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

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In open, player is element of Environment. You do not fight with every player you can meet.
As in real life. You can shoot to anybody (of course yes, why not?) but you do not do it everyday ;)
 
Shouldn't this have been merged into the black hole by now?

It probably should. The OP's gibberish levels are over nine thousand... I'm not sure what we're going to achieve here, the incoherence of thought is duking it out with the turreted deja vu canons :) Possibly cut down his caffeine intake?
 
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What is combat? This is sitting on sofa with a pork chops or maybe it is a fight with enemies - both players and envinroment... however player is element of environment in that case.
Hmm. Maybe i am wrong :D And beeing Dangerous means to be a sweet lying on sofa big bear :)


Maybe it should be named Elite: Fluffy, and ranks Fluffy, Tinky, Winky.... and then all terrified people who playing in pve groups, people scared about bad, mad and angry 0.00001% of all players will be completely clear to me ;)

However, i am here not to force anybody to something.

No, clearly you are only here to look down on people not playing the game as you do.
 
Could you stop personal directed comments and get a focus on topic?
I asked you for it a three times, have you a problem to understand above?
 
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I agree with Kyokushin. Open play is not PVP and the universe is a big place. you just need to learn to adapt and find a spot that works for you. I have played open play since release and have been killed by a another player once. In that instance I tried to avoid interdiction and then tried to run when he asked for 50% of my cargo I failed he and he won no big deal and all part of the game. It makes me be a little more careful what I carry and where I go. I can still trade successfully and do well but the game has an extra edge / challenge that I enjoy.

The thing is though, since PvP isn't that big a threat in open mode, why should it matter if people don't want to play in open? It's not like they're gaining a huge advantage.
 
The dangerous rank is based on the consideration that the pilot himself is dangerous, not the environment.

Open is no more dangerous than Solo or a private group, as Koyokushin himself pointed out in an early post. Is he now saying something different? If so, let me know so that I can report him for bait and switch. Please.
 
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It probably should. The OP's gibberish levels are over nine thousand... I'm not sure what we're going to achieve here, the incoherence of thought is duking it out with the turreted deja vu canons :) Possibly cut down his caffeine intake?

Now it's been merged you might need to amend the ref to the OP - particularly seeing as how the original OP is a mod :).
 
Open is no more dangerous than Solo or a private group, as Koyokushin himself pointed out in an early post. Is he now saying something different? If so, let me know so that I can report him for bait and switch. Please.

The thing is though, since PvP isn't that big a threat in open mode, why should it matter if people don't want to play in open? It's not like they're gaining a huge advantage.

Exactly this. If both modes are equally dangerous, why is it such an issue if I choose group play?

I fail to see the logic behind this.
 
There is no big deal if you will not playing with me in Open. Universe will not loose much. However modes should be separated. Thats all ;)
 
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Open/Groups/Solo are a matter of choice, nothing more. There are no plans to separate them.
 
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The dangerous rank is based on the consideration that the pilot himself is dangerous, not the environment.

True. But combat rank depend from relation player vs environment. NPC pilot have combat rank too. So when a player or NPC pilots are dangerous in combat vs environment and they both are an element of environment, then we can say environment is Dangerous. Even deadly ;)
 
What is a difference in being killed by NPC or a player?

When you see, in real life, a note about someone's death, do you react differently depending on whether other person was involved (a murder) or not?

That is the difference. Obviously the scale, compared with a real life death, is completely different, but being killed by a player or by an NPC is as different as day and night.

Some people don't care; some even welcome that, and want the opportunity to hunt other players, either for payback or to initiate aggression in the first place. Me, I'm not going to ever attack another player without explicit consent to fight, and will never allow other players to attack me when I'm not in the mood. Hence, I have no interest in open.

Openplay is NOT pvp. You may encounter pvp but a possibility of that is seriously low. I do not know why people are so scared.

It's not about fear. Rather, it's about it not being enjoyable for many players. In fact, judging by the player balance in PvP and PvE servers of other MMOs, I would say this kind of unpredictable PvP is unenjoyable for most players.

OK if somebody want only pve - he should play on other commander slot.

If you either remove the choice to jump between PvP and PvE, or make it in any way a hassle, the typical consequence is that the PvP side becomes empty and the PvE side overcrowded. Age of Conan tried that by introducing the Blood and Glory servers, which were an utter failure, becoming empty in short order; before that, Ultima Online introduced the Siege Perilous servers, which attracted only a small fraction of the player base, although a fraction large enough to keep two such shards open (out of 27 total shards). And I haven't seen anything in ED that suggests things could be different with it.

Sometimes I wish Frontier would actually implement a new game mode, a kind of "Open Plus", where players could never change to solo or group, leaving the current Open mode as it is. Then we would see how many players actually wanted this different gameplay style where PvP is forced. My guess is that any such mode would have less players than Mobius.

So why you playing game with a le DANGEROUS when you reject it 'dangerous' side?

Dangerous is one of the ranks. Besides, exaggerating titles for marketing reasons is something that comes from before video-games even existed; if you expect games to be defined by their titles, then sorry but you are naive. Plus, your interpretation requires assuming that only PvP can ever be dangerous, which is blatantly false.

Also, the game was advertised from the start as one where you are free to decide who you allow to play with you; it's in the official description of the multiplayer part of the game since the start of the Kickstart, over two years ago. Choosing to never see a PvPer is a very valid way to play, and supported by the devs from before the first Alpha. If you expected players to not have ways to avoid each other, you didn't do your research.

And, lastly, I don't care in the least for how the devs intend the game to be played; I will play the game in whichever way I want, thank you.

Why you thinking open play is pvp? because it is not true.

It's a matter of perspective. For me, and many other players, any situation where attacking another player is allowed is a PvP situation, even if the chance of an actual player attack is small. So, for me and many others, open is PvP, no way around it.

Now, it's not pure PvP; like you said, it's not PvP arena. Which compounds the issue for me. I love PvP arena, but I absolutely can't stand any gameplay mode where PvP mixes with PvE activities or goals; MOBAs are one of the few PvP Arena genres I don't play, for example, because there is too much PvE mixed in, which prevents me from enjoying it.
 
When we back to point where i asked for difference in being killed by npc or player - there is not difference.
Death is death. In real world there is no difference to you when you will be killed by someone else or by accident (flying hammer for example).

However, what is the main mechanism preventing people to kill ech other? In some cases this is a human morality, but in most this is a law and awareness of consequences.
If you kill somebody or even shoot to somebody you will have a troubles with law and you will be punished, by death or by prison (depend of country).
You are aware if you got a gun in the city, the local police will shoot You.

There is no consequences in Elite. You are gaining a silly bill to pay, thats all.
There should be better security model - in secure systems - a local police should react fact and engage player/killer (or not wanted, npc killer). In a non security anarchy systems - like on carribean sea - free for all.
 
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What is a difference in being killed by NPC or a player?
Maybe they should disable a possibility to die in game? Maybe they should make a big space engine and everybody wil be a big happy space family?

As i wrote many times. Elite is DANGEROUS.

Have you ever seen in this game an instance with fully 32 player? :D When, where? I will go there.
In last trading community goal i was flying in Yembo... to shoot a grieferes, players with Wanted status. And you know what? There was a many players but nobody interdicted me :)
This is your theory about evil universe, evil players.

Why you all are so scared in playing in open? In group play you also can die.. by NPC or maybe other player :)
I seriously do not know where problem is, i safely grinded for a few expensive ships and i am still alive :)
First ED use P2P and so PvP in ED is allways HW vs HW.
Second 24/7 or Progamers using prof. Equipment Keyboard/Joystick and/or use any Guide and walkthrough vs. a Freelancer with only few hours to play destroy progress in seconds from weeks.
Third PvP need Balancing and stay for ever Penaltys for PK.
Ana/Pyth. vs Trader/Explorer or Viper/Mk3.
Yes you and all others who want "penalty" for solo/group players want all the same enough Players to kill. You want every day the chance to kill others?
Make your own group. This is your call or play Games with PvP as Maincontent.
Last open=32 Players => Group=32 Players hey no different => Open = group:eek: but in Group the rules from players for players:D
I play solo or Mobius.
 
RULE ONE OF MAKING A GOOD GAME: Don't split your player base....!
Because of the Sunk Cost Fallacy (Your decisions are tainted by the emotional investments you accumulate, and the more you invest in something the harder it becomes to abandon it) If you split the player base into 3 groups (Single/Open/Group) then over time it becomes harder for those players to change from one group to the other, you effectively become locked in to whichever mode you started with.
 
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