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

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Prove it wrong! Please. End the nightmare!

BTW...I can hardly wait for the excitement coming for the big PC and Mac suprise! New ways to collect PvE trophies to beat each other with! Woo Hoo!
Would that I could Roybe.

Yea I'm hesitant about the "surprise" too. I don't think it will be anything that'll interest me.
 
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To answer your question regarding groups, the largest one is over 9000 members now and always taking on new members.
The groups section of the forums is always a good place to stop by, to find a group that fits with what you want out of ED.

Sorry you had a rough time in Open Mode, not everyone is a griefer/ganker there, I met a nice player in Open once so they do exist.
Plus if you stay away from the busy systems in Open, it is like being in Solo Mode.

Fly safe CMDR.

Gawd I should check my inbox more often... It wasn't that big of deal, I was responding to another post but didn't have the quote in there so it looked a little more whiny than it should have. Was simply demonstrating choice, but, hey thanks for the response.

Mainly I wanted to express shock at how big the groups are getting and I will most certainly check that out now.

Thanks and rep to you good sir :)
 
9000 ppl is not a group, its just a collection of names who don't know each other
If you wait for Green before crossing the Street and there are 5 others strangers waiting too you form a group with these other 5 people even if you don't know them.

To be a group there really only has to be a bunch of people doing the same thing, not that much rules about what you have to do to qualify as a group.
 
Once more, dear friends, into the breech...

So you do acknowledge that in CGs solo players have an easier job... Without opposition...

... players in easy mode should not compete for the same rewards as players on hard mode.


First, to claim "no opposition" displays an acute lack of knowledge of PP or CGs. Anyone in Open can do the same activities as in Solo/Group. However, to Open-only zealots, pewpew is the only way to do those activities. This is patently false.

Working in politics is the same in RL as it is in ED. You don't get a roadmap to follow for your chosen candidate. You don't know ALL of who is working against you. You only have demographics, polls, appearances, etc to go on. Just like in PowerPlay or CGs. Those in Open have exactly the same tools as solo/group players. But it seems like that is "easy" or "unfair" to a small group of people who think PvP is the only way to play the game, when it is only one way to play.


More "easy mode vs hard mode" guff. It's been repeatedly pointed out in this thread by players who also play mostly open that given the infrastructure of the game, it is quite possible to be in Open without ever seeing another player. As usual, this point is discarded by the PvP-only crowd.

Another point: "without opposition." Do you really think everyone in solo is working against your own choice of Powers? There are liable to be just as many people opposing one Power and pledging another Power, no matter what their preferred playstyle is. This paranoia about "all solo players are working against me!" is ridiculous.

Finally, the "rewards" for Open (not harder) players is exactly what they are supposed to be - more "danger" and more "excitement." If you don't like those rewards, don't play Open.
 
That doesn't matter as much as the fact that it is also a collection of names that are all giving the same message.

And considering it's member count, that is a pretty significant message,,,,,,,,,,,

That message is that lots of players want to play without the risk of excessive harassment that may result in too frequent ship loss.

The problem is actually not harassment itself, but the lack of consequence of that harassment.

Murdering players should put a very high bounty on the attackers head, instead of a a few k's local bounty for a few days.

Mudering players should have a bounty high enough (bigger than standard assassination missions) so that bounty-hunter players should be compelled to hunt down murderers for profit.

This way crime would auto-regulate itself, murderers would not so easily get away with it, and the amount of player harassment would drop.

Of course for this to be possible, a solution would be needed to this problem: it is almost impossible to actually track down a player with a bounty. You can read list of high bounties in a station, and see last seen locations, but still you could jump to the system where the murderer is tenths of times and never actually be on the same instance.

Players should be able to accept very high-paying bounty-hunting missions to track down and kill human murderers, and after mission acceptance the game should make sure than upon jumping into the system where the murderer is, the bounty-hunter should be on the same instance than the murderer.

THis would make the game a little more enjoyable for players that do not like human harassment, make murder have real consequences, and makje the game more interesting for bounty-hunters.

just my 2 cents...
 
9000 ppl is not a group, its just a collection of names who don't know each other

Group..

Noun..

a number of people or things that are located, gathered or classed together


but hey, if you can't understand the actual definition, maybe just think of it as an alternative version of open play.. but with some simple 'gentlemen's rules' governing personal conduct and behaviour.
 
That message is that lots of players want to play without the risk of excessive harassment that may result in too frequent ship loss.

The problem is actually not harassment itself, but the lack of consequence of that harassment.

Murdering players should put a very high bounty on the attackers head, instead of a a few k's local bounty for a few days.

Mudering players should have a bounty high enough (bigger than standard assassination missions) so that bounty-hunter players should be compelled to hunt down murderers for profit.

This way crime would auto-regulate itself, murderers would not so easily get away with it, and the amount of player harassment would drop.

Of course for this to be possible, a solution would be needed to this problem: it is almost impossible to actually track down a player with a bounty. You can read list of high bounties in a station, and see last seen locations, but still you could jump to the system where the murderer is tenths of times and never actually be on the same instance.

Players should be able to accept very high-paying bounty-hunting missions to track down and kill human murderers, and after mission acceptance the game should make sure than upon jumping into the system where the murderer is, the bounty-hunter should be on the same instance than the murderer.

THis would make the game a little more enjoyable for players that do not like human harassment, make murder have real consequences, and makje the game more interesting for bounty-hunters.

just my 2 cents...


Why? Bounty hunting NPC's is so much better for your wallet than making a 'big score' based on a random matchmaking system. Again..people are fighting the design of the game! Embrace it..stop fighting! It's a PvE collection contest! Nothing more!
 
Once more, dear friends, into the breech...




First, to claim "no opposition" displays an acute lack of knowledge of PP or CGs. Anyone in Open can do the same activities as in Solo/Group. However, to Open-only zealots, pewpew is the only way to do those activities. This is patently false.

Working in politics is the same in RL as it is in ED. You don't get a roadmap to follow for your chosen candidate. You don't know ALL of who is working against you. You only have demographics, polls, appearances, etc to go on. Just like in PowerPlay or CGs. Those in Open have exactly the same tools as solo/group players. But it seems like that is "easy" or "unfair" to a small group of people who think PvP is the only way to play the game, when it is only one way to play.


More "easy mode vs hard mode" guff. It's been repeatedly pointed out in this thread by players who also play mostly open that given the infrastructure of the game, it is quite possible to be in Open without ever seeing another player. As usual, this point is discarded by the PvP-only crowd.

Another point: "without opposition." Do you really think everyone in solo is working against your own choice of Powers? There are liable to be just as many people opposing one Power and pledging another Power, no matter what their preferred playstyle is. This paranoia about "all solo players are working against me!" is ridiculous.

Finally, the "rewards" for Open (not harder) players is exactly what they are supposed to be - more "danger" and more "excitement." If you don't like those rewards, don't play Open.


In all my posts about this matter, I never mentioned PP... I only talked about community goals... Nor do I ever implied that pewpew was the only way to do CGs. I actually never attacked first a another human player, never role-played as pirate, and certainly not bullied new players. I mostly play as smuggler and bounty-hunter, and sometimes some trading.

But if you think there is no difference in difficulty then clearly you never did a CG in open (be it trading, bounty-hunting or combat zones), nor a bunch of rares runs in open on the lave cluster.

And if "easy mode vs hard mode" if just "guff", then please tell me why on earth people would choose to play an online game in solo mode, if not for reduced difficulty? Is it because people just find empty squares on their scanner visually displeasing?... Or don't like seeing other players entering / exiting stations?
 
But I want player interaction, and I like increased difficulty. I like the risk of being attacked, I like having to mind my routes, having to mind my scanner, having to fight for my ship, and sometimes having to run away. I like chatting with other players on stations, and I like seeing other players flying in space.

I don't see where in any of my posts you got the message that I am complaining about the difficulty of the mode i've chosen to play.

OK, so, your chosen mode, Open, gives you the rewards that you crave. That is why you chose that mode of play. So what are you complaining about? The only reason I can see for it is that everyone doesn't play the same way as you.

Are you complaining about the "lack of player contact" in Open? That's an entirely different kettle of fish. Why do you think that is? Do you automatically assume that people choosing solo/group modes do it because it is "easier"?

Representative sampling in this 16000+ post threadzilla says that half don't care for any human contact at all; that they play a longer, strategic game or choose to play a meditative game. Another large group are the explorers, who are so far out in the galaxy there is almost no chance of meeting other players in any mode. Then there are players who have gotten burned by PvP "pirates" in Open and joined a group like Mobius.

Finally, everytime you label solo/group play as "easier" you are contradicting yourself and your supposed position in the final sentence above in your quoted post.
 
Why? Bounty hunting NPC's is so much better for your wallet than making a 'big score' based on a random matchmaking system. Again..people are fighting the design of the game! Embrace it..stop fighting! It's a PvE collection contest! Nothing more!

Bounty-hunting npcs may be better for your wallet and/or your ship, but the sense of vigilante justice of bounty-hunting player murderers is better for your soul :)
 
That message is that lots of players want to play without the risk of excessive harassment that may result in too frequent ship loss.

The problem is actually not harassment itself, but the lack of consequence of that harassment.

Murdering players should put a very high bounty on the attackers head, instead of a a few k's local bounty for a few days.

Mudering players should have a bounty high enough (bigger than standard assassination missions) so that bounty-hunter players should be compelled to hunt down murderers for profit.

This way crime would auto-regulate itself, murderers would not so easily get away with it, and the amount of player harassment would drop.

Of course for this to be possible, a solution would be needed to this problem: it is almost impossible to actually track down a player with a bounty. You can read list of high bounties in a station, and see last seen locations, but still you could jump to the system where the murderer is tenths of times and never actually be on the same instance.

Players should be able to accept very high-paying bounty-hunting missions to track down and kill human murderers, and after mission acceptance the game should make sure than upon jumping into the system where the murderer is, the bounty-hunter should be on the same instance than the murderer.

THis would make the game a little more enjoyable for players that do not like human harassment, make murder have real consequences, and makje the game more interesting for bounty-hunters.

just my 2 cents...

the only problem with pumping up the bounties for player killers is that it is easy to then abuse the system by having friends collect the bounties on them, or as i read elsewhere, selling the bounties for real world money. the system needs to be more punitive, but in such a way that the player is unable to play that system or evade it easily.. no idea how that would be achieved fairly though.
 
... i'm complaining that, in the specific case of CGs, solo players get the same (an potentially higher) rewards DESPITE being easier. ... I'm just saying that in a specific case where modes cross for a potential reward, lower difficulty should not yield bigger reward. That is it.


Well, aren't you forgetting that those players in other modes are what's pushing up the reward tiers? Without them, rewards would be lower for you.
 
the only problem with pumping up the bounties for player killers is that it is easy to then abuse the system by having friends collect the bounties on them, or as i read elsewhere, selling the bounties for real world money. the system needs to be more punitive, but in such a way that the player is unable to play that system or evade it easily.. no idea how that would be achieved fairly though.

Indeed there's the potential for exploiting.. Too bad, I think the only solution for excessive harassment would be to actually put serious consequences on harassment.
 
... the issue here is ego.. those players who think they should get more for playing open over solo or group, really do think they are better than other people because they play open.. i mean come on, its a game.. of all the things to measure yourself against.

By george, I think you've got it! :D
 
Indeed there's the potential for exploiting.. Too bad, I think the only solution for excessive harassment would be to actually put serious consequences on harassment.
Not really. To my mind the only effective solution is by issuing warnings followed by shadow and perma-bans to repeat offenders and make those bans publicly known via Galnet. There by example will you deter future idiots from engaging in harassing gameplay, if they ever wished to play Elite for what it is and not use it as just another implement in their greater universal game of satisfying their psychopathic need to ruin other player's gaming experiences.
 
... open mode should be eve online from a cockpit

That is exactly what most people do not want this game to be. I'd hazard a guess that FD has studied EvE carefully & is committed to not making the same mistakes. Most people here do not want another EvE. Many people have stated that they were playing EvE, and at some time (up to 10 yrs) they got tired of the point-and-click gameplay and the goonswarm (including me).

No, I don't think FD and most of the players want this game to be another EvE.
 
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