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

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That's fine if the traders are in open . . .

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Right now you can switch as you choose. In Lugh once Fed cmdrs has finished their combat goals they went and swapped to the Lugh side to keep making more money as well.

We agree on a lot of things, I agree with a lot you say in the pve discussion as well as here, PP should, if I read it right stop people switching sides often.

I have not done a community goal yet, been busy doing my own thing, please help me understand the problem a little better, Jorlin says "it wasn't just about the respawn rates. no way i could have made 45 million in bounties at the lugh event in open play.", Jorlin can you clarify a little please too.

My initial reaction a couple of days ago was "just throw in more AI", I didn't comment at the time as it seemed an obvious answer, others who have done lots of CG hadn't suggested it and as I say I have not done any, so with no experience, I thought I would read a bit more first before I ask, let alone suggest anything.

The other thought I had was on the balance of probability both sides would have a similar balance, open only players that will not use any other mode, open players that will swap to group or solo to "win" & solo & group players that just wanted to be a part of CG.

Not hunting for the post but I think it was you that said you are more excited about the crime statement by MB next week than PP, I agree with that, proper consequences for PK's / RP psychos that allow proper pirates to earn, Anarchy's being dangerous but profitable (if you survive) and safe systems being (reasonably) safe. Having to plot a safe route (or a dangerous one) rather than lining up 10 jumps and hitting go.

Well I better leave it there I am getting all misty eyed that ED is heading towards resembling Elite.

<runs off to light incense & pray to any deity that will listen> :D
 
Indecipherable? - nope
Posted badly? - nope
stupid? - not your actual posts, no. But clinging to something and refusing the evidence that says and shows contrary, then arguing over it... is kinda a little silly.

It has been explained many times, in many threads, how the game works and how we all have the same background sim.
The game itself, ignores modes - from the games point of view, the modes do not exist - that only comes into play when it wants to know if 2 people can see each other.
Apart from that, it's same game, it's same rules, it's same rewards for work done Vs the game (NPCs and related content / rewards/ goals).

If I earn 1 Million in bounties in Open, it is worth - 1 million
If I earn 1 Million in bounties in Solo, it is worth - 1 million
If I earn +50 Rep in Open, it is worth - +50 Rep
If I earn +50 Rep in Solo, it is worth - +50 Rep

The only thing that changes this - is if another human player can interrupt what I am doing - and by choosing Open, you are agreeing to let other players interrupt you.

Which — and this is the important thing about balance in community goals — those other players are doing instead of furthering their own faction goals.

So, for those complaining about getting less rewards in open, it's to a certain extent a valid complaint, and perhaps the objectives need to be tweaked to not favor one mode or another. But this should be done by using smart game mechanics, and not by simply adding dumb bonuses.

But, for those complaining that players in solo can do more to influence the goals, that is patently false. If someone is hindering the opposite faction, he is doing that instead of furthering his own faction. A player in open isn't just getting things done for his faction, he is directly preventing players in the opposing faction from contributing, which is just as effective as directly contributing to the goal.

So, sorry to those complaining, but the contributions to community goals are balanced between solo and open, even if the personal rewards aren't.

I've had a break from the thread, I'll take the wheel while you have a rest :)

After all, got to make it to 1000 - I've got £50 saying the forums break ;)

I believe the size limit (under the default forum settings) is 667 pages, with only 10 posts on the last one. You will need to break the forums before making it to 1000 :p

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However, it's not in the case of a win/lose scenario. Which most of the new PP goals are appearing to be. Some conflict between two opposing groups with an outcome that puts one as a winner (whether a trade goal, combat goal, exploration goal, etc.) Basically, it will be the first side to meet the tiers required wins. There is no reason to play this, currently, in Open (if you are expecting to win). Any player can outkill, out trade, and out explore anyone in private mode, because you have no interference from other players in any given area of the game. This forces players that prefer Open, but want to compete for the win in a community goal, into Private modes.

This is why there has to be some level of balancing for this issue. If the balance issue doesn't fix this issue, the game will not live up to its potential. It becomes a 'play how you want until you have to go to Private mode to win' I have no idea how to fix this. I do not care how it gets fixed. I've seen some good suggestions...and bad. To claim there isn't a problem is not understanding the nature of the game and where it is going.

Sincerely, I think the powers will go down the same way factions go in other games: players will see which one ends on top, hop to it, and from then on there will be no competition. Most players aren't in it to play, but to earn rewards.

I might be wrong. Heck, I wish I'm wrong. But I've seen this happen too many times for me to believe otherwise; unless there's one heck of an incentive to fight for the underdog, the Power/Faction that starts on top will grow explosively until there is no competition anymore. Which will make this whole solo versus open discussion meaningless.

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Open and pvp players backed, researched and paid for the game in the exactly same way. Community goals weren't in the kickstarter but FD "changed the game" and added them so therefore as a new feature it's within my rights to point out it's short coming in regards to the mode I paid for. Nothing I've suggested would ruin the game for solo/pve players.

Actually, Dev Diary Video #2 is about it. They were not called community goals back then, but were described and promised back during the Kickstart campaign.

I personally think that pve and pvp are the antithesis of each other and to continue trying to force to two together waters down the experience for both communities.

Not the antithesis. Rather, the combination is something different, that doesn't necessarily appease people that like PvE, PvP, or even both.

It's my case. I love PvE games. I love PvP games, as long as the game is pure PvP, without any pesky PvE to get in the way of the player combat. But I simply can't stand anything that mixes PvP with the PvE.

At the same time, while for the life of me I can't understand why they enjoy it, there are players that do enjoy the mix a great deal.

Yeah we're good m8.

The only thing I can't understand is the solo/group players who are against separate community goals for open, even if it's a duplicate of the same goal for solo/group and then the results of both are totalled up to give the outcome. Even if more players are in solo/group atleast the open players would know that any results made in their one were only influenced by players they could actually interact with and it wouldn't change anything at all for solo/group players.

If you mean just the tally and the awarding of rewards for being one of the top players being separate, with the goals themselves and the rewards being the same, then I kinda agree, though something would need to be done to avoid hindering players that keep jumping between modes. Ideally this shouldn't be needed, but at the same time in any situation where this wouldn't be needed it wouldn't harm anyone.

After the wing beacon exploit became well known it completely killed trading for me. I couldn't face working my ass off knowing there were people teleporting between stations and making insane amount of money. The fact that it was reported by several people in wings beta didn't help matters. If you go to the elitetraders reddit people happily offer themselves out for beacons whilst they're asleep and there's a still a video showing people exactly how to do it on this forum to this day.

My guess is that the devs didn't see a way to block the exploit without nerfing wing beacons, and wing beacons are needed if the game's co-op play is to catch; noting kills the idea of playing with friends faster than travel time.

Though I'm biased when it comes to that; I would rather convince a friend to log off and launch some other game where we could teleport to each other's position than waste 5-10 minutes in travel. One of the things that killed MMOs for me, as when it came to playing with actual friends, I nearly never did it in MMOs (except for WoW's Looking for Dungeon; all my max level characters were dual spec Tank/Healer, so getting into a random dungeon with a friend typically took less than a minute).

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You know, it's interesting.... in STO, there was a huge debate about death penalties. A vocal faction really wanted death penalties to be a lot higher. (As in, they would like ED's death penalty/paltry insurance!) Some even wanted permadeath! But when it was pointed out that they could just delete their character when they died... silence. Nothing. Not a response, and they just kept going on and on about how death should have more impact, death should have consequences, etc.

Some people just can't get over that sort of thing.

It happens in about every MMO forum before the game is launched; there are a number of players that think games can only be enjoyable if death is truly punishing, but for a number of reasons nowadays this is the exception (and a rare exception) rather than the rule. I remember the TOR devs actively posting the reasons why they wanted to keep death penalties low and, more specifically, why their game would never have player looting or gear breakage, for example.

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I certainly do not want to transform Elite into WOW. When I refer to bosses, I'm purely referring to npcs that have equivalent skill levels to players found in open. If you have preferred terminology for these npcs please let me know.

If you measure the actual average skill level of a player I believe the result would surprise you in a negative way. People have a tendency to remember a few memorable encounters and forget about the other ones; for those that hunger for challenging encounters, it means remembering the "worthy" opponents and forgetting about the ones that were average or below. In fact, I believe the top tier of NPCs is already reasonably above the average player.

lol. I think its merged because its such a continual hot topic it would engulf the entire forum if it wasn't merged :)

Hot topic was the removal of the offline mode, 10K posts in less than a week. This one is just persistent, a zombie that refuses to lie down.

What does arbitrary IQ measures have to do with this discussion?

Neneaalex saying that anyone with a two digit IQ can see that the future of space sims lies in a strong multiplayer element, or some such thing.

I respectfully disagree with him, though. Apart from Arena PvP games, I don't really see a strong multiplayer element as particularly desirable in space sims, and not all of the games he mentioned are purely focused on that. I got Star Citizen, for example, for the offline persistent universe and the advertised modding capabilities, and don't plan to even bother making an online character.
 
Look, i wont read a 540 pages long topic, but my ''2 cents'' is that its an online game. you cant choose who you'll stumble upon ... you deal with it.

The fact every player can choose who they'll stumble upon is a major feature advertised from before the game even got into Alpha, and used as a major selling point to get the game's Kickstart to the goal. So, I believe this particular ship has sailed back in 2012.
 
I got Star Citizen, for example, for the offline persistent universe and the advertised modding capabilities, and don't plan to even bother making an online character.

That's exactly why I got SC. But CR has significantly nerfed the private server option. : (
 
Look, i wont read a 540 pages long topic, but my ''2 cents'' is that its an online game. you cant choose who you'll stumble upon ... you deal with it.

its cheap that people can choose to play the same galaxy as multiplayer, but choosin to disable other players.

my 2 cents boys annd gurlahss :)

Just pick 10 pages or so, I would go for any group < 100, everything after that is pretty much an new person with a great new idea, actually they are not new or great.

Some people bought the game with out researching it, that's a problem with the buyer, not the game

Fly safe CMDR
 
hot topic or not, it is not one persons right on here to try to sway FD on whether to have solo/group in the game or not, the simple truth is there is many who would feel the game they want to play is not there if forced into the melting pot with some of the absolute idiots in open right now. There are good gamers out there, but then there are the idiots. and they brought the rot to open, and it is they who make people choose to play solo/group.
 
Ok this is a monstrous thread, and I don't know if this was mentioned or not, but just today I was watching a streamer play elite and he was doing the Conflict zone in BV, and he was having a good ol time flying around and hunting all sorts of big ships and cashing in the vouchers at about a million at a time, watching his rating go up to top 15% and talking about his rewards. So I think, this looks fun and I log in and try to do the same thing in the same ship. But I always play in open, and in open there are dozens of commanders all fighting in the same place for the same vouchers. I'm lucky to get 100k for my work. It is literally impossible for me to be competitive in the same ship with the same weapons as the streamer because I am in open and he is in solo. I don't think this is right and I think it gives an unfair advantage to the solo/group player vs the open player when it comes to getting vouchers and influencing an event. If I really want to rack up the vouchers and contribute I have to switch to solo and then I can have all the ships to myself. Unfortunately I don't ever plan to play in anything but open for 100% of my playtime here (its a personal decision and I won't go into details due to the rules on this thread) However it just doesn't seem right to me, and I think its easy to see how this could be an issue for myself and others. I am particularly concerned that I may not be as effective when powerplay lands as well, and that is something I am very much looking forward to being a part of.

Apologies if this has been mentioned in the thread a lot before, I didn't read the whole 540+ pages, and besides this is my personal experience.
 
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The fact every player can choose who they'll stumble upon is a major feature advertised from before the game even got into Alpha, and used as a major selling point to get the game's Kickstart to the goal. So, I believe this particular ship has sailed back in 2012.

Not to forget that this feature was there at launch & is still here nearly 6 months after. 2012 - 2015 I would guess they are not changing it.
 
<snip> but then there are the idiots. and they brought the rot to open, and it is they who make people choose to play solo/group.

This is the root of the problem and why there are not as many players in Open - last count Mobius Group was over 7000 players and no signs of slowing with new members.

It may be fun for some people, to be the "psycho" role - but I think there is more and more mounting proof that is not for every body and it ruins game play for others.

So, if Open is to be the big sociable, busy MMO that folks around here keep screaming for - non consensual PvP would have to be removed in Open space, otherwise it will just remain the perceived cesspit of griefers the majority of folks don't want to play with (proven by the growing number of PvE groups and the rising membership of the groups).
 
It may be fun for some people, to be the "psycho" role - but I think there is more and more mounting proof that is not for every body and it ruins game play for others.

You might have heard of Richard Bartle, an English researcher, or of the player classification he created (Killers, Achievers, Socializers, Explorers). One of his most famous published academic papers, "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs", deals exactly with how the presence of the various kinds of players affect the desirability of those multiplayer online games for others, and warns that "killers" left unchecked will drive everyone else away. And this back in 1996, before Ultima Online painfully proved the same is valid for MMOs and had its continued existence threatened before the devs found a way to keep player killing in check (by implementing the PvE world of Trammel).
 
Ok this is a monstrous thread, and I don't know if this was mentioned or not, but just today I was watching a streamer play elite and he was doing the Conflict zone in BV, and he was having a good ol time flying around and hunting all sorts of big ships and cashing in the vouchers at about a million at a time, watching his rating go up to top 15% and talking about his rewards. So I think, this looks fun and I log in and try to do the same thing in the same ship. But I always play in open, and in open there are dozens of commanders all fighting in the same place for the same vouchers. I'm lucky to get 100k for my work. It is literally impossible for me to be competitive in the same ship with the same weapons as the streamer because I am in open and he is in solo. I don't think this is right and I think it gives an unfair advantage to the solo/group player vs the open player when it comes to getting vouchers and influencing an event. If I really want to rack up the vouchers and contribute I have to switch to solo and then I can have all the ships to myself. Unfortunately I don't ever plan to play in anything but open for 100% of my playtime here (its a personal decision and I won't go into details due to the rules on this thread) However it just doesn't seem right to me, and I think its easy to see how this could be an issue for myself and others. I am particularly concerned that I may not be as effective when powerplay lands as well, and that is something I am very much looking forward to being a part of.

Apologies if this has been mentioned in the thread a lot before, I didn't read the whole 540+ pages, and besides this is my personal experience.

Of course, the problem with what you just made as an argument for open play, or at least against the 'easy' mode of solo group, is that if everyone were playing in open with you, there'd be even more competition and therefore presumably your earning potential would be reduced further... ;) It's not really a square-able circle.

There is an argument that players in a CG can affect the result of that goal without having to deal with opposition players, although it's not really a strong argument as the instancing nature of the game means that even open players will likely be hidden from other open players at times, not to mention that it is a game, and most players will log off at some point during a multi day goal therefore leaving the barricades unmanned. But still, I can see the theoretical argument, and I wonder whether the post by Jorlin regarding DB's statement about power play having solo players balancing solo players is pertinent here. I believe that events are curated by FD, therefore they can see how many players are taking a particular side, and of course they can see this just as clearly in solo / group as in open. Perhaps till now they have not used those metrics in deciding how an event will play out (or perhaps they already did), but they will now publicly acknowledge it, and use that data towards the result of the goal.
 
You might have heard of Richard Bartle

A horribly flawed test, in my opinion - but then I know absolutely nothing about sykology. I just took the test for giggles.

E 107% A 47% S 47% K 27%

I know even less about what any of that is supposed to mean, or what I'm 228% supposedly of.
 
A horribly flawed test, in my opinion - but then I know absolutely nothing about sykology. I just took the test for giggles.

E 107% A 47% S 47% K 27%

I know even less about what any of that is supposed to mean, or what I'm 228% supposedly of.

The test is not his doing, he just envisioned the archetypes. And those player archetypes are a rough approximation; kinda obvious any classification will be more than a bit scatter-shot when trying to cram every player into just four classifications, and Bartle does recognize that.

As for your results, it more or less says that your main interest is in experiencing as much of the game as possible, that you do have an interest in playing with others and in otherwise progressing and earning things but you don't go too far out of your way for that (perhaps you see those two as the means used to further explore what the game has to offer), and that you aren't much interested in dictating how others play or otherwise imposing your will unto others. Do keep in mind that it's a rough approximation, though, and says nothing about your specific motivations.

(A very brief explanation of what the archetypes aim for: Killer wants to impose his will over other players, Achiever wants to earn things and influence the game world, Socializer basks in the amicable interaction with others, and Explorer wants to see and experience everything the game has to offer.)
 
hot topic or not, it is not one persons right on here to try to sway FD on whether to have solo/group in the game or not, the simple truth is there is many who would feel the game they want to play is not there if forced into the melting pot with some of the absolute idiots in open right now. There are good gamers out there, but then there are the idiots. and they brought the rot to open, and it is they who make people choose to play solo/group.

Point blank its actually like this...
http://www.dailymotion.com/video/xarokq_yob-moron-feels-the-force-of-justic_fun

Truly.

The tactics aren't any better. It's even worse when the publisher is involved to influence peddle, too (I flat out had a forum moderator in another game tell me HOW to post to influence a very major discussion before).

Ah, no (I got a forum ban, but my honor remains intact).

It's one thing when people can speak their mind about how they like to play a game, it's another when the influence peddling becomes quite nasty with the aid of the publisher "helping" (people can complain about EA's lead ear, but they also don't influence peddle, well, at least not as directly as other publishers). So the interplay isn't just "yobs" being "yobs" it's the direction where a publisher wants the game to go, too.

A true discussion about game modes does not need a heavy moderator nor publisher influence, at all. Because it's just gamers discussing the game.

For example, part of the reason why WoW lost all those subs was that heavy hand of PR influence. They told people to goto the forums to post their complaints (there were many after Cata). They did, and got at first those 48hr bans when the only vote on the boards available was to DOWN VOTE (get it?). When the permanent bans started coming in waves (like the infamous 2012 sweep), it was an effort to stall the worst sub loss in WoW's history. They thought they could control the message, but mass forum bans had the same exact effect as SOE's account bans back in 2005 (and John Romero's infamous Daikatana "ad"). Players left and never came back. July, 2010 (12million subs) is nevermore in WoW simply because of DUMB design decisions (blowing up the existing world for example, and all the nostalgia that went with it -- DUMB -- is an understatement!) and how arrogant a publisher can get to try to control the message.

Gamers can be "yobs" but they're not fools.

People have seen a lot. Were directly affected. And they don't like the drama after experiencing how the real sausage is made, too.

I'm an optimist at heart, and I hope someday there is a game where the different play styles are ACTUALLY supported. Experience tells me "fat chance", but hope springs eternal. ^-^
 
We agree on a lot of things, I agree with a lot you say in the pve discussion as well as here, PP should, if I read it right stop people switching sides often.

I have not done a community goal yet, been busy doing my own thing, please help me understand the problem a little better, Jorlin says "it wasn't just about the respawn rates. no way i could have made 45 million in bounties at the lugh event in open play.", Jorlin can you clarify a little please too.

My initial reaction a couple of days ago was "just throw in more AI", I didn't comment at the time as it seemed an obvious answer, others who have done lots of CG hadn't suggested it and as I say I have not done any, so with no experience, I thought I would read a bit more first before I ask, let alone suggest anything.

The other thought I had was on the balance of probability both sides would have a similar balance, open only players that will not use any other mode, open players that will swap to group or solo to "win" & solo & group players that just wanted to be a part of CG.

Not hunting for the post but I think it was you that said you are more excited about the crime statement by MB next week than PP, I agree with that, proper consequences for PK's / RP psychos that allow proper pirates to earn, Anarchy's being dangerous but profitable (if you survive) and safe systems being (reasonably) safe. Having to plot a safe route (or a dangerous one) rather than lining up 10 jumps and hitting go.

Well I better leave it there I am getting all misty eyed that ED is heading towards resembling Elite.

<runs off to light incense & pray to any deity that will listen> :D

I did a run down of the combat cgs a few posts back :)

https://forums.frontier.co.uk/showthread.php?t=90583&page=162&p=2147020&viewfull=1#post2147020
 
Even if we got consensus and FD actually put in separate leaderboards and even locked in modes (I do not want that) how would you address blocking out other players via your router?
 
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Even if we got consensus and FD actually put in separate leaderboards and even locked in modes (I do not want that) how would you address blocking out other players via your router?

It'll be a rare occurrence. There are always going to be players who do things like this. It's the equivalent of saying why "have money in the game if there are going to be credit sellers?" in some respects.

It's a completely hypothetical though since fd will never separate the modes and if they did for somethings it would pretty much be a non issue.
 
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