ruining the game for PK'ers, I'm concerned that unless they get it spot on, FD could catch 'innocent' players in this harsh punishment. So far, the things that they have tried to change to combat this issue have generally not done anything to prevent it, and have simply created annoyances or irrelevant game play for others, for example, the speed limit in no fire zones, and persistent bounties.


On the NPC thing, I don't see that as a problem. In a perfect world, wouldn't it be almost impossible to tell the PCs from the NPCs? On the other... do the crime, do the time? But yes, piracy needs to pay somehow or it wouldn't make sense.

Not sure why it would have to be different than the current ship insurance. But there are lots of things that would need to be worked out with all of this stuff.

I'm honestly not trying to say that what you are proposing is wrong, or rubbish, please don't think that, I'm simply suggesting that since this is a game and therefore players aren't persistent, the idea of players being able to 'police' the game is not likely to work, and while a really strong NPC response to PK'ing might help stamp that out, it might also kill PvP in the main game for good.
 
I'm honestly not trying to say that what you are proposing is wrong, or rubbish, please don't think that, I'm simply suggesting that since this is a game and therefore players aren't persistent, the idea of players being able to 'police' the game is not likely to work, and while a really strong NPC response to PK'ing might help stamp that out, it might also kill PvP in the main game for good.

That's fine. I don't think there will ever be a 'perfect' solution.

I also agree that purely relying on players 'policing' or 'fighting back' against aggressors simply won't work. Not only are there numerous mechanic and infrastructure hurdles, but I don't think there would be enough people who want to pull themselves away from what they really want to do (trade/explore/whatever) to make a meaningful difference. That's a big reason why I'm more for AI response rather than increased bounties.

I'm also thinking that comments around mechanic changes and the like aren't really on-topic for this thread. Being a mega-thread with so many merges it's hard to keep track sometimes. But I think the initial intent was to discuss whether actions in one mode should impact the others? Sorry.
 
Pop Quiz

Which MODE is Homer playing here ?
9IIehPv.gif




And which mode is he playing here ?

homer-computer-woohoo.jpg
 
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Pop Quiz

Ha, that's easy.

First picture: after being bored to tears he blockades a CG and is bored to tears while destroying CMDRs in T-6 in his SCB overloaded Python. Answer: Open Mode.

Second picture: He is happy that he was part of a great community, part of something bigger while taking part in the Bast CGs and finally managed with the help of many others to do the impossible and helped to cure the Cerberus plague. Answer: Solo Mode.

;)

:D
 
Pretty sure the second one is CQC mode... Matchmaking worked!!

Sorry. Way off-topic.

Hm, I thought for a short time that number one could be CQC. Staring at "searching match" and "waiting for players" - the matchmaking is horrible. I had a match with no other player visible, one with 3 of 5 players invisible, one without any other player at all, and hours of waiting … But if it works it's pure fun.
 


rather easy, First is the insurance screen after getting ganked in open by a wing of players while in a T-9 with an expensive load and contemplating having to start from scratch in a starter sidey.

The Second is Solo/Group mode where he is allowed to play without worrying about jerks.
 
Solo mode makes power play boring because there is no real meaning or fighting between factions or players.

Solo mode makes bounty hunting and repercussions for bad actions impossible to deal with

solo mode is an easy escape for pvp players when they are in trouble (same with high wake and 15 second log off timer)


Then again, Open has the worst crime system balancing. Murderers shouldn't be able to do x, y ,z and crimes should be rare in the first place.

Open has so many possibilities, but they are squandered with save swapping - and people hate Open because it's so unbalanced. It should be like a real living universe and open is the only one that can deliver that (players are TIER 3 npc's essentially, ermergen and unscripted). PVP is totally fine and murder is fine, but it's so excessive it's insane.
 
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I do have to say, as a player that enjoys all three modes and primarily as a trader with some bounty hunting on the side... I'd LOVE to be able to offer a reasonable percentage to folks to "escort" my trade trips. Perhaps a way to post a "wing offer" where the player making the offer invites folks to wing up for (whatever value they type in to the offer)% of all profits to be split between the wingmates - for as long as the wing persists that percentage is in effect. If the offer percentage is 50%, 50% of ALL profits from whatever source (bounty vouchers, trade profits, combat bonds, whatever) are split between the wingmates of the cmdr that earned them. The current setup where trading in a wing pays so low to the other ships is stingy, insufficient to attract escorts of any "quality".

I run haulage CGs in Mobius or in Solo, because doing otherwise simply isn't worth it. Alone in open I'll come up against the most skilled PvPers and while I respect their skill I know I'm not in their league when it comes to combat and am likely to be rebuying my ship at least once for every half dozen loads I deliver. That wipes the profit. Winging up with escorts is something I'd GLADLY pay for but I can't offer them any kind of rate to make it worth their while, and half the time can't find any other players outside the "dodgy zone" anyway. This is different from running into "Mr/Ms Random Pirate", if I'm in an armed trading ship I can handle most of those encounters one way or another. Where the hardcore guys gather, folks like me need somebody to cover their backside in order to make it through in open so unless we can offer a pay rate commensurate with the risk our escorts are taking and higher than the escorts simply going out and hunting bounties in a RES, AND can (find/be found by) pilots willing to take on the job we aint going there in open mode.
 
PVP is totally fine and murder is fine,

I beg to disagree. I only got the game because I was guaranteed to never have to worry about PvP unless I explicitly wanted to. I'm not going to accept any idea that either forces me to deal with players that are intent on ruining the game for me or that punishes me for choosing to not see those players.




Winging up with escorts is something I'd GLADLY pay for but I can't offer them any kind of rate to make it worth their while, and half the time can't find any other players outside the "dodgy zone" anyway.
The part I put in bold is intrinsic to the game's model of making both travel meaningful and the Galaxy very large, though. Those aspects of the game mean that the only valid players to group with are those that are already where you are or very close; the issue is that, with the sheer size of the Galaxy and with players being furthermore unable to meet those geographically apart in real life, the number of potential players to group with is and will always be small, even if the number of players in the game is high.

And I don't see much that could be done to "fix" that without making travel far easier and faster than it currently is.
 

Robert Maynard

Volunteer Moderator
Solo mode makes power play boring because there is no real meaning or fighting between factions or players.

Solo mode makes bounty hunting and repercussions for bad actions impossible to deal with

solo mode is an easy escape for pvp players when they are in trouble (same with high wake and 15 second log off timer)


Then again, Open has the worst crime system balancing. Murderers shouldn't be able to do x, y ,z and crimes should be rare in the first place.

Open has so many possibilities, but they are squandered with save swapping - and people hate Open because it's so unbalanced. It should be like a real living universe and open is the only one that can deliver that (players are TIER 3 npc's essentially, ermergen and unscripted). PVP is totally fine and murder is fine, but it's so excessive it's insane.

Powerplay was designed from the outset to be able to be affected by all players in all modes (and now, all platforms too).

Regarding bounty hunting, if you are referring to bounties accrued by destroying players then I would agree - there was talk of players who destroy other players being locked into Open for a period of time.

The escape to Solo mode was stated as one way that players who perceive that they are being griefed may avoid such behaviour.

The balance in Open, as you put it, has nothing whatsoever to do with Solo or the ability to switch modes. You appear to be conflating two points.

When you say that "PvP is totally fine and murder is fine" but then go on to say "but it's so excessive it's insane", does that not imply that "fine" might be a bit of an overstatement of the case?
 
I do have to say, as a player that enjoys all three modes and primarily as a trader with some bounty hunting on the side... I'd LOVE to be able to offer a reasonable percentage to folks to "escort" my trade trips. Perhaps a way to post a "wing offer" where the player making the offer invites folks to wing up for (whatever value they type in to the offer)% of all profits to be split between the wingmates - for as long as the wing persists that percentage is in effect. If the offer percentage is 50%, 50% of ALL profits from whatever source (bounty vouchers, trade profits, combat bonds, whatever) are split between the wingmates of the cmdr that earned them. The current setup where trading in a wing pays so low to the other ships is stingy, insufficient to attract escorts of any "quality".

I run haulage CGs in Mobius or in Solo, because doing otherwise simply isn't worth it. Alone in open I'll come up against the most skilled PvPers and while I respect their skill I know I'm not in their league when it comes to combat and am likely to be rebuying my ship at least once for every half dozen loads I deliver. That wipes the profit. Winging up with escorts is something I'd GLADLY pay for but I can't offer them any kind of rate to make it worth their while, and half the time can't find any other players outside the "dodgy zone" anyway. This is different from running into "Mr/Ms Random Pirate", if I'm in an armed trading ship I can handle most of those encounters one way or another. Where the hardcore guys gather, folks like me need somebody to cover their backside in order to make it through in open so unless we can offer a pay rate commensurate with the risk our escorts are taking and higher than the escorts simply going out and hunting bounties in a RES, AND can (find/be found by) pilots willing to take on the job we aint going there in open mode.

As an additional idea in mechanics to this idea- the percentage could be scaled depending on the escort's combat rating... perhaps 5-10% for each level of rating. It's an incentive for both trader and escort- and although a combat rating alone doesn't determine a player's skill, you do have to spend copious amounts of time in combat in this game in order to achieve higher ratings- therefore gaining experience somehow.

Just a thought.

- - - Updated - - -

Powerplay was designed from the outset to be able to be affected by all players in all modes (and now, all platforms too).

Regarding bounty hunting, if you are referring to bounties accrued by destroying players then I would agree - there was talk of players who destroy other players being locked into Open for a period of time.

The escape to Solo mode was stated as one way that players who perceive that they are being griefed may avoid such behaviour.

The balance in Open, as you put it, has nothing whatsoever to do with Solo or the ability to switch modes. You appear to be conflating two points.

When you say that "PvP is totally fine and murder is fine" but then go on to say "but it's so excessive it's insane", does that not imply that "fine" might be a bit of an overstatement of the case?

In regard to the last statement... you highlight the contradiction perfectly.
 
The balance in Open, as you put it, has nothing whatsoever to do with Solo or the ability to switch modes. You appear to be conflating two points.

When you say that "PvP is totally fine and murder is fine" but then go on to say "but it's so excessive it's insane", does that not imply that "fine" might be a bit of an overstatement of the case?

Perhaps he meant that PvP/murder would be acceptable if a balanced crime system kept the number of senseless instances down (they should be rare). Balance in Open doesn't really have anything to do with switching modes. But it very well may have something to do with how many people have abandoned Open.
 
That's fine. I don't think there will ever be a 'perfect' solution.

I also agree that purely relying on players 'policing' or 'fighting back' against aggressors simply won't work. Not only are there numerous mechanic and infrastructure hurdles, but I don't think there would be enough people who want to pull themselves away from what they really want to do (trade/explore/whatever) to make a meaningful difference. That's a big reason why I'm more for AI response rather than increased bounties.

I agree that players shouldn't be the only source of "policing" in the game, however, unless the crime/bounty system is reworked at present it's still the only expectation.

Many times in these threads I've seen the pirates/PK'ers offer the argument that if players don't want to be murdered, etc. then perhaps they need to "band together" etc., and my point was to highlight that expectation. Open is not "fine" by any means- yet you'll hear the same arguments to the contrary because people still want to be able to murder with impunity and regardless of consequence- for which currently there really isn't any consequence. Without consequence- we have merely chaos.

As a side thought- it's amazing how advanced we can become as a civilization with technology and other things, yet we regress socially to the "Wild West" style of doing things, no?
 

Robert Maynard

Volunteer Moderator
Perhaps he meant that PvP/murder would be acceptable if a balanced crime system kept the number of senseless instances down (they should be rare). Balance in Open doesn't really have anything to do with switching modes. But it very well may have something to do with how many people have abandoned Open.

Perhaps PvP / murder would be less unacceptable (to those on the receiving end) if a balanced crime system was introduced.

Not sure what you mean by "senseless instances" in this context.

If the consequences for engaging in crime were enhanced then more players may choose to play in Open - we don't know for sure though.
 
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