While bounty hunters make less per kill, they are more likely to survive taking on the larger, more lucrative, targets.
And kill targets quicker more than making up for the reduced payment in more kills over the same amount of time.
While bounty hunters make less per kill, they are more likely to survive taking on the larger, more lucrative, targets.
@DarkWalker
Yeah i know the history. I was playing WoW on german servers mostly. It was pretty much the same, but open PvP in classic was the best expirience. Yeah it was not balanced at all, we had no dedicated PvP gear, nothing. But we had fun, and oneshotting lowbies was not part of the fun. We did just because we saw someone running around and he was hostile.
It was pretty new back then for most people and it required some skill to survive in the open field.
Yeah people were toxic, salty and p*ssed about the open PvP in the area, but that was a part of the game and many people enjoyed it.
Other, completly PvP oriented games manage to survive and grow no matter what. Better balanced and the "sheep" part is removed completly - people who buy such games - they know it will be hard, bloody and fair (most of the time). But play them for a while and it gets boring so fast.. Same maps, same metagame, you just repeat it day after day. This is why some people actually want a different style of game, but they want to keep up the usual combat level and get the needed adrenaline by fighting someone who is better than NPCs (and most people who play ED are better than NPCs, honestly - i`m afraid of a T9 that can ram me to death, not of the elite conda next to him).
And so far i got - PvP is pretty rare. And some people go into solo after just 1-2 bad fights, not after 2-3 months when they are bored.
P.S. look a bit more at korean MMOs. Grindheavy, but the PvP is always present and works pretty fine. Sure, the mentality is different and if you beat someone there he will do anything to become better - thats how korean player took over so many competitive games and pushed any other region out of the top. I love the mentality and would like to see it often here. Love and live to fight ingame![]()
Yeah. More risk, higher reward. Thats how most games work and the life too, there is nothing wrong about it.
Once people will earn more in open, they will risk more because they are covered. Losing a ship when you got a ton of money doesnt hurt you. If you lose when you only have 1x rebuy, you are forced into solo to farm it back. Got the point?
Sure. But even you cant buy the needed stuff for your fun ingame without the ingame money. More of it will get you to your fun part quicker. And running into other people while farming/trading/etc can be a really nice thing or your worst nightmare, depends on what you expect. If someone doesnt want to meet other people, nothing will move him towards open, not even +500% on every income source ingame.
Of course piracy is valid. But I don't think many people have a problem with "genuine" piracy, it's immersive and fun.
And their game is not being effected in anyway. The boost is to open not a penalty to solo.
Well then ill get in my pirate clipper and stop all murder in a giant galaxy. I was told piracy was a valid playstyle, I wasn't told I had to play captain save-a-trader first. I'm one person playing the game, I can control if I kill, but not others.
Show me where they promised all modes being exactly equal. To me it looks like they already broke that promise. What did/does open have over the other 2, race to elite, the Titan challenge, wings, 5% bonus voucher in wings. So it looks like FD isn't about equality like you think they are.
I believe the point was actually related...regardless of the situation, if there is a problem created within a system, there is justification to fight against that problem, even though the many feel that it is pointless. Might have been an overstated choice of comparison, but the comparison is valid.
PvP was always intended to be part of WoW; the devs were crystal clear about that. PvE servers were only added because they saw a chance to increase the reach of the game, attract what they thought was a minority of players that couldn't stand PvP (boy, were they wrong).
What PvP was never meant to do was to disrupt PvE enough that players ragequit over it. Which is why Blizzard intentionally killed the Southshore ever-going open brawl, it was ruining the game to everyone that wanted to play the game and questlines as intended.
Another thing to keep in mind is that death in WoW already had low penalties (a corpse run that could take 5 minutes if you were particularly unlucky, up to some 50 minutes farming gold for repairs if you were broke), and Blizzard further reduced the penalty if the death happened in PvP (no durability loss for PvP deaths). It's why I could stand it; if I was attacked, I would just /sit, let the other player kill my character without even fighting back, rez, and keep playing as if nothing had happened. This prevented PvP from ruining the game for me in WoW, but something similar can't really be done in ED, which does mean unwanted PvP in ED would completely ruin the game for me.
The nature of the beast. PvP is really popular — as long as getting into a fight is under the complete control of the player. PvP where the player can't choose and pick their fights, not so much. It's why LoL has more players logging daily than WoW has subscribers.
BTW, about players going into group or solo after one or two bad fights: I would peg this to players discovering that they don't actually enjoy the kind of PvP found in open. ED actually has it better than older games; in pre-Trammel UO, and in EVE even now, those players typically leave the game completely instead. Players often bit more than they can chew, commit to things just to find they can't get enjoyment from them, and signing up for open PvP is often one such thing. I did the same mistake a decade ago when I created my first WoW character on a PvP realm, one of the worst gaming mistakes of my life.
It's a different culture. Western MMOs tend to do badly there, and Korean MMOs tend to do badly here. And I actually think it's a good thing, Korean players are much more forgiving about pay-to-win than their western counterparts, and I would hate to see that trend getting more traction here than it already has.
Huh, no. Real life doesn't work like that at all. Activities don't get a larger payoff just because they have more risk.
What happens is kinda the opposite; people flock to those activities that have the lowest risk for the same payoff. After a while most people forget the higher risk activities even existed as a way to earn money, or relegate them to jokes about how one's life isn't truly hard. And, to boot, technological advances are reducing the risk all the time, to the point nowadays I can do in perfect safety things my grandparents would have found extremely risky.
As for it being how it works in most games, also not quite true. The activities that get the largest payoff are the ones devs want to promote. It's why, in many — perhaps most — games, the highest payoff lies in the average difficulty tasks, and anything harder is done mostly for bragging rights; the devs tend to be aware that, if they push players towards content with a larger difficulty level than they find comfortable, this will instead turn many of those players out of the game entirely. There's also the issue with the positive feedback loop of higher rewards making the game easier and defeating the whole purpose of the higher difficulty; in the recent Batman games, for example, for players above a certain (and not actually high) skill threshold, hard is actually the easiest mode because it gives more points and allows players to earn upgrades earlier, and this is one issue the devs should really avoid as presenting the easier version of the game to the players that want the higher challenge makes everyone unhappy.
You are assuming most people like gambling with what they own. Not exactly an universal truth, the average human is very risk-adverse, to the point much of the illogical behavior seen in the stock exchange can be explained by that.
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Actually, whenever there is a need for boring grind in order to get to the fun part the game is very broken (or else the player that finds the grind boring is not truly the intended audience of the game). A working game needs even its grind to be fun and engaging, and if the devs can't provide that, they would be better off removing the grind altogether.
Actually, many people do have a problem with that, even if the pirate roleplays perfectly and is otherwise very considerate. It's non-consensual PvP, after all, and many people have a big issue with that regardless of its guise or end result.
But it is. Any advantage to one mode is also a penalty to the other ones.
Besides, a flat bonus is a clunky, inelegant way of tackling the issue, one that can be easily circumvented (firewalls, double NAT, etc) and is likely to create more issues than it solves. I'm all for solving the imbalance between the modes, making players in open and solo have the same average progression speed, but only if this is done by making the underlying game rules smarter and applying those rules equally across all modes.
Kinda why my first rule when choosing a MMO is that, if the game played solo wouldn't be fun for me, then I won't get into it regardless of what the devs promise. Devs can try to influence how the community play, but they can't dictate it, and from personal experience most devs are very bad at both predicting and influencing how the community will play. Purchasing a game because you expect the player base to behave in a specific way is, sincerely, foolhardy.
Wings and the trade bonus are in group mode as well, so they are not exclusive to open. And they technically are present in solo too, it's just that players in solo are unable to find anyone else to assemble a wing with. The competitions are just marketing stunts, no true influence in the game. I mean, selecting five people, out of half a million, to receive brand new graphic boards? Talk about long odds here.
Also, how the game described multiplayer, since the Kickstart, fully gives the impression that the modes would be equal. No hard promise was given, but at the same time no hint was given that rewards could change according to whether you accepted playing with random players or not. In fact, the words "at will" were used to describe how often players would be able to change between groups, including solo and open (which was described as just another group, no different than the others apart from the fact everyone is automatically a member of it).
The issue with bringing racism to the discussion is that it could be seen as equaling one of the camps to those that fight racism, and thus the opposite camp as racists. Even if unintentional, it's bad form and can derail the discussion.
Besides, as pointed by others already, there's not even a consensus about whether or not freely switching between modes, or the modes themselves, are issues or not.
The biggest concern when I see this thread is that people aren't talking about the root of the issue anymore. I think the biggest concern should be that players can go from Open to Solo or Solo to Open at all. Having the character freely transfer between a "risk free" environment into a "risk" environment. This is just bad design and totally open to abuse.
I could be speaking for myself when saying this. As this thread is too massive to even look through it at this point.
The biggest concern when I see this thread is that people aren't talking about the root of the issue anymore. I think the biggest concern should be that players can go from Open to Solo or Solo to Open at all. Having the character freely transfer between a "risk free" environment into a "risk" environment. This is just bad design and totally open to abuse.
Players need to have a separate Solo Career and Open Career. There is no great way to implement this as the problem has persisted for so long - the only method I see working is having a copy made of everyone's profile and then split. Essentially letting the player base decide freely what gameplay suites their need. More choice is a good thing and should be embraced.
From what I see Solo people get the better deal in this as it doesn't effect them at all. Let solo players play by themselves if they want. If you want to play with friends - come endure the hardships of risk together.
It's not competitive - not what I said at all. I'm saying the system is simply open to abuse in terms of what people will do. Dodging risk and still being able to interact with people who have taken risk is simply not a good thing and can create conflict as we see now.
Whoa. If it's not competitive what's wrong with "dodging risk"?
What about traders who spend their time in corporate safe systems rather than heading into anarchies? Should they be banned from buying a Vulture and flying into anarchy space because they've been "dodging risk"?
That isn't an issue because Elite isn't a competitive game. Outright cheating is, of course, frowned upon. But if someone choses to trade in open they aren't going to "lose" to someone who trades in solo because the solo player has more runs.
So someone might make more money than you, is that a problem? If so explain why.
That is why I'm fighting to remove the cr disparity from open.But it is. Any advantage to one mode is also a penalty to the other ones.
Agreed a flat boost is clucky and unintuitive but, it's also a lot easier than a massive AI patch or re-balancing the profession income vs solo and group's.Besides, a flat bonus is a clunky, inelegant way of tackling the issue,
I also didn't include, how combat logging and other hacks/cheats would have an impact on my change. The cheats aren't and shouldnt be included in any consideration for balancing the game.one that can be easily circumvented (firewalls, double NAT, etc) and is likely to create more issues than it solves.
So am I, and if you can think of any that can close the income disparity, I'm all ears.I'm all for solving the imbalance between the modes, making players in open and solo have the same average progression speed, but only if this is done by making the underlying game rules smarter and applying those rules equally across all modes.
The balance of a game always changes after release, based on how fair it is, and how it effects the meta of the game. Shield cells for example, were changed when they were found to be too strong and overused. A game changes when/If soemthing is found to be unbalanced or gives an unfair advantage.Also, how the game described multiplayer, since the Kickstart, fully gives the impression that the modes would be equal. No hard promise was given, but at the same time no hint was given that rewards could change according to whether you accepted playing with random players or not. In fact, the words "at will" were used to describe how often players would be able to change between groups, including solo and open (which was described as just another group, no different than the others apart from the fact everyone is automatically a member of it).
Again I am only talking risk vs reward. If a player finds a spot with no others around - good for them. The risk is still there and that is the point.
That is why I'm fighting to remove the cr disparity from open.
Agreed a flat boost is clucky and unintuitive but, it's also a lot easier than a massive AI patch or re-balancing the profession income vs solo and group's.
I also didn't include, how combat logging and other hacks/cheats would have an impact on my change. The cheats aren't and shouldnt be included in any consideration for balancing the game.
So am I, and if you can think of any that can close the income disparity, I'm all ears.
The balance of a game always changes after release based on, how fair it is, and how it effects the meta of a game. Shield cells for example, were changed when they were found to be too strong and overused.
So am I, and if you can think of any that can close the income disparity, I'm all ears.
I think it might been lost in 628 pages
but still, it's a lot easier in solo and players that have good internet connection still go play solo to do rare goods routes etc.
My point is, to make this game more as a MMO-ish devs should encourage players to play in Open Play. Small profit percentage wouldn't hurt
Besides, solo players would stay in their "solo universe" and wouldn't be affected by other players that might got slightly bigger profits while playing in open play.
If a player finds a spot with no others around - good for them.
There's not 400 Billion stars in the game, if you're only a trader/bounty hunter or pirate. There's 10,000, or however many populated systems you need to be in, and a bunch of useless space..
Move away from the people holding you back maybe??
400 Billion stars with 2 other modes to visit them - no reason WHATSOEVER to be held back by another player
Fair, hmm. lets see....
I have Solo - so do you.
I have Groups - so do you.
I have Open - well look at that, so do you.
You know what the antisocial Open players (aka griefers) say to people who moan about how Open works?
They tell them "If you don't like it, go to Mobius"
Clearly, you haven't traded in Solo. I get interdicted frequently by NPCs. I'm reasonably good at the interdiction game but lately I've been submitting because my armed and shielded Clipper can hold it's own compared to my prior ships (T6, T7). So, while you're correct that it is easier to make money in Solo than Open, its a fantasy to think that Solo doesn't have pirates who demand cargo and psychos who fire without cause. For me, the Solo game is far more than I ever hoped for and I'm never bored. And the thought of sitting in a station queue for 1/2 hr to dock or having to deal with rammers, combat loggers, and the pathetic Code extortion group is quite unappealing.
There's not 400 Billion stars in the game, if you're only a trader/bounty hunter or pirate. There's 10,000, or however many populated systems you need to be in, and a bunch of useless space.
You can only avoid Players for so long. Idk about you but even on the outer edge of space I still see players. Like I always say to counter this "argument", a chance of risk is still a chance of risk. Solo no risk from player death, group, chance size depends on the group. Open, would you look at that, a risk of being attacked.
Solo, no risk of getting killed by a player
Group, you pick you're own risk level
Open, risk of getting killed by a player.
All you're doing is proving my point, how is it balanced when there's a correct choice to the question of, how do I make money and not get killed?
If I give you three choices, getting punched in the face, a pat on the head, or a 5 $ bill, there's no choice, there's one choice and two choices that are worse, aka trap choices.