Modes The Solo vs Open vs Groups Thread - Part the Second [Now With Added Platforms].

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<chuckles> For a second, I thought you said 'send in the clowns' - a good song, is that.

Oh dear - I note that this is my hundredth post in this cycle. Ho-hum!
 
i never accused anyone of cheating. i stated the current game mechanic of solo is like cheating in that it is unfair to the other play style, the pvp'er. it is like someone in world of warcraft that plays in a pvp server but has the ability to go invisible so he can farm the nodes without risk and then manipulate the auction house markets.

You do know that, with the help of a player from a different server, WoW players are able to go farm on a different server from their own — perhaps going to a low pop PvE server, where they won't see competition for the gathering nodes — and bring back what they earn to their own server, right? And that this doesn't cost a single penny?

Blizzard figured out that the benefits of allowing players to play together, even if they did chose different servers or rulesets at the start, far outweights any perceived benefit from forcing players to stick to their early choice.

(When it comes to gathering nodes I still prefer the GW2 mechanism, though. Nodes are instanced and farming one only makes it vanish for the player that did the farming; others can still see it and farm it themselves.
 
A better analogy then:

You are both paid the exact same, but you have a small risk of death or dismemberment in your duties versus the other guy. With that risk should come at least a little more reward.

Even real life isn't like that. Especially if you have a job that sells itself by being more interesting, challenging - then you get to pay the bloke doing the risky job less because he enjoys it. To be honest a worse example than your first one.
 
Even real life isn't like that. Especially if you have a job that sells itself by being more interesting, challenging - then you get to pay the bloke doing the risky job less because he enjoys it. To be honest a worse example than your first one.

In real life many people pursue high-risk pastimes for fun without getting paid. In fact it costs them money.
 
A better analogy then:

You are both paid the exact same, but you have a small risk of death or dismemberment in your duties versus the other guy. With that risk should come at least a little more reward.

The problem with this analogy, is that according to open players, 99% or greater of the open environment has no more risk then the group or solo environment. Why should all the players in open get a reward, when less then 1% is "more dangerous"? If we assume 10,000 occupied star systems, that's only 0.0000025% of the available 400 Billion star systems. If you are asking for a .0000025% increase in pay due to the increased risk, I might go along with that. The fact that you choose, not ordered, not threatened with job loss, or anything else, but choose to be in the 0.000025 percent of the galaxy that is more dangerous, is no reason to get extra pay.
 
To some degree, yes. Maybe it's not intentional, but acquiring wealth in Open is more difficult than in Solo. Whether that be with trading, where players may act out pirating on other players, or whether you go to a RES and there are more people present than there are wanted ships, and you aren't able to collect every bounty. Contrast that with Solo mode, where you would be able to go around and collect every single bounty.

It's perhaps true that some elements of the game are indeed easier in Solo (I know docking at the Jameson Memorial certainly is!). However it is also true that it is much easier to play with other people in Open. In fact I'd go so far as to say that multiplayer in Solo is virtually non-existant.

So what's more valuable to you? In game money, or human interaction? You have a choice.
 
So what's more valuable to you? In game money, or human interaction? You have a choice.

Say both, say both, say both... Emoticon_fingers_crossed.png
 
To some degree, yes. Maybe it's not intentional, but acquiring wealth in Open is more difficult than in Solo. Whether that be with trading, where players may act out pirating on other players, or whether you go to a RES and there are more people present than there are wanted ships, and you aren't able to collect every bounty. Contrast that with Solo mode, where you would be able to go around and collect every single bounty.
Bullpuppies.

Acquiring wealth in open can be just as easy/hard as in solo. And those arguing in favour of Open give the reason why.

How does the complaint: I hardly see any players in Open gel with Open is so much harder because of all the players?
It's dead easy to point your trade/bounty ship in a general direction, hop a couple of times, and you're completely surrounded by NPCs. Just like Solo.

I haven't traded much, but I did a lot of Bounty Hunting. Now I don't like kill-stealing, even if I am the kill-stealer. So I did go into solo for a short time because I was hunting near a station in a popular system.

Then I thought I would try a RES which was about 1,000 ls out, in the same system. Week of Bounty Hunting, never had to share my kills with anyone. because everyone picked the ring around the station or the nearby gas giant RES to hunt. If don't feel that flying the extra 1,000 ls in Open is such a sacrifice that it warrants being treated differently than those in Solo.

Open is as hard as you want it to be, and as easy.
 
We are all told "play the game how you want to", not "play the game how other players want you to".

The game was pitched successfully with the core features in the stated game design (three game modes; single shared galaxy state; ability to switch modes at will) over two years ago. Despite much debate regarding the merits (or not) of these core features, the game launched with them intact over six months ago. Just the other day, DBOBE gave an interview to Arstechnica at E3 where he is quoted as stating:



I very much doubt that these core game features are going to be changed now.

the point is that their logic is fundamentally flawed. it effectively allows god mode in an open world pvp game. you guys can hide behind their quotes all day long if you like. the bottom line is that the pvp'er has been unjustly affected.

so like i have originally said this game has a huge identity crisis. it does not know what it wants to be. it obviously wants to be successful, and i do want it to be a success, so that is why i am debating this issue. but at the end of the day when you only reward one play style over the other you will simply get more of it and less of the other, and this limits growth.
 
the point is that their logic is fundamentally flawed. it effectively allows god mode in an open world pvp game. you guys can hide behind their quotes all day long if you like. the bottom line is that the pvp'er has been unjustly affected.

The PvPer is not affected at all by people playing in solo - that's the entire point of solo.

so like i have originally said this game has a huge identity crisis. it does not know what it wants to be. it obviously wants to be successful, and i do want it to be a success, so that is why i am debating this issue. but at the end of the day when you only reward one play style over the other you will simply get more of it and less of the other, and this limits growth.

The rewards are individual. As I just said to another poster, do you value human interactivity or in-game currency? You get to choose. Complaining because you have a choice doesn't make any sense.
 
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