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

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THERE is the risk.... And that is the exciting future that Elite promises, IF people play in Open.

And if they don't play in Open, you just join a Private Group with the express intention of breaking the rules of that Private Group? That's the CODE idea of "risk and excitement"?
 
Yes I'm I'm trying to do the same but if im trying to stop the community goal because I find it disagreeable or whatever the case. I can't stop you, during conflicting goals you have more of an impact than any single person in open just because you can not be stopped.

While that is correct, it's something FD should have considered a long time ago...BEFORE telling people to "play the way you want".

But of course "play the way you want, but be prepared we might diminish your impact on the game world" wouldn't have been quite as catchy a slogan.

It's all still in the cooker though, let's wait and see what exactly they come up with.
 
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There's one thing that open play provides that solo cannot provide, and that's building up experience. Especially for combat, and combat experience with humans can't be replicated by the NPCs. Not that I'd know myself as I've avoided combat at all costs, lol I'm a trader and explorer, but the point still stands.

Personally I love how ED provides one world but available in solo and open modes.
The question of users being able to log out in times of trouble is a tricky one, you could make it so that if under attack you can't log out, or make it so if you log out whilst playing open, your ship stays in open world for few minutes longer. The problem with that is what if you get cut out for reasons beyond your control, like Internet failure or something, but then isn't that the same with any online multiplayer game?
 
Yes and I'm trying to do the same. If i'm trying to stop a community goal, because i find it disagreeable, I can't stop you. during conflicting goals, you even have more of an impact than any single person in open, just because you can not be stopped.



What is stopping you from playing in open or group when you feel things are not fair, like during community goals? No, you'd rather those of us in group ( I have played probably 2 hours total in solo ) get hobbled.

This game has always been about choice, not limiting it to keep one group of players happy at the expense of another group.

Believe me, if the boot was on the other foot you would be just as thrilled about it as I am.
 
Just going to try and be the devil's advocate here, but since we are play p2p, we could (at any point) be playing solo and not even know it. So does the argument about blockades being "more" effective even stand?
 
Again, this would actually matter if credits/awards/elite rankings were finite.

That's a good way to express the distinction I've been grappling towards. Credits are infinite for general game progression, so reducing profitability in solo doesn't improve the game very much. But progress towards a specific community goal is very much finite - even a goal like "which group can make the most money in X amount of time" has an implicit limit based on credits per hour. Measuring that inequality and correcting the finite part only would allow me to play my own way with a clear conscience.
 
Thought....

What if soloists were only counted against each other for contribution rewards, but still counted to the overall contribution?

I'm actually liking this idea.
 
Stop making up your own definitions. A blockade is exactly what it says it is.

Please. Few blockades in history of the world were airtight. That's what blockade running is for. Heard of it? Even in games with artificial chokepoints such as EvE you can never have an airtight blockade.

But I do go there, often, in solo. See how effective your blockade is?

You do not play with me, you do not exist in my game. As I said, might as well talk about playing some other game. Normally it doesn't matter. Most of the PvP stuff we do in open doesn't have anything to do with whatever you do solo. Obvious exception are community goals, and as I said, FD is clearly aware that there is an issue. As far as I'm concerned, mission accomplished.

And no it is absolutely IMpossible to blockade whole systems. Oh and as for your preamble, the whole macho 'hunting grounds' thing. As I use an unarmed type 6 then yes I bet they would kill me, heaven forbid they would attack someone who *gasp* might beat them.

Well, see above. An armed trader, or a fast ship has a better chance of running their blockade. Which is kinda the point of both the blockade (prevent mass and unfettered transit by deterring big, slow haulers from even attempting the run) and the blockade-running (trump the blockade by using heavily armed traders, such as the Anaconda, or fast ones that are not easy to catch such as the Clipper). So in Open, it works quite nicely, both ways.
 
While that is correct, it's something FD should have considered a long time ago...BEFORE telling people to "play the way you want".

But of course "play the way you want, but be prepared we might diminish your impact on the game world" wouldn't have been quite as catchy a slogan.

It's all still in the cooker though, let's wait and see what exactly they come up with.

Yea definitely not as catchy, but the same can be said about, "Play the way you want, just be prepared for your impact be undermined by invisible you can never interact with".
 
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I can already see people thinking about ways to block p2p handshaking when in open if there is a bonus to playing in open. I'm sure some clever clogs will come up with a way to block connections to other players so they are in effect playing solo in open and get the bonus.

Cover me in custard and call me a blancmange if I'm wrong.
 
Yea definitely not as catchy, but the same can be said about, "Play the way you want, just be prepared for your impact to be undermined by invisible you can never interact with".

Hehe, fair 'nuff, sort of.

That however was known from the word go, AND will still be the case, even if the effects will be reduced by a factor yet to be determined.

I think a lot will depend on the data they can retrieve from recent CGs, as to how much impact the solo/group players really had. None of us can know for sure.

It could be far less (or far more) than any of us expects.

Possibly even more important will be, how any upcoming changes will be explained and communicated by FD.
 
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Oh that can certainly be done, but it requires a bit more work than may be realised. I'm not advocating it, and I wouldn't do such a thing myself - but people can't force their way onto a computer system where they are not welcome and simple, perfectly legitimate security methods are followed.
 
Everyone keeps referring to the fact that if something like this is implemented, there would be an unfair bonus for open players - in reality, FDEV might make it so that open players contributing towards a Goal would be, maybe 20% at most - but even if someone is 20% more effective when turning in to add to the overall goal, I could STILL outpace them in solo - I am much more effective in farming the community goal in solo - 20% wouldnt make a huge difference. All this idea is saying is that it could help close that gap - Im a MOBIUS/Solo player, open really doesn affect me in any way - I just think it would make the game a little more fair for everyone
 
That's a good way to express the distinction I've been grappling towards. Credits are infinite for general game progression, so reducing profitability in solo doesn't improve the game very much. But progress towards a specific community goal is very much finite - even a goal like "which group can make the most money in X amount of time" has an implicit limit based on credits per hour. Measuring that inequality and correcting the finite part only would allow me to play my own way with a clear conscience.
Correct me if I'm wrong, if I'm reading this right, community goals need a re-think, and adjust them for quality, not quantity of play, and as a result should have no bearing on the actual mode of play.
 
Hello Commander Demiga!

Don't worry, no harm, no foul, it was just a helpful reminder! :)

I can't give you my considered opinions just yet because, well, I need a little more time to consider them! :)

But this is clearly an interesting debate, on both sides of the fence, so we will revisit it at a later date.

mmmm for some reason i think you already made your decision.. when are you guys going to separate the universe between the 3 modes?

Because if this is really being considered the most logical solution is to separate the universes or removing the community goals complete from groups and solo play and selling some of the future features on dlcs just for open play to slowly make the transition and remove the other 2 modes.

Would be good to know what are the actual intent of the developers to stop wasting time debating kind of issues.
 
I can already see people thinking about ways to block p2p handshaking when in open if there is a bonus to playing in open. I'm sure some clever clogs will come up with a way to block connections to other players so they are in effect playing solo in open and get the bonus.

Cover me in custard and call me a blancmange if I'm wrong.

Log in to game in solo - mark up all ip - log back in open, block all but those from solo, game client says I'm in open - my router says other wise. Job done.
[Edit - this is the simple way of putting it]
 
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What is stopping you from playing in open or group when you feel things are not fair, like during community goals? No, you'd rather those of us in group ( I have played probably 2 hours total in solo ) get hobbled.

This game has always been about choice, not limiting it to keep one group of players happy at the expense of another group.

Believe me, if the boot was on the other foot you would be just as thrilled about it as I am.

I don't want to see group and solo hobbled. I want to see open have a chance to have an impact in community goals. It doesn't have to be a fixed %, I liked the idea of, comparing the avg open players impact vs the avg solo/group players impact and changing the percentage accordingly. I'd like to see blockades be effective and not just a boring waste of time.

This is off topic but, where have you been? This game is mostly about limiting one group to keep another happy. Pirates vs traders, pirates paying off bounties vs bounty hunters, traders ability to escape vs pirates. This game has very much been about conflicting roles, and trying to balance them.

I don't expect anyone to be happy about it but can you not at least see the logic? Pve group and solo players can do the community goal without being bothered. Whereas, if you tried that in open, you'd have to deal with pirates, blockades, or just psychos. Any individual open player's impact is hindered compared to the individual solo or pve group players.
 
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