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

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Well then the players ship should stay put while its counting down regardless of what manner is used to stop the task. Even switchers should be subject to this time constraint. However it does not seem to be working this way completely.
Due to the p2p nature, killing the process results in a near immediate disconnect from what I have heard...though I still can't figure out why it would differ from a physically pulled plug.
 
Its just plain stupid to have the solo and the online achievements/credits/"call it whatever" within the same save. Its two different things, which needs two different savegames, whereas the online one is obviously stored online and the solo one is stored on the client (or also online).
Solo + private groups can share the same save.

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Well, as others have said. Thank you for putting us all straight. Maybe we'll get to play the game now. :D
 
I wish I could play in open play, but every time when I enter supercruise my game stutters in open play, in solo play it works like a charm. Am I the only one having this issue?
 
this is still running besides the fact that an agreement or compromise can never be achieved.

so it's still about just raising the voice so some faction will look stronger than the other...

OK, i'll join in again.
AGAINST seperating solo/open or any form of them being differently handeled.
 
No - this is the strawman that the Solo players have set up to argue against. My main concern, as I have stated frequently, is the ability to make gains in relative safety of solo and then transfer those gains to the open world. I have been quite a frequent poster in this group and so far, in the time I have been playing, I have seen a grand total of four other players and have engaged in PVP with exactly zero of them.

If you've only seen 4 people (4 more than me BTW) and have had 0 PvP encounters, then why exactly do you feel solo mode is significantly safer? It sounds like they are both essentially equal in danger.
 
This was an indie project too, which withers my hopes of the future even more. I don't agree with this game allowing insurance, if you get blown up you should have to start from the beginning. That is where the fun comes and the real challenge begins.
You mean that would be fun for you. Surely, since you have the internet and have obviously figured out how to log on, that you possess the basic intelligence to realize that others aren't going to find that very fun at all.
 
You mean that would be fun for you. Surely, since you have the internet and have obviously figured out how to log on, that you possess the basic intelligence to realize that others aren't going to find that very fun at all.

He forgets that in the floppy disk version of Elite he could save his progress and if he dies he's just able to reload his save.
If the person you were answering wishes to start from scratch again and again, he can always wide his saved data.

I also think this is a little off topic, just like 70% of the posts.

It still amazes me that after 67 pages nobody can tell me, even if one tried to answer my questions, how somebody is in any physical pain or hurt by other players playing in the other 2 modes. It seems to me that there is no pain what so ever and these people just want to spoil the game for everybody else. don't think anybody can argue against that.
 
If you've only seen 4 people (4 more than me BTW) and have had 0 PvP encounters, then why exactly do you feel solo mode is significantly safer? It sounds like they are both essentially equal in danger.

Well that's hardly a logical comparison.

I've never had my mobile phone stolen, that doesn't mean there are very few mobile phone thefts.

Heck, if nothing else I've watched Tigga's stream quite a bit. He has been responsible for quite a few open traders losing a percentage of their cargo. I do not know how much cargo is lost to player pirates in open but I know that 100% less is lost in solo. Over time that deviance will be widening. Even if it's only 0.1% difference - that, compounded over time, will be lead to a huge difference in wealth eventually. Maybe not next week or the week after but I imagine this game will run for some time yet. By next year, if left unaddressed, there is the potential for a major problem.
 
It still amazes me that after 67 pages nobody can tell me, even if one tried to answer my questions, how somebody is in any physical pain or hurt by other players playing in the other 2 modes. It seems to me that there is no pain what so ever and these people just want to spoil the game for everybody else. don't think anybody can argue against that.

I don't think it is causing anybody physical pain, which is probably why nobody has answered that question. Probably not much emotional pain either, just peoples natural tendency to believe that their own world view or opinion is correct and everyone else is wrong. And I don't know that anyone wants to spoil the game for anyone else either, I think it's more that PvP players roleplaying pirates want real victims, so they are trying to find a way to force people into PvP, while others who like the idea of free choice in how they spend their leisure gaming time are happy with it as it is.

Well that's hardly a logical comparison.

I've never had my mobile phone stolen, that doesn't mean there are very few mobile phone thefts.

Heck, if nothing else I've watched Tigga's stream quite a bit. He has been responsible for quite a few open traders losing a percentage of their cargo. I do not know how much cargo is lost to player pirates in open but I know that 100% less is lost in solo. Over time that deviance will be widening. Even if it's only 0.1% difference - that, compounded over time, will be lead to a huge difference in wealth eventually. Maybe not next week or the week after but I imagine this game will run for some time yet. By next year, if left unaddressed, there is the potential for a major problem.

I would respectfully disagree that this will be a major problem. Firstly, there's no competition in this game, other than FD's race to Elite, which is marketing, and not really to do with gameplay, and secondly, if those traders who prefer to play in open really feel aggrieved that they are some credits behind those who have chosen to play solo, they at least have the choice to go and grind for a day or two in solo, and make up some of the difference, although how they will know what the difference is actually eludes me anyway, and amassing huge wealth is only one of many ways to pursue your goals in this game. :)
 
Let's assume there are 10 different NPC ships on a difficulty scale of 1 to 10 from easy to hard. Then let us take a certain system were PC-piracy occurred and acceded a certain threshold, let's say 5 times in 3 days. The server could then generate a higher class of NPC-pirates on the solo version of this system and track the result. If after 3 days the sum of killed trader ships are still below that of the system in open (and assuming the statistics haven't changed here, just to keep it simple for our example) the next generation of NPC pirates would be generated. If the system was set on difficulty 3 before it's being set to 4 now and so on, until the system in solo shows the same trader killing rate than its double in open.
And what good do you think that would do? All I see is a system in place that guarantees that the game would quickly become frustrating enough that I would uninstall. That doesn't benefit open pirates, because I still wouldn't be playing. It doesn't benefit me, as I would be out of a game. It doesn't benefit FD, because I wouldn't be buying expansions.

I've been a member of gaming forums before where the hardcore gamers made suggestion after suggestion that would drive more casual players from the game. This is the first one though, where the hardcore gamers have demanded (and yes, many have) that casual players willingly become target practice.
 
I've been a member of gaming forums before where the hardcore gamers made suggestion after suggestion that would drive more casual players from the game. This is the first one though, where the hardcore gamers have demanded (and yes, many have) that casual players willingly become target practice.
To be fair though, this is probably one of the first single-universe games where casual players had the option to not be skeet. Most games separate their players' characters into Social PVE and (almost always much much fewer) PVP "shards"; or, in PVP-focused games, just expect the PVE players to suck it up and deal with it.

Edit: And actually, even then, I recall players on Eve forums calling for abolishing high sec.:eek:
 
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To be fair though, this is probably one of the first single-universe games where casual players had the option to not be skeet. Most games separate their players' characters into Social PVE and (almost always much much fewer) PVP "shards"; or, in PVP-focused games, just expect the PVE players to suck it up and deal with it.

Edit: And actually, even then, I recall players on Eve forums calling for abolishing high sec.:eek:

UO at the time the single (open world, non-consensual PvP) game world was separated into PvP and PvE mirror worlds, allowing PvE players to enjoy the game with no concern for PvP? AFAIK the complaints from PvPers came strong after that (specially because the PvP world became a ghost town while the PvE one flourished), though as far as the devs are concerned it helped the game immensely.

It's also the game that supplied my favorite definition of griefer by a dev yet: a player who, through his social actions, costs the company more money than he gives it.

(BTW, it's also an interesting case because Richard Garriott, the creator of Ultima Online, thought the players would police themselves, making ganking nearly inexistent and keeping PvP, as well as "professions" that are shunned in the real world such as robbers and thieves, at a very low level. In a sense that whole idea blew on his face, to the point Origin had to basically make PvP optional in order to finally get the game under control again.)
 
I don't think it is causing anybody physical pain, which is probably why nobody has answered that question. Probably not much emotional pain either, just peoples natural tendency to believe that their own world view or opinion is correct and everyone else is wrong. And I don't know that anyone wants to spoil the game for anyone else either, I think it's more that PvP players roleplaying pirates want real victims, so they are trying to find a way to force people into PvP, while others who like the idea of free choice in how they spend their leisure gaming time are happy with it as it is.

Its nice to see somebody coming back with the correct answer when it comes to pain caused.

I understand what you mean, but having one's opinion is one thing, but then forcing that opinion onto others because you have a clear need for Gratification is something else. There is a difference with PVP games and Elite. Other pvp games have somebody attacking you because they just want to kill you for no other reason that to gratify the urge of ones ego, where as games like Elite people who do not really have those issues can choose to now be faced which people with those personality disorders. There is also a difference with player Pirates and trigger happy ego maniacs, one is after some cargo, the other wants to get his rocks off killing you.

I am not saying all PVP'ers are egotistic maniacs who just want to gratify their needs to upset other people, some of them are really nice people when not online.

I would respectfully disagree that this will be a major problem. Firstly, there's no competition in this game, other than FD's race to Elite, which is marketing, and not really to do with gameplay, and secondly, if those traders who prefer to play in open really feel aggrieved that they are some credits behind those who have chosen to play solo, they at least have the choice to go and grind for a day or two in solo, and make up some of the difference, although how they will know what the difference is actually eludes me anyway, and amassing huge wealth is only one of many ways to pursue your goals in this game. :)

I stated in post 3 on this thread that I make more money killing NPC pirates on Open mode which is more than I could make in trading in solo mode. Why people keep arguing about money is beyond me.
All I see is people finding an small excuse to keep going, if its not PVP its Money made by "easy" trading in solo.
Solo best ever trade profits was 2 million in 2 hours.
Open Best ever 2.5 million in pirate kills and trading.

Now which one is better ????

Which one is the easiest to make money in ????

And I bet we will still get somebody saying its solo, just like they argue that the moon is really a lump of cheese and cows jump over it at weekends...
 
UO at the time the single (open world, non-consensual PvP) game world was separated into PvP and PvE mirror worlds, allowing PvE players to enjoy the game with no concern for PvP? AFAIK the complaints from PvPers came strong after that (specially because the PvP world became a ghost town while the PvE one flourished), though as far as the devs are concerned it helped the game immensely.
If I am remembering my MMO past correctly, when I was playing Age of Conan there was one PvP shard. From what I heard, it was pretty much a ghost town once you could get past the gauntlet at the end of the noob island; very low pop, there were plenty of jokes on the forums about renaming the server District 9.

(BTW, it's also an interesting case because Richard Garriott, the creator of Ultima Online, thought the players would police themselves, making ganking nearly inexistent and keeping PvP, as well as "professions" that are shunned in the real world such as robbers and thieves, at a very low level. In a sense that whole idea blew on his face, to the point Origin had to basically make PvP optional in order to finally get the game under control again.)
Yes, I've always thought those kinds of ideas were an interesting possibility; but realistically, it takes a lot more coordination for a few players to form an organized and fair police force than it does for a large mob of players to form a chaotic gang.
 
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