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

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The problem is people switching for an advantage.
If you earn 50x in solo, than I do in open. I do not care in the slightest. If you want it. go for it.
But if you only went to solo to earn this enhanced profit, with the intention of using it in open, you are exploiting the feature. Similar if you switch to solo for more influence in a CG.
but for some reason, some players in solo see it as an affront to their dignity if any consideration is made to changing other game modes.



Why why do you care? Your not in competition with anyone.

when it comes to CG - maybe the rewards can be based upon group mode - a ladder for each game mode. If you switch, only the mode that you've contributed most only applies.
 
Someone posted a postmortem on Lugh with good, bad and ugly sections.

He ended up playing half and half where solo and open is concerned. I found The Ugly most informative after having read much of this thread previously.

Why didn't you post the rest? How the "UGLY" contained points that compared Solo and Open, and found Open to be at a disadvantage? Let me selectively quote too:
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The Ugly:

As a result of what Frontier describes in their newsletter as their “first dueling community goal”, open is at a severe disadvantage compared to solo when racking up combat bonds, which are essentially ‘votes’ toward which political faction controls the system. And by disadvantage, I mean that when I tested, I received 7 times to 9 times more combat bonds per hour rolling in solo in Lugh than I did rolling in open in the same zone with a wing.

Analysis as to why I’m scoring a factor of ten more in solo than in open:

  • Wing setup time (rolling alone in open will often get you killed)
  • Dying anyway because a stronger wing comes in (losing all your combat bonds)
  • Having to jump out because your wing is outmatched (Wasting time)
  • Inefficiency of having multiple people in the instance for the same resources (limited resources to go around per instance especially in convoy zones)
  • Skirting the edge, running low heat waiting for one of the commanders in the opposing faction that outnumbers you to stray too far from the group (Wasting time)
  • Dying because you strayed too far from your group into an ambush (Losing all bonds)
  • Flying between zones trying to find one you can fight in where you aren’t horribly outnumbered (wasting time)
  • Commanders joining your side then betraying you (lose all bonds)
  • Commanders joining your side then scanning you (convoy zone – many of our players got multi-million fines)

Don’t get me wrong, I made money in open despite all this, but nothing even close to what I achieved in solo. That’s why my group split off into small groups of one or two to try and win the war. Boring as watching paint dry, but at least its effective. (The solo convoy points were much more fun than the solo combat zones as it required a bit more attention and finesse). I didn’t realize how important flying with my buddies was to the entire experience until I started flying alone; however, I made a promise to CSG and I would be damned if I didn’t spend my time effectively. So I flew solo so my vote would count.

Link to the thread:
https://forums.frontier.co.uk/showthread.php?t=130446&highlight=walt
 
I get what you are saying - finally. But this is down to personal ethics not a problem with mode switching (excluding the spawn rate issue above of course, that sounds like it needs looking at as well as semi afk or fully afk farmers).

So if afk / semi afk farmers are dealt with and dynamic spawn rates introduced - how does that sound?

No nerf to solo values, no buff to open values - 10k bonds are still 10k in bonds in any mode, but at least you have more frequent things to shoot *with* other people about.

Is that a middle ground?
Has this dealt with CG and CZ?

as I have said. I have never suggested that buffing or nerfing is the solution. I do have problems with people dismissing the option out of hand though. It may be a valuable tool, and shouldn't be discounted. It also can be very powerful and could have unforeseen consequences, so needs careful consideration.
My problem is exploiting out of game mechanics. One of the biggest examples of this is tactical switching. This is only happening because there is such an advantage to switching.
changing spawn rates, farming exploits etc are all part of the current disparity between modes. If these (and other issues) can be tweaked, so there isn't such a gulf, it should reduce the amount of tactical switching.
I am open to all possible solutions.
Ultimately, it doesn't matter if there is a small difference between zones. it is only when the difference is so great that people (and this is nearly everyone, not just people who usually try and exploit games) are encouraged to switch.
Right now, if you have a particular objective (whether this is saving up for a new ship/upgrade, or contributing to a community goal) you are crazy if you don't use solo (and this is coming from someone who has never used solo).
 
Someone posted a postmortem on Lugh with good, bad and ugly sections.

He ended up playing half and half where solo and open is concerned. I found The Ugly most informative after having read much of this thread previously.

Why didn't you post the rest? How the "UGLY" contained points that compared Solo and Open, and found Open to be at a disadvantage? Let me selectively quote too:
.


Link to the thread:
https://forums.frontier.co.uk/showthread.php?t=130446&highlight=walt

Because he's quoting another good the bad and ugly post from reddit that is eerily similar to mine. The guy from reddit left my instancing stuff in but removed that part.
 
If we all take a step back, and are HONEST!.......this is just ridiculous......
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Report above says that he made 7x to 9x more combat bonds in Solo, than he did in Open..............and here is the Punchline.....
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It seems, that the ONLY way to "win"....a "COMMUNITY" goal.....iiiiiiiiis........to play on your own........LOLOLOL.......:cool::D:cool::D
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Brilliant........hehehe
 
The thing is - I don't believe very many players give a flying pollock about a factions control of a system. It's a completely irrelevant detail, currently with near-zero effect on gameplay. Wether System X belongs to Faction Y doesn't really matter, as it hardly affects gameplay. What does matter, is players in System Whatever pretending to belong to Faction Whatever, and then shooting other players for purely invented reasons. It's not in-game, it's not lore-based, it's not even sensible as all the Open players moaned about the highest bounty targets "hiding" in Solo.

Until players have good reason to shoot other players, I definitely favour the status quo. Maybe I'm wrong, and if I am then I will happily admit so - but we have to see some in-game development first.

Good point. I think so many of these arguments / discussions are happening because there simply isn't enough to do (yet) in this vast sandbox of a game. I can combat, trade or explore, and these will progress my rank towards Elite in all those areas while earning me credits so I can buy... Another ship. I can do missions, and basically at the moment they are all about combat or trade, require little or no more thought than just combating or trading for myself, and other than faction reputation, after a fairly short time the only point of doing these missions is... Well, nothing other than what I would be doing by combat or trading. I can bounty hunt at Nav Beacons or RES, although why in space a wanted pilot would show up there is logically beyond me, so I (and others) just hang around and blow them up and then go home again, and my advancement is as above. I don't need to think about it, and since friendly fire has been made tolerable to a point, I don't even have to work too hard at being a skilled pilot / fighter, although personally I still do. I could take part in CG's, which are really just more of the same, although I accept that here there is a chance to join a winning team here. Personally that's not why I play this game, so I haven't done it.

I hope that as the game progresses there will be more involved content, then we can all spread out and do our own thing or group up with others if that is the way we want to play. There's plenty of room in this galaxy for everybody, just not enough to do yet, hence why people feel they are being interfered with, and I really hope that FD's efforts to balance the unbalanceable do not interfere too greatly with them coming up with more interesting and varied missions and objectives. Just my opinion. :)
 
If we all take a step back, and are HONEST!.......this is just ridiculous......
.
Report above says that he made 7x to 9x more combat bonds in Solo, than he did in Open..............and here is the Punchline.....
.
It seems, that the ONLY way to "win"....a "COMMUNITY" goal.....iiiiiiiiis........to play on your own........LOLOLOL.......:cool::D:cool::D
.
Brilliant........hehehe

It probably would be 5 times if I redid it knowing what I do now. I spent so much time rolling with a group and trying to set up a wing and coordinate between EG and my group that it probably significantly threw off my efficiency.

I only tested this on the first day and I rolled with a wing of eight. Sometimes we ran into EG and had 12 allies in our instance on the same side at one time. Other times we were skirting the edges waiting for our buddies to come because their were so many feds. We could probably do it much faster the second time around.
 
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Why didn't you post the rest? How the "UGLY" contained points that compared Solo and Open, and found Open to be at a disadvantage? Let me selectively quote too:
.


Link to the thread:
https://forums.frontier.co.uk/showthread.php?t=130446&highlight=walt

Probably because I never saw the one your referring to before. The one I looked at was on reddit

http://www.reddit.com/r/EliteDangerous/comments/30c26s/the_war_for_lugh_a_postmortem/

I don't actually know anything abouy lugh since I never took part. But since the above was on reddit I was curious to see what it was about and what someone thought about it.
I posted the ugly part because I thought it interesting that someone felt they were forced to go to solo sometimes in order to get reasonable performance in supercruise.

For me the community goals aren't important because they aren't really something I'm interested in taking part in. Only reason I looked at all is because this topic drifted to the lugh. I primarily play in a private group and only go to open to occasionally meet up with old war thunder squadron mates who aren't members.
 
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It probably would be 5 times if I redid it knowing what I do now. I spent so much time rolling with a group and trying to set up a wing and coordinate between EG and my group that it probably significantly threw off my efficiency.

It's not much better trying to organise my real life friends,

1 constantly going AFK
1 with music up so loud he cannot hear teamspeak, so all you get is "what?" every 2 minutes
and 1 who gets fed up waiting after 10 minutes of sitting waiting for the first 2, logs to do other stuff (don't actually blame him tbh)

I solo at times so I can get more done :p (also why I'm in a dropship and everyone else in type 6s or cobras - despite starting at the same time)
 

Javert

Volunteer Moderator
The Solo CMDR's each earn 1000 Credits, totalling 4000 Credits toward the Community Goal.
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The Open CMDR's each earn 250 Credits, totalling 1000 Credits toward the Community Goal.
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Solo CMDR's win the Community event. Not because they were better players. Not because the coordinated better. Because they got 4x the earning potential over Open. That was 4x in my completely hypothetical example. The truth, as tested by player groups like the Dukes, have shown that earning potential is more like 6 to 8 times higher in Solo.
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So, we "all have the same choices", right? If I want to win the Community Event, that will flip ownership of the background simulation, which can't be different between Solo and Open, then my choice is "play in open and lose, or play in solo and maybe win". That is not CHOICE. That is like flipping a coin to decide an outcome, and me saying, "I call, you choose: Heads I win, Tails you lose!".

OK so now I understand your concern.

Firstly, do you have any links or sources with actual data rather than a made up example? Judging by the subsequent replies some people are disputing whether it's really true that a wing in open mode has less combat earning potential than a solo player. I'm not saying you're incorrect, I would just like to see whether there is any proper data on top of the anecdotal statements on both sides.

Secondly, I'm not sure I buy one part of your argument about being in a wing. I would assume that all members of the wing would join the community goal, so if they all destroy the same number of enemies together, they would have achieved the same as a single solo player. OK that's still a potential issue, but I don't see they you're bringing the split of bounties across the wing into it.

Thirdly, I'm still not sure I would look to implementing obvious and transparent differences in bounties or instant rewards between solo and open to re-balance this situation, especially given that even players in open play may not be instanced with anybody else (either by purposeful intervention or by living at the top of a mountain), which is one point you didn't directly address.

Rather, I would first challenge whether the way the community goals were put together is maybe not correct. If having the community goal based solely on total value of combat bounties leads to this kind of unfair situation (assuming that's correct based on the data obtainable), maybe the rules of the community goal need to be changed to minimize the perceived unfairness of this to use different criteria, or a combination of criteria.

I would then challenge how the respawn system is working for the NPC players. All other things being equal, you could state that in a combat zone, which I assume is where this is happening, NPC ships should respawn as fast as they are being destroyed, and that therefore there should be enough ships for all players in the instance.

I might also challenge whether community goals are the right method to decide the controlling faction of a star system - this seems to me somewhat in conflict with the overall background simulation in that it overrides the normal way this is supposed to work. I do have a suspicion that Powerplay will actually be something to do with this whole area, so I guess we will see what happens with that.

That all assumes that the goal is to have equal fairness between wings of players and single players. You could argue also that in the real world, why would it be that if four of you turn up in a particular place at a particular time, there would magically be 4 times more targets to kill. I could argue that if you choose to travel in a wing, with the additional security that this gives, you shouldn't necessarily expect 4 times more targets to shoot at. You might assume that with your mutual protection you have more chance of surviving the battle and therefore more time in the combat zone.

This also leaves aside the fact that you I suspect that none of us have access to all the data of everyone who participated in any event, so you will never really know whether it was the fact that you were in open or solo that made any material difference to the outcome.

I'm not yet convinced that there needs to be a radical difference between how open and solo are behaving, but it seems that some balancing might be needed. It might well be achievable without making an obvious distinction between play modes.

I also seem to remember FD making statements in the past that they were not that interested in players being able to make major changes in the politics politics of the galaxy, and they didn't see that as a major part of the game, so to me it seems that they are rethinking some aspects based on the evolving game.
 
This is ! You do realise there is absolutely no difference in risk between the player who is in solo and the player who is in open but trading in areas not populated by the ganking jerks and not seeing other players? Why do you people not understand that? What's next, penalise the player who does his trading etc away from the core systems simply because the murderers and gankers can't easily find them out there or attempt to blockade trade routes? Auto-regulate, as you call it, trading that is done outside the core systems? Just goes to show that people like you STILL don't understand how this game works......

Let's ask FD how this game works:


Frontier Developments is offering a separate £1,000 cash prize to the first player who attains Elite status for each of combat, trading and exploration, and a further £10,000 prize for the first player to attain the coveted Triple Elite status for total mastery of all three ... Entrants must start from a fresh save on the release version of Elite: Dangerous, starting with the Sidewinder and 1,000 CR, and use ‘Open Play’ multiplayer mode only. They can use the slight advantage of the Eagle starship offered as part of Elite: Dangerous’ Mercenary Edition, but otherwise it should be a level playing field.

So apparently there is a difference between the risk and difficulty between solo and open, otherwise FD wouldn't have mandated the use of a specific mode to maintain a level playing field (their words, not mine) Certainly FD did not imply which mode is more challenging, or difficult -- and I won't put words in their mouth. However, FD clearly do not consider the modes equivalent.
 
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Let's ask FD how this game works:




So apparently there is a difference between the risk and difficulty between solo and open, otherwise FD wouldn't have mandated the use of a specific mode to maintain a level playing field. Certainly FD did not imply which mode is more challenging, or difficult -- and I won't put words in their mouth. However, they clearly are not equivalent.

and who knows if the ones dont had some firewall thingie to prevent other cmdrs to be in their instance? or any other way to make open solo?
 
and who knows if the ones dont had some firewall thingie to prevent other cmdrs to be in their instance? or any other way to make open solo?

You'd have to ask FD. I didn't set the terms of the contest.... but I know they looked at logs before announcing winners. Maybe they considered suspicious connection failures as part of their determination of valid entries?
 
You'd have to ask FD. I didn't set the terms of the contest.... but I know they looked at logs before announcing winners. Maybe they considered suspicious connection failures as part of their determination of valid entries?

still some of the ways to do it cant be traced with p2p system

dont get me wrong is just a thought ;)
 

Robert Maynard

Volunteer Moderator
Certainly FD did not imply which mode is more challenging, or difficult -- and I won't put words in their mouth. However, FD clearly do not consider the modes equivalent.

.... or maybe they simply made the competition in open only to forestall any questions regarding how a particular player reached Elite and subsequent complaints should the player have used solo or private groups.
 
.... or maybe they simply made the competition in open only to forestall any questions regarding how a particular player reached Elite and subsequent complaints should the player have used solo or private groups.

An interesting perspective. That would show that they are really well tuned to their audience. Still, (and I wasn't around at the time), I have to guess that solo players were vocal when those rules were announced. Maybe their strategy was to front-loaded the complaints rather than dealing with them after the fact.
 
An interesting perspective. That would show that they are really well tuned to their audience. Still, (and I wasn't around at the time), I have to guess that solo players were vocal when those rules were announced. Maybe their strategy was to front-loaded the complaints rather than dealing with them after the fact.

i think it wasnt to much fuss about it but not so sure though ;)
 

Robert Maynard

Volunteer Moderator
An interesting perspective. That would show that they are really well tuned to their audience. Still, (and I wasn't around at the time), I have to guess that solo players were vocal when those rules were announced. Maybe their strategy was to front-loaded the complaints rather than dealing with them after the fact.

Any fuss will probably be contained in the thread you quoted above. With respect to dealing with complaints at the outset rather than afterwards - I agree - not good if a competition is ruined by acrimony after the winners have been announced.
 
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