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

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I think, you are wrong.

Elite is a rank, too....

It's just a name for a game...
no more, no less

No, I'm not wrong. A little bit of research will reveal how the name Elite: Dangerous came about. In fact, I think it's even on one of the Dev Diaries.
 
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The problem, of course, being how do you tell the difference between some who logs off deliberately, either by quitting or just pulling the plug, from someone who has been disconnected?

You don't, which is another mistake FD did by going P2P - although they probably did that one to save on running costs. Even though server infrastructure is extremely cheap these days, that's how buy-to-play MMOs like GW2 can function (of course those guys actually maintain their cash shop).

FD can say they "are investigating", but unless they plan on switching to a central game server infrastructure and forcing player ship to remain in space, helpless (or under AI control), on disconnect, I'm not quite sure there is anything substantial they can do about combat logging.

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Absolute rubbish, with the advent of wings, the NPC AI has definitely been improved, the other day I got interdicted, dropped out of hyperspace in my T7, full thrust but before my FSD could recharge, all my shields were gone and ship destroyed. 212t of Palladium, an A class fitted T7 all gone. Fortunately I had insurance, but a lot of time and effort lost.

Learn how to avoid interdiction? If an NPC drags you out of supercruise, you need to practice more. And you can see an NPC interdiction a mile away. And if you run, they won't follow you.

A player will. Heh, NPCs won't even know how to chain-boost so they can keep you locked down. That's something every player will do.

So please, don't compare NPCs to players. That only shows you've never even been in a PvP fight.
 
The PVP is why I don't play in open. I'm just not a fan of getting attacked by another player for no reason at all. It was the same in GTA Online. I tried playing GTA Online with others got attacked in in the first five minutes and so I decided to just start playing in private matches instead. I have never been a fan of PVP. I like playing with others if there is PvE and PVP is optional.

And who is arguing that you shouldn't be allowed to play in a PvE group like Mobius or solo?

All we are asking is that there are limitations to switching from solo to Open and vice versa, and that non-Open players have limited impact on those community goals which are set up to encourage player competition in Open.

Basically, we are asking for a fair game. Some people seem to take issue with that.
 
And who is arguing that you shouldn't be allowed to play in a PvE group like Mobius or solo?

All we are asking is that there are limitations to switching from solo to Open and vice versa, and that non-Open players have limited impact on those community goals which are set up to encourage player competition in Open.

Basically, we are asking for a fair game. Some people seem to take issue with that.

its already fair
 
And who is arguing that you shouldn't be allowed to play in a PvE group like Mobius or solo?

All we are asking is that there are limitations to switching from solo to Open and vice versa, and that non-Open players have limited impact on those community goals which are set up to encourage player competition in Open.

Basically, we are asking for a fair game. Some people seem to take issue with that.

So, i'm back :)
I see we are now at "limited impact" where it was "no impact" before. That's a start.
But now i have to catch up with the thread before i might make me look more silly than i am.
 
So, i'm back :)
I see we are now at "limited impact" where it was "no impact" before. That's a start.
But now i have to catch up with the thread before i might make me look more silly than i am.

I'm a reasonable guy. ;) While I would love to kick all of you solo warriors into Open and show you the true meaning of life, I know that wouldn't work out too well. :p
 
I'm a reasonable guy. ;) While I would love to kick all of you solo warriors into Open and show you the true meaning of life, I know that wouldn't work out too well. :p

I'm with Jorlin. Big mistake to go around thinking that a player is afraid of PvP because they aren't playing the game you want them to in ED. I am currently playing 4 online games. Two of them, 'WW2Online' and 'Naval Action' are pure PvP. I chose not to play PvP in ED because I want to, as much as I can, recreate the game I played in 1985 when Elite came out on the Spectrum.

Edited to add: Ok, after re-reading that I've got to be honest with myself here. Another big reason I don't PvP in ED is the same reason I'm a rubbish pilot in WW2Online, my reaction times are no longer fast enough and my fingers don't work as well as they used to so they can no longer skip across the keyboard as easily.
 
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In my opinion all of these problems (combat logging, solo to open, etc) come from insurance: the worst idea ive ever seen in a videogame. Why a player have to lost hours of progression because another player wants to? Or a bug, or a mistake?... ED is the unique game where this happens. Another games have a little penalty (respawn cd, travel...), but not soooo high.

Perhaps some of you have reason, and ED isnt my game. But, for example, combat logging (by game menu) is a feature that already exists. Perhaps ED isnt your game because of this?
 
In my opinion all of these problems (combat logging, solo to open, etc) come from insurance: the worst idea ive ever seen in a videogame. Why a player have to lost hours of progression because another player wants to? Or a bug, or a mistake?... ED is the unique game where this happens. Another games have a little penalty (respawn cd, travel...), but not soooo high.

This is not a new idea. Since the days of EQ and Ultima Online, harsh death penalties were a design approach that worked very well for a certain type of game. However, the problem here is that the game offers harsh death penalties on one hand and a sure-fire way to avoid them on the other. So I do not blame the players on this, because as things stand it is both more practical and much safer to go at it solo. You get more money, you are in way less danger, what's not to like?

I blame FD for this one. ED is not the first game with penalties like this, and plenty of other games offer clear examples how to design so you don't run into issues such as ghosting and combat logging.

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If you think i'm in "Solo" because i'm afraid of PvP you're completely wrong.
In fact, that might be the only thing bringing me back to open some day.

Relax, that was a joke and a Conan reference.

I must be getting old...

...do you know what this means?

769aa736.png
 
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This is not a new idea. Since the days of EQ and Ultima Online, harsh death penalties were a design approach that worked very well for a certain type of game. However, the problem here is that the game offers harsh death penalties on one hand and a sure-fire way to avoid them on the other. So I do not blame the players on this, because as things stand it is both more practical and much safer to go at it solo. You get more money, you are in way less danger, what's not to like?

I blame FD for this one. ED is not the first game with penalties like this, and plenty of other games offer clear examples how to design so you don't run into issues such as ghosting and combat logging.

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Relax, that was a joke and a Conan reference.

I must be getting old...

...do you know what this means?

http://5cience.net/userdata/images//275/769aa736.png

Jajajaja great image!!!! Battery issues in my walkman!!!!

But other games have so high penalty to the players death? I think around 3 hours of progression is a little hifh penalty, which is why i combat logged yesterday (and i apologize for this, despite i didnt hurt anybody).

I think could be othe penalties to solve this problem.
 
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I still don't see why that can't just give the open players a bonus to meeting the objectives.

Turning in 100k in combat bonds for the objective? Bonds made in open? Counts as 110k or 150k in bonds now since it was all done in open.

Theoretically it should make things more fair.

I'm going to be clear - I actually don't have a horse in this race. If you separate the two by keeping solos out of the community goals, I'll be fine. I probably will never ever play open though because I have no reason to though. As of right now, I occasionally get tempted to jump into something I can afford to lose and pew pew a bit (I'm not so stupid as to lay down my biggest ship when I have no idea what I'm doing)

But blocking me or limiting me because I choose not to deal with the hassles of P2P connections is a bad idea.

Thought that occurred to me earlier today. What they say they sell..... 300k boxes? Assuming half those boxes don't even play, and we're at 100k.... How many contributers were in the Lugh combat goals? 3k for the Feds last i checked, probably half that for CSM if everything I'm hearing is right but we'll be generous and round up to 5k total. My point? Your arguing for a fundamental change in the game in the name of fairness for something that has affected 5% of the playerbase......... Surprising to realize most people don't seem to care about the community goal.

But still - people who do this in open to deserve to receive a difficulty bonus per turnin.
 
Jajajaja great image!!!! Battery issues in my walkman!!!!

But other games have so high penalty to the players death? I think around 3 hours of progression is a little hifh penalty, which is why i combat logged yesterday (and i apologize for this, despite i didnt hurt anybody).

I think could be othe penalties to solve this problem.

High death penalties (when other stuff is done right) create a different kind of game. One where players are more cautious, one which encourages teamwork and rewards thinking. A good example are the different game modes in War Thunder.

In Arcade Battles, where getting killed is usually not a big deal because you have four or five vehicles/planes left, you can often see players doing kamikaze runs, blindly charging to get the first kill etc.

In Realistic Battles, with harsher penalties, you see a lot more caution, tactical moves and teamplay, simple because those players who do not play smart, get eliminated first.

In Simulator Battles, you can see players doing stuff that real pilots or tank commanders do. Because that's what it takes to win.

So high death penalties can be a good thing. Sure, they can be tough on new players, but there is a remedy for that too. In EvE Online, a game with arguably the harshest death penalties of all, inexperienced players are often advised to purchase a stack of 100 cheap frigates and get killed 100 times while attacking other, more experienced players.

By the time they're done, they will be ready to outfit a proper combat ship and do some real damage. See, high death penalties instill a sense of fear and excitement in players, which often results in adrenaline surge and that messes with your head. You do silly mistakes, you panic, and you lose. And the real reason experienced PvP players often win is not that they have higher skill over PvE players, but because they remain cool under this perceived pressure.

But all this depends on players not having an easy way out. If they do, they'll take it, because why shouldn't they. And that defeats the whole purpose of designing the game with harsh penalties.
 
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Actually the "Dangerous" refers to the Rank of the same name. Not the supposed difficultly level.



The games's name is Elite dangerous, and not elite soft, so you can meet pirates and psychos...
Love it or leave it...

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Because they aren't equal? I can farm faster in solo, so why would I farm in open?

In the eyes of FD, all game modes are equal. That overrides your opinion.
 
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Well, as it's THEIR game and they've said countless times that this is the way they want it to be, it kinda does.

Ever played SWG? If you haven't, here's a little anecdote illustrating my point: SWG was a popular, albeit niche, classless sandbox MMO set in the Star Wars universe which basically allowed players to inhabit it not as heroes and villains but mostly as ordinary people.

Then SOE, who produced and operated the game, saw how well themepark games were doing, and decided they want some of that money. Enter "New Game Experience" where the core concept was thoroughly butchered in favor of trying to make the game more like a themepark. With Jedi.

Most players left within six months. Game died a few years later.

That's why developer opinions are not automatically correct ones, or even good for the game for that matter.
 
Well, as it's THEIR game and they've said countless times that this is the way they want it to be, it kinda does.


EvE has what you're looking for. Get a Steam Rubicon starter pack (if they still have it), log into the game and hit Alt-Y to bring up the claim option and put the PLEX in your inventory. Then merrily make your way to the nearest trade hub. I gurantee you'll have as much PvP as you could hope for before you make it through a few gates. ;)

You'll be happy to know that your impact on the game is providing someone a free 30 day sub, at your expense. Likely someone's bot alt no less.


Ever played SWG? If you haven't, here's a little anecdote illustrating my point: SWG was a popular, albeit niche, classless sandbox MMO set in the Star Wars universe which basically allowed players to inhabit it not as heroes and villains but mostly as ordinary people.
Then SOE, who produced and operated the game, saw how well themepark games were doing, and decided they want some of that money. Enter "New Game Experience" where the core concept was thoroughly butchered in favor of trying to make the game more like a themepark. With Jedi.

Most players left within six months. Game died a few years later.

That's why developer opinions are not automatically correct ones, or even good for the game for that matter.


Funny that you mention that. Jump to Lightspeed didn't change much till later on. Didn't change the fact that most didn't play it, and even less actually hit Deep Space PvP because they didn't want to play in a group (ie: Imperial vs Rebel.)

 
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