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 game is advertised as a sandbox and multiplayer game. So I'm not assuming that there is a deception of the consumer. I know that the game revolves mainly around Grinding in a safe PVE. But there are also players who want more interaction in a multiplayer game than with NPC and the shifting of bar graphs (see Eve Online).

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Sure, then theyy have to get the same possibilities

Pretty sure they wouldn't be able to...but ok...

Now..what advantages does this give everyone since this would take a basic rewrite if the whole game....stopping all production on all new content until this is put in place?
 
The game is advertised as a sandbox and multiplayer game.

And single and Co-op.

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And the other information;

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...do more or die.
Surely you mean.... Do more, or do the same amount but be slightly inconvenienced by the BGS favouring someone else's goals?

I'm kinda torn, here. I disagree that its primarliy a "grind" game. I don't think anyone would be silly enough to make such a game, nor would there be enough people to sustain one. Its a sandbox that accommodates a variety of playstyles. But I think there should be added benefits to beating a player rather than an NPC.

I fully accept that players in each mode should have a similar effect on the BGS. It took a while, as most of my experience of MMOs has been in PvP-centric games. But I guess here, your influence as a single player or even a small group requires lots of drops to affect the BGS ocean.

Maybe something as simple as increasing the bounty rewards for killing players, as opposed to NPCs would suffice though. Allowing players to place bounties/contracts on each other also.

I'm just trying to think of options that would make sense, without impacting on anyone else's play style.
 
The game is advertised as a sandbox and multiplayer game. So I'm not assuming that there is a deception of the consumer. I know that the game revolves mainly around Grinding in a safe PVE. But there are also players who want more interaction in a multiplayer game than with NPC and the shifting of bar graphs (see Eve Online).

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You need to get the 'safe' idea out of the discussion. This is a falsehood. There are more reasons to play in other modes than safety. The game revolves around grinding because that is all the developers want the game to be. PVP (shooting other players) is not a rewarded activity. The only way to truly fight someone is to outcollect PVE trophies. This is the most basic gameplay that this game has...other than giving the players the choice to see/play with who they like.

You also are missing the huge problem...the devs have stated time and time again....that they are not going to change this...so what good does all this do?
 
Surely you mean.... Do more, or do the same amount but be slightly inconvenienced by the BGS favouring someone else's goals?

I'm kinda torn, here. I disagree that its primarliy a "grind" game. I don't think anyone would be silly enough to make such a game, nor would there be enough people to sustain one. Its a sandbox that accommodates a variety of playstyles. But I think there should be added benefits to beating a player rather than an NPC.

I fully accept that players in each mode should have a similar effect on the BGS. It took a while, as most of my experience of MMOs has been in PvP-centric games. But I guess here, your influence as a single player or even a small group requires lots of drops to affect the BGS ocean.

Maybe something as simple as increasing the bounty rewards for killing players, as opposed to NPCs would suffice though. Allowing players to place bounties/contracts on each other also.

I'm just trying to think of options that would make sense, without impacting on anyone else's play style.

The game gives you the freedom to do what you like. Yes, absolutely. However, the only place the game rewards players is for PVE trophy movement...basically, if you do something that changes the BGS you get a reward.

You run a mission...you get a reward.

You play in a CG....you get a reward.

You bounty hunt...you get a reward.

Players are no more, nor less than an NPC in any of these calculations...the game even recognized players as NPC targets for mission completion....but that is the extent of any rewards for active PvP.

And that would be all that would be allowed in a game where the modes have to have equality. Any time you increase the rewards in favor of a play style between the modes...it brings more importance to the rewarded mode. Although this might or might not matter...the devs have clearly stated that modes are here to stay and that there will be no difference between them.
 
Surely you mean.... Do more, or do the same amount but be slightly inconvenienced by the BGS favouring someone else's goals?

I'm kinda torn, here. I disagree that its primarliy a "grind" game. I don't think anyone would be silly enough to make such a game, nor would there be enough people to sustain one. Its a sandbox that accommodates a variety of playstyles. But I think there should be added benefits to beating a player rather than an NPC.

I fully accept that players in each mode should have a similar effect on the BGS. It took a while, as most of my experience of MMOs has been in PvP-centric games. But I guess here, your influence as a single player or even a small group requires lots of drops to affect the BGS ocean.

Maybe something as simple as increasing the bounty rewards for killing players, as opposed to NPCs would suffice though. Allowing players to place bounties/contracts on each other also.

I'm just trying to think of options that would make sense, without impacting on anyone else's play style.


Let's take the example Powerplay

Powerplay
Allegiance. Reward. Power.

"Powerplay is an ongoing battle for interstellar conquest and control did touches and Enhances every aspect of the Elite Dangerous experience. Ally yourself with a galactic power, guide Their strategy, earn valuable perks and bonuses, and dominate human-occupied space together. Every player's choices and actions can impact the balance of galactic power. "bla bla bla.

How does the game actually designed? Do collect "Merits", you kill enemy NPC, You deliver documents and moving bar graphs. By doing so you bear no risk. You can even fly into enemy territory with a lakon type 9 without escort

An enemy player who wants to defend his system will not stop you, thanks to the network infrastructure.

It should not be taken to the players the opportunity to experience this kind of game fun, but at least should the other players who maintain a different style of play, also have the opportunity to express themselves freely.

And that means that in an open channel, a system can not be conquered in stealth mode.
 
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Let's take the example Powerplay

Powerplay
Allegiance. Reward. Power.

"Powerplay is an ongoing battle for interstellar conquest and control did touches and Enhances every aspect of the Elite Dangerous experience. Ally yourself with a galactic power, guide Their strategy, earn valuable perks and bonuses, and dominate human-occupied space together. Every player's choices and actions can impact the balance of galactic power. "bla bla bla.

How does the game actually designed? Do collect "Merits", you kill enemy NPC, You deliver documents and moving bar graphs. By doing so you bear no risk. You can even fly into enemy territory with a lakon type 9 without escort

An enemy player who wants to defend his system will not stop you, thanks to the network infrastructure.

It should not be taken to the players the opportunity to experience this kind of game fun, but at least should the other players who maintain a different style of play, also have the opportunity to express themselves freely.

And that means that in an open channel, a system can not be conquered in stealth mode.

The balancing force in this example is the AI...as long as the AI is strong enough...the Type 9 will not make it to the end point unmolested without risk.

If you remove 'stealth mode' you remove a part of the game the devs have stated is important to the game and desired.

And here's the current discussion of AI going on currently!

https://forums.frontier.co.uk/showthread.php?t=200179&p=3103310#post3103310
 
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The balancing force in this example is the AI...as long as the AI is strong enough...the Type 9 will not make it to the end point unmolested without risk.

If you remove 'stealth mode' you remove a part of the game the devs have stated is important to the game and desired.

And here's the current discussion of AI going on currently!

https://forums.frontier.co.uk/showthread.php?t=200179&p=3103310#post3103310

:D

I had to laugh when I read the article about the hard AI. Anyway, the player should also overcome the player, and not only the enemy AI. Especially in open play and on the powerplay. What the players do in the other modes, does not matter
 
:D

I had to laugh when I read the article about the hard AI. Anyway, the player should also overcome the player, and not only the enemy AI. Especially in open play and on the powerplay. What the players do in the other modes, does not matter

And this is the flaw in your argument. The game is not designed to do what you desire...and the design is not changing in that direction. If anything...PVP might be getting it's hat handed to it with the current set of changes incoming. PVP is an option for role play...not a rewarded part of the game.

As far as the AI being hard or easy...it has to be hard enough to slow down a given percentile of the community...it will be easy for some folks....but not for all folks. You might be a lucky person and be in the top 1% of player ability...congratulations. However, if 75% of the population is gated behind the AI...which is quite possible...that solves your 'unattacked' player base and makes it difficult for 75% of the player to play 'safely'....in other words...they are challenged up to and beyond their capabilities to play.
 
Anyway, the player should also overcome the player, and not only the enemy AI.

Why?
Because you say so?

FD sold me a game I can play co-op with friends connected to the BGS.
FD told us we can mode swap when we want.

We don't have a problem with it and we enjoy the entertainment the AI provides.
 
Another question for you, Benedictus - what was the outcome of your off-forum poll? Did your guild like the results?
 
Uh... sorry, can u repeat it?

Certainly, it's only one page back for me and finding it is less time than the docking computer takes.

Your basic assumption is flawed. You are assuming that the choice of game mode is related to what you personally class as "risk", that is false and as a result, everything you derive from that assumption will also be false. Easy example: a friend of mine plays in a Private Group with his 8 year old son, why do you think they do that? Hint: it's nothing to do with PvP...

Edit: Another easy example: I play in Open except when working away and I'm on crap hotel wifi which can only support the low bandwidth used by Solo. Under your system I would not be able to play the game I paid for. Is that right?
 
The game is advertised as a sandbox and multiplayer game. So I'm not assuming that there is a deception of the consumer. I know that the game revolves mainly around Grinding in a safe PVE. But there are also players who want more interaction in a multiplayer game than with NPC and the shifting of bar graphs (see Eve Online).
Multiplayer means the game has Multiplayer, wich this game clearly has. You can also find that in the description of games like The Last of Us, because they have Multplayer. Do you assume by any game that has Mp in its description that it is Multplayer-only and when its not iit must be some sort of deception?

Like, really, about 90% of all Games out there have Singleplayer and Multipalyer in there discription, because they all are both. And Sandbox is wishy washy as hell when it comes to what it means, good luck finding a definition everybody agres on.
 
And this is the flaw in your argument. The game is not designed to do what you desire...and the design is not changing in that direction. If anything...PVP might be getting it's hat handed to it with the current set of changes incoming. PVP is an option for role play...not a rewarded part of the game.

As far as the AI being hard or easy...it has to be hard enough to slow down a given percentile of the community...it will be easy for some folks....but not for all folks. You might be a lucky person and be in the top 1% of player ability...congratulations. However, if 75% of the population is gated behind the AI...which is quite possible...that solves your 'unattacked' player base and makes it difficult for 75% of the player to play 'safely'....in other words...they are challenged up to and beyond their capabilities to play.


Okay I think i have understood. My english... Elite Dangerous has no Roleplay. PVP is not an option when PVP is against an invisible enemy. There is no existent PVP option. PVP would be possible if FD would be willing to be flexible. The game is almost perfect. I've been looking for two decades for the perfect Spacesim for me.

X3 Terran Conflict has an ingenious business simulation and vibrant Galaxy, but there is no multiplayer.

Eve Online has a fairly extensive economic simulation, money and goods. Multiplayer and PVP. But the skill system I do not like, unfortunately, Third Person, and the immersion is missing.

Elite Dangerous was my hope. It took a long time until I realized the problem in Elite Dangerous. The restricted gameplay within a sandbox, with the same lack of content, the lack of PVP, the BGS and the instances.

This sandbox is not free. You cant conquer system, as clan you can not make blockades, t you cant fight player battles like in Eve, You cant trade with other players, you cant craft, you have no bank account.

Some features will be coming. But in others, FD has already been determined. The question is whether people with a particular way of playing can be happy or have to wait more years until another developer picks up their needs.
 
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No RP? Like here? As for PvP search YouTube for it and you will find lots of PvP examples, 1v1 and Wing vs Wing as various player groups fight it out.

PVP is not an option when PVP is against an invisible enemy. PVP "is" an option when it is against a visible enemy. In Powerplay, CG and so on you play against an invisible enemy, who is shifting bar diagramms witout having a fight with you. The enemy has its stealth modus,The enemy operates in the background called Private and Solo. So you have to operate in the background too. The Open-Play is like a Solo Mode.
 
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