You brought the same old arguments all wrapped up in new tissue. Get over Open, it's no big deal.
No I did not. It doesn't even involve changing solo/private/open so you clearly dont know what you are talking about.
You brought the same old arguments all wrapped up in new tissue. Get over Open, it's no big deal.
I did bring something new in.....
They shouldnt be prevented, but they should be punished. Several ways to do that which im not going to write down here since its just gonna get buried in "hurr durr don't change the game" anyway.
No they are not. I've put out a compromise several times to discuss that doesnt touch solo/private open yet no one even mentioned it. (well maybe one person)
Here it is again this time pasted in. Maybe people are too lazy to click links.
Solution to open being forced to grind in solo in order to be effective
Solo, private, and open don’t need to be changed in order to avoid discouraging open players into solo.
Proposal:
In combat zones, the combat bond increases according to the difficulty of the ship type. As players are more difficult, recognize the increase in difficulty level and boost how much killing a player contributes to the war effort – keep combat bond reward the same, but have the amount it contributes toward the community goal equal to or some factor less than the rebuy of the ship destroyed. Keeping the contribution to the war effort less than or equal to the rebuy of the ship prevents exploits where a player joins a faction and purposely dies to help the other faction. This can still be done but at great expense to the commander… unless he’s doing it in a sidewinder in which case the contribution is hardly helping since its equal or less than the rebuy. He might as well be grinding out a mil per hour in solo.
Analysis:
Let’s take the example where the contribution of killing a commander’s ship is equal to his rebuy. You kill a commander in a cobra worth 1 million. You get 8000 in combat bonds, his rebuy is 20,000, and that counts 20,000 towards the war effort.
A second example would be destroying a vulture with a rebuy of 700,000. You would get 20,000 in bonds, he would lose 700,000 but it would go to your war effort. Does this seem like a little much? If you play in open you know how often those commanders escape. If you are lucky you might get two an hour assuming you don’t die yourself. Two an hour would be 1.4 mill an hour, split that among the likely four players that hit him and that’s 350,000 per hour. Stack what you are probably getting in open (200k to 300k) and now you are at 750,000 if you are lucky. This is all assuming you haven’t died and it’s still less than a mil per hour in solo. Remember this is contribution to the community goal, and the player only made 5k off splitting the Vulture’s combat bonds with friends. Still too much? Well you can always apply diminishing returns as the rebuy cost increases reducing it by an increasing percentage to keep it in check.
Wrap up:
- Players are the hardest thing to kill so benefit of killing them is increased to reflect this.
- Combat bond profit remains the same
- Contribution towards the war effort is equal to or less than rebuy to prevent exploits
- Solo/private/open is unchanged
and we all saw it and avoid to touch ur ideas rnt bad but isnt for this monster thread lol
nop was to have ppl play their way...totally agree. The very existence of the game mode divide hides, rather than addresses the issues.
Many people choose to swap to solo for certain tasks as they perceive it as safer, or more rewarding.
If someone is trying to trade in open, and they are doing it right, they should be able to lead a happy existence (even if it is punctuated by the occasional catastrophic asset loss). The decision to play solo or open should be based on other factors than difficulty.
I would prefer a situation where everyone is in open. You decide how much risk you take by your in game decisions.
.
Imagine a pair of community goals. One is to transport goods between two stations 100ly apart. The other is to intercept and take down (perhaps even only steal cargo, and you are punished if you kill) those cargo ships. Assume that the goals have been set at the correct level to provide decent rewards for all the risks taken.
Then allow some to do the missions in solo...
It is a fundamentally game-breaking mechanic. It denies everyone the immersive and rich experience that is possible.
.
When the solo/open concept was conceived, what was its objectives?
I believe it was to allow people the choice of whether they wanted to interact with others. I don't believe there were any intentions to separate play styles into different modes, and provide tactical workarounds to in game situations.
I would counter with the opinion that a significant proportion of players who choose not to play in open do so because of the way that other players continue to play in open. It can't all be blamed on the game design.
Again, there may be a way that everyone can play in the same mode - as long as the option remains to switch to the other modes as players see fit.
Players seem to be managing to split the community all by themselves - it's not the game that is doing it (necessarily). Finding the solution to the fractured community is, I would expect, a fruitless task as there are players with diametrically opposed opinions regarding how the game is best played.
Given your signature, I don't think you are open to any, much needed, mechanic changes to make open more appealing to everyone.
I did bring something new in.....
high - null mechanic?? u serius? i wonder the hulkmaggedon--or the suicide gangs on high u choose to ignore it?
You are right. It just hit me I'm trying to get a group of people on the internet to stop arguing.... What is wrong with me, lol. The solution is irrelevant.
When the solo/open concept was conceived, what was its objectives?
I believe it was to allow people the choice of whether they wanted to interact with others. I don't believe there were any intentions to separate play styles into different modes, and provide tactical workarounds to in game situations.
How does multiplayer work?
You simply play the game, and depending on your configuration (your choice) some of the other ships you meet as you travel around are real players as opposed to computer-controlled ships. It may be a friend you have agreed to rendezvous with here, or it may be another real player you have encountered by chance. All players will be part of a “Pilot’s Federation” – that is how they are distinguished from non-players – so you will be able to tell who is a player and who is a non-player easily.
You will be able to save your position in certain key places (probably just in space stations, but possibly while in hyperspace too, if we feel it is needed). A save-and-quit option will be freely available at those points, as will the subsequent reload, but there will be a game cost for a reload following player death. Your ship will still be intact in the condition it was when the save occurred, but there will be a game currency charge (referred to as an insurance policy) for this. This is to prevent the obvious exploit of friends cooperating and killing each other to get each other’s cargo. If you can’t pay, then it will accumulate as an in-game debt, and the police may chase you!
There are no multiplayer lobbies, and the game will be played across many servers, augmented by peer-to-peer traffic for fast responses. Session creation and destruction happens during the long-range hyperspace countdown and hyperspace effect (which is a few seconds only), so is transparent to the player.
We have the concept of “groups”. They can be private groups just of your friends or open groups (that form part of the game) based on the play styles people prefer, and the rules in each can be different. Players will begin in the group “All” but can change groups at will, though it will be possible to be banned from groups due to antisocial behaviour, and you will only meet others in that group.
Last updated: Wed, Nov 14 2012 12:52 PM +00:00
From the Kickstarter FAQ:
From the Kickstarter;
*And the best part - you can do all this online with your friends, or other "Elite" pilots like yourself, or even alone. The choice is yours...*
*you will be able to control who else you might encounter in your game – perhaps limit it to just your friends? Cooperate on adventures or chase your friends down to get that booty. The game will work in a seamless, lobby-less way, with the ability to rendezvous with friends
*Play it your way*
Your reputation is affected by your personal choices. Play the game your way: dangerous pirate, famous explorer or notorious assassin - the choice is yours to make. Take on missions and affect the world around you, alone or with your friends.*
*You simply play the game, and depending on your configuration (your choice) *
*We have the concept of “groups”. They can be private groups just of your friends or open groups (that form part of the game) based on the play styles people prefer, and the rules in each can be different. Players will begin in the group “All” but can change groups at will,*
From the forum archives;
https://forums.frontier.co.uk/showthread.php?t=6300
All Players Group– Players in this group will be matched with each other as much as possible to ensure as many human players can meet and play together
Private Group – Players in this group will only be matched with other players in the same private group
Solo Group – Players in this group won’t be matched with anyone else ever (effectively a private group with no one else invited)
(All by a Lead Designer)
Also DB on Multiplayer and Grouping and Single (01:00 - 02:01)
https://www.youtube.com/watch?v=P5JY...kuz6s&index=18
DB on "Griefing" and "Griefers"
(Listen out for the part where FD can move them in to a private group of just each other)
https://www.youtube.com/watch?v=Kb5hqjxmf4M
Rededit Topic on "unusual event for players to come against players" (With Twitch Video)
http://www.reddit.com/r/EliteDangero...ayers_to_come/
Direct Twitch Link; (Note DB use "Occasonial" and "unusual" regarding players interacting)
http://www.twitch.tv/egx/b/571962295?t=69m00s
Also, MMO does not mean "social" (It means lots of people connected)
A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting large numbers of players simultaneously. By necessity, they are played on the Internet. MMOs usually have at least one persistent world, however some games differ.
eve devs have made a conscious decision to allow that. It is not a natural result of having a policed, and unpoliced division. To assume it is the only way is showing a lack of imagination.
Offline is dead, end of story, if you can't live with that you should probably move on instead of crapping all over everyone elses party.
From a poll (still running) on which mode players play in:
You must have misread my post. I said that it is succeeding in spite of the danger that is fun. If there was no danger (think ED with no other ships at all) would it be fun?
Of course you will not enjoy being destroyed. But most of the time you are not being attacked, but are aware of the danger.
A man swimming with sharks enjoys the experience. He will not enjoy it if he gets eaten.
And you are quite right to be - in fact there's probably a poll about the reliability of polls somewhere..
Im pretty sure most people in Mobius would rather play open given the right circumstances.
After all player interaction is what people pay for when they buy an online game.
The fact that people resort to private groups and im some cases solo mode is a symptom of many bad design decisions which need to be corrected asap.
good thing is that ur thread with ur ideas wasnt go down to solo/open ;D
No they are not. I've put out a compromise several times to discuss that doesnt touch solo/private open yet no one even mentioned it. (well maybe one person)
Here it is again this time pasted in. Maybe people are too lazy to click links.
Solution to open being forced to grind in solo in order to be effective
Solo, private, and open don’t need to be changed in order to avoid discouraging open players into solo.
Proposal:
In combat zones, the combat bond increases according to the difficulty of the ship type. As players are more difficult, recognize the increase in difficulty level and boost how much killing a player contributes to the war effort – keep combat bond reward the same, but have the amount it contributes toward the community goal equal to or some factor less than the rebuy of the ship destroyed. Keeping the contribution to the war effort less than or equal to the rebuy of the ship prevents exploits where a player joins a faction and purposely dies to help the other faction. This can still be done but at great expense to the commander… unless he’s doing it in a sidewinder in which case the contribution is hardly helping since its equal or less than the rebuy. He might as well be grinding out a mil per hour in solo.
Analysis:
Let’s take the example where the contribution of killing a commander’s ship is equal to his rebuy. You kill a commander in a cobra worth 1 million. You get 8000 in combat bonds, his rebuy is 20,000, and that counts 20,000 towards the war effort.
A second example would be destroying a vulture with a rebuy of 700,000. You would get 20,000 in bonds, he would lose 700,000 but it would go to your war effort. Does this seem like a little much? If you play in open you know how often those commanders escape. If you are lucky you might get two an hour assuming you don’t die yourself. Two an hour would be 1.4 mill an hour, split that among the likely four players that hit him and that’s 350,000 per hour. Stack what you are probably getting in open (200k to 300k) and now you are at 750,000 if you are lucky. This is all assuming you haven’t died and it’s still less than a mil per hour in solo. Remember this is contribution to the community goal, and the player only made 5k off splitting the Vulture’s combat bonds with friends. Still too much? Well you can always apply diminishing returns as the rebuy cost increases reducing it by an increasing percentage to keep it in check.
Wrap up:
- Players are the hardest thing to kill so benefit of killing them is increased to reflect this.
- Combat bond profit remains the same
- Contribution towards the war effort is equal to or less than rebuy to prevent exploits
- Solo/private/open is unchanged
You are right. It just hit me I'm trying to get a group of people on the internet to stop arguing.... What is wrong with me, lol. The solution is irrelevant.
Well the thread wasn't about open/private/solo but that single post several pages in that thread does address one of the community goals issues that people seemed to be concerned about here.
But I think the problem is wider that that.
We need to address the concept of tactical mode changes. Somehow remove the incentive for this tactical switch, while not enacting impassable barriers for those with other, more valid reasons to switch.
Griefing:
So, we've said we don't mind bad guys. In fact, we go further; we have bad guy gameplay options (piracy, smuggling etc.) By default, this includes psychopathic behaviour - randomly attacking other player "because you can".
We're currently looking at two different angles of defence: an in-game law system and private groups.
The in-game law system should be pretty robust. It allows plausible but strong responses from NPC factions to criminal activities (using authority ships, structures and factional bounties), as well as player-driven bounties (via the Pilot's Federation) and player bounty hunting mechanisms (e.g. broadcasting "sightings" of know villains to help player bounty hunters track them).
All of this should mean that that if you're being naughty you are generating additional challenges for yourself which will undoubtedly make the game harder in some ways (this applies equally whether you are attacking players or NPCs).
It won't guarantee safety, even though it guarantees additional challenges to the bad guys. Which I think is about right; we don't want to make being the bad guy impossible.
The second factor is our grouping mechanisms.
The way it's currently standing, players will be able to enter and leave private groups of some sort reasonably easily, so they will be able to control the level of perceived griefing they want to suffer.
I know this is a very contentious issue, which I have been wrestling with since I first came on to the project. The way I see it at the moment is pretty straightforward:
So my answer is to say that we will support all of them but not to the point where one player is happy at the expense of another. And a clean way to do this is by using a grouping system.
- We have players that want a range of different experiences
- All of those experiences are valid
- Some of those experiences are mutually exclusive
The worst case scenario here is that a player who wants to avoid an encounter will vanish into a private group. In this case, the player will be forced to escape conventionally first (via hyperspace, docking or something similar).
In this instance, the aggressor still gets some benefit - they "defeated" their prey, and we can hopefully build on this in terms of rewarding them in various ways: via reputation, which can lead to missions and events, via player bragging rights (perhaps only players that remain in the "all group" can feature in various global news feed articles) and potentially via limited physical rewards.
If players are going to live in private groups, well, that suggests that if we had a single environment they would be playing offline or not at all, so they aren't part of the equation.
Players that dip into the "all group" after farming "private groups"; there are a few things to say about this.
- They are unlikely to have as good player-vs-player skills as those who live in the "all" group day in day out.
- NPCs can and will offer appropriate risks (in fact, it would not be a lie to suggest that we *could* make NPC ships significantly nastier than any human ships in the majority of situations. Not that we will, mind. But we could), so to get a tooled up advantage such players will have been facing a appropriate threat level (basically private groups should not be considered "easy mode").
- Everyone has access to their own private group(s)
It's not perfect, but it's my best shot at the moment.
Anyway, taking these two strands into account, again, the result will again be hopefully a "very light touch".
nop was to have ppl play their way...