Modes The Solo vs Open vs Groups Thread [See new thread]

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And even MORE will be coming to Solo soon...... :) Maybe people just don't want to play with YOU.....ever think of that?
I wasn't even participating in this event. But the need for separated slots is more than evident in this case.
And the sad fact is these forums are extremely carebear heavy. If you take a look at other forums, the situation is completely different and people actually enjoy these player driven events, be it traders, pirates, bounty hunters...
 
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Broken game is broken... Instead of feeling guilty of cheating this trader even boasts about it.
Hopefully you will stay in your ultra safe world of solo forever.

What you're doing is expecting to shoot fish in a barrel, but those fish can travel to a parallel dimension where the barrel also exists, but you don't.

Can you also see why the people participating in the community event might not want to get picked on? It's a hugely unprofitable community mission, as the profit for copper is pitiful. The only reason you want to do it is feel like you're contributing to the ongoing narrative of the game. Those are the players who are least likely to be interested in trying to fight your Viper in a Type 6 equipped for trading.

Reiterating my previous point, I'd feel better if you were likely to have the roles reversed, and you'd be in a Type 6 running missions for the Empire at some later date. The sad truth is that you probably won't, as you're not inclined to compete for community goals, you're more of a combat person. Do you see where there's a massive asymmetry here? And why the only rational choice is to contribute to this community mission in Solo? Calling people carebears is missing the point entirely, you have to think game-theory!
 
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sorry, but this whole "blockade" is pointless, from a role-play point of view:

Why would the empire intervene in internal federal affairs, in federal territory? There is no war or something, Federation is just building a new battleship, who cares?!
And even if a mercenary-group would try to do this, they would be wiped out by federal military. But sadly NPCs are useless ...

"Empire"-Players killing harmless traders und useing a federal base (!) to resupply and pay off their bounty. what a contradiction!

I stopped supporting the community goal after about 3000t before this blockade set in, and the goal was already a success at tier 1.
High risk and minimal profit now, just to create some content for a bored group of players? I'm surprised there are still traders around ....

EDIT: 993 contributors and nearly 900000t of copper sold at hudson dock so far ..... impressive! looks like a success for the federation (even most goods were contributed in solo mode, I guess)
 
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I took part in the first goal but once it got too hot for me, I did one. Was great fun trying to run the blockade but I played the game and got out when I thought the time was right. I think it depends on the reward, the risks we take as traders, maybe if bounty hunters were offered a bonus for taking out the blockaders. If there wasn't any risk then it would just be like a normal trade run
 

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Just another reason why solo and open need to be separate modes.

I thought the same at the beginning (strictly separate CMDRs for Solo and Open).

But now it is too late - and there's no turning back. At least not without stirring massive trouble.

PS.
I think the Blockaders are strictly role-playing, so any success they see within their game counts for their intents & purposes.
They're certainly well aware that there might be hundreds of ships they simply can't see (Instancing or Solo) anyway. But that's the same for everyone.
 
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All this tells me is that in solo mode, AI's should take the place of the absent players to bulk out the numbers in a system.

Would actually be quite funny if the AI took an exact copy of that player and placed it in Solo under AI control.
Same rank, same ship, same outfitting. Match the AI accordingly to rank.
 
sorry, but this whole "blockade" is pointless, from a role-play point of view:

Why would the empire intervene in internal federal affairs, in federal territory? There is no war or something, Federation is just building a new battleship, who cares?!
And even if a mercenary-group would try to do this, they would be wiped out by federal military. But sadly NPCs are useless ...

"Empire"-Players killing harmless traders und useing a federal base (!) to resupply and pay off their bounty. what a contradiction!

I stopped supporting the community goal after about 3000t before this blockade set in, and the goal was already a success at tier 1.
High risk and minimal profit now, just to create some content for a bored group of players? I'm surprised there are still traders around ....

EDIT: 993 contributors and nearly 900000t of copper sold at hudson dock so far ..... impressive! looks like a success for the federation (even most goods were contributed in solo mode, I guess)

correct
all this RP-bull is nothing more than justification of player griefing
 
Sorry but the idea of community goals are goals to complete for the community, in an acton to blockade and stop these goals these people are saying they are against the community.

Its getting to the point where people who want to work for the community have to play solo, the blockading pirates are the sort of people who were probably complaining about interdiction frequency in beta, and are now the cause of this in the release of the game.

IRONY!

Sorry but what community exactly are you talking about?

I do think you're among random people that joined in a made up event for the personal reward, and multiplayer aspect of it. I wouldn't call that a community, sorry.

What I would call a community however, is the player base of ED. As a whole, blockaders included. Ironically enough, I do believe that blockaders are the one pursuing a community based action there, with making the whole event more dynamic / action filled. It actually doesnt matter what their motives are, the simple fact that they are trying to interact with other players does indicate that they are trying very hard to work for/with the community (be it at your personal expense, in that case).

Same goes with random pirates / PK in Open.

And you react by going away in solo, to still get your personal reward, but not all the interaction noise GRIEF from the community.

Not blaming you. Just yet another example of the good old solo vs open discussion.
 
What the "blockaders" utterly fail to realise, is that ED is meant to be a game (currently it's more Flight Sim in Space, but that's a different problem) and games are meant to be fun for all of the players participating.

The blockade's attitude that they should be able to shoot every poorly armed trader at will and have a 100% success ratio and who cares how this affects the other player's enjoyment of the game is often the problem. One type of player wants to contribute to a lame community goal, which while dull as possible and utterly unprofitable and pretty much reward-free does provide some for of goal in game, the other wants to have a one-sided combat for no apparent reason other than they can. It's not as if combat of "pirate" vs "trader" is exactly profitable for a pirate... are they going to scoop up the debris and copper and sell it instead? Neither is the combat exactly enjoyable as it's just a case of sniping a running target and that's pretty frustrating when they escape. What's a particular shame, is that these pirate interdictions were making a lame, useless community event grind rather more interesting, however there are limits of the grinder's patience where, as demonstrated here, they'll just head to where they can avoid the pirates. In the end, this isn't good for anyone or the game as the trader will play in their own world, the pirate will be target free and have nothing to do and will likely get bored.

So what's the solution? other than thread after thread of solo vs open rants? :)

There are plenty of options, but all require rather significant changes in FDs current direction and many would have to be implemented together:

* Trade ships can mount defensive weapons that will hurt like hell if you get too close or don't attack correctly. In the animal world, think of prey animals having horns, spikes, damn big feet, poison barbs and so on. Basically, bring some skill into the game so trade ships aren't just moving boxes of cargo, where a trader skilled in defensive combat can make an attacker really suffer if they make a mistake. A skilled attacker should be able to take down an unskilled defender, although they might suffer some damage, but for equally matched pairings the defender should usually be able to escape or inflict enough pain on the attacker so they realise it's not worth the effort and move along for a weaker target.

* There are properly patrolled bits of space for appropriate security levels, meaning traders can trade in relative safety in these systems, but the rewards are lower compared to the insecure systems where the risk of attack is higher due to less system security. This requires that the system security levels actually mean squat and that NPC ships start acting with roles rather than mindless automatons - they should be chasing pirates (or other criminals), interdicting them, jumping into combat and assisting the victims... basically give some real risk to being a pirate in a particular system.

* Suitable reward for piracy. Yep, currently there's all other than the minimal satisfaction of shooting a PC. There should be anarchy systems that while not exactly waiting with open arms for the pirates to fly in with their booty, although other pirates may :) (no honour among thieves and all that), but they should pay good money for all types of goods because no trader in their right mind, or without a combat equipped but cargo light vessel, would visit. Give flavour to these systems, want to buy a somewhat suspect "second hand" ship component, sure... just don't come crying when it fails in the middle of combat. The life of a fugitive should be risky but rewarding considering the different challenges they should face. Currently there's no difference and no reward.

* Proper rewards for these currently lame community events. Alternatively is almost certainly better to ditch these community events as they are entirely and create many smaller localised requests and follow on missions rather than continue with them as they are now. Give the game some background, give profits for actual work (reward vs risk) and drive engagement in the game. Why shouldn't a player, or players, be offered and able to accept a contract to deliver 1200 tons of a particular commodity and not have to deliver it all at once? This gives mini goals, and relationships can then be tracked with the mission offering faction or organisation and more unique and interesting follow on missions offered as a result. How much more immersive would it be to receive a message from a faction that you've done a set of delivery goals for, thanking you for your hard work and requesting X units of Y instead? Occasionally they could even admit that the price is less than you might get elsewhere but sure;y a friend would help them out? Just something would be good and with suitable coding wouldn't have to feel like "random FedEx mission 1, 2 or 3".
 
So after escaping that final interdiction, I did what any good and sensible trader would do... I started playing in Solo mode.

Would a good and sensible trader provide the Federation with a CHARITY battleship for 100 cr/t delivered?

The good and sensible freelancers are at Ngaiawang, helping the Empire against pirates, because there money is paid for services rendered. That's why it's approaching tier 6, while the Charity Copitol Shop is stuck at Tier 3.

If you want to trade, there's a new CG for Terraforming. Those guys are apparently willing to pay for your services. Be a "good and sensible" trader, and go to where the money is.
 
Personally, I think Solo Mode works absolutely perfectly, and was a stroke of genius.


As Mufus says above, it's a game, and is meant to be fun.


A "player blockade" will be fun for those participants who:

1. Enjoy the flight experience of enforcing a system/station blockade.
2. Enjoy the flight experience of blockade-running, stealing home, etc.
3. Enjoy the out-of-game drama of blockade/blockade-running.


A community goal will be fun for those participants who:

1. Enjoy the idea of contributing towards a progressive target, reading news reports about the progress, having a bit of a local story, getting a reward for it, etc.
2. Enjoy the flight experience of contributing towards the community goal.


And, as you can imagine, these various player type "sets" don't all intersect!

Not everyone likes the same thing!


Nevertheless, Elite's flexibility allows players to do the exact bit they enjoy.

Plus, if they try stuff out for size, or get caught unawares, they can effortlessly change their game approach to one they think they will enjoy more. Perhaps they will. Or perhaps they'll change their mind and mode again.


I said yonks ago that Elite was about the in-the-cockpit experience of flying, fighting, blockading, interdicting, sneaking, etc. I stand by that.

Sure, we can whip up some on-forum drama and conflict to spice up the in-game side of things... fun if you're into it.

But... as we all know... it's not really about the capital ship, is it? Because nobody's gonna jump into it and fly around stomping people or places they don't like. It's a movie/stage prop for our benefit. Play with it as you will. :)
 
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Don't take that option.

All games have a cheatcode, you don't have to use it. The OP seems to have given up after 4 interdictions none of which resulted in cargo loss or death.

No synpathy here, sorry.
 
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