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

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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.

They are punished already. They get bounties, can be shot at by *any* player in the wanted system, and any player with a k-scanner can hunt them for said bounty, they will get targetted by security services at stations loyal to the wanting faction. A small tweak to prevent bounties from being payed off instantly by rich commanders is something I think almost everyone supports. Beyond that, 'punishing' them is unwarranted. They get bountied, and shot by the cops -- that's where it should end. Players should band together to protect traders and not expect NPC and game mechanics to do it for them.

edit: the people in favor or punishing them are the same crowd asking FD not to 'eve'ify the game. Well, please don't introduce mechanics that prevent piracy in 90% of the game world like eve does. invincible all powerful police forces of NPC's are not a good thing, esp in a game where people have the option of switching to solo mode. I might get behind a more powerful police force if solo and private group was vaporised, but unless that happens -- just no.
 
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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. :p

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

Thing is Walt - your posts are actually very well reasoned and do attempt to see both sides - and you obviously put a lot of effort into researching and making them.

If you were the "face" of the side you represent with the authority to handle the other less reasonable types on that side the discussion might progress more amicably.

But you are still trying to change what is - into something it isn't.
 
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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.
nop was to have ppl play their way...
 
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.

The way players play in open would change with different mechanics though. Right now your actions are meaningless as long as you have enough money to cover insurance, which creates bored people having fun at the expense of others. Ofcourse the community is always going to split up over certain things, but to be quite honest it seems to me FD is using the whole "play your way" solo/group/open argument as an excuse for lazyness. Shouldn't every artist, including game designers, have a vision of how their work is to be experienced?
 
Given your signature, I don't think you are open to any, much needed, mechanic changes to make open more appealing to everyone.

I am open to any idea that does not buff one group over another, nerf one group or give 1 section of the player base more value than other.
Something equal and balanced.

I all ready said I like the 2 CG option that was mentioned a few pages back, so running 2 CG at the same time for opposing factions - giving everyone the chance to chip in for the one they want - FD do the math and see who won at the end... like a big game of tug of war.

I did bring something new in.....

Your idea is in the middle ground (ish) but if I read it right, it still means that while everyone gets the same cash, contributions to the CG are not equal... and I'm sorry, but how is someone else time worth more than mine ?
What about people who can sit on the PC all day? should they be valued less as I can only play a couple of hours each day?
 
high - null mechanic?? u serius? i wonder the hulkmaggedon--or the suicide gangs on high u choose to ignore it?

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.
 

Robert Maynard

Volunteer Moderator
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.

From the Kickstarter FAQ:

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:

And don't forget;

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.



(Any excuse from me :p )
 
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.

Not completely true. Newsletter #50 says implementing an offline mode isn't out of question. Until there is a specific, direct answer telling offline mode isn't ever coming, it's not end of story — and, even if such answer comes, it would still not be guaranteed, as Frontier already changed their minds on things they spent years confirming before.

Besides, there is the solo mode in the meanwhile. Not even nearly as entertaining as a proper offline mode could be, but for the time being it will have to do. Which is why I will fight tooth and nail to prevent solo, and group, modes from ever being nerfed.

From a poll (still running) on which mode players play in:

Very interesting when you consider the usual bias when looking at forum participation according to gameplay preferences. Combining that pool with the usual forum participation bias between group and solo players I've seen in other MMOs (mainly LotRO, the one place where the devs actually released some numbers), it would put solo players at close to 80%, which is in line with what I would expect of a game with ED's solo/group/open structure.

That can be very wrong, of course; I'm extrapolating information from a forum pool (typically a bad idea in itself) using data from games in other genres (a recipe for introducing errors). It does seem like strong evidence that solo players are more common than open players, though, given that both forum participation and the willingness to engage in multiplayer activities typically increase with how sociable the player is.

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.

What is fun for different persons vary wildly. Back as a child I found math homework to be very fun, I even played math-teaching educational games for fun; can you relate?

And you are quite right to be - in fact there's probably a poll about the reliability of polls somewhere..

67.42% of all statistics found in the Internet are made up :cool:

Being serious, interpreting pools isn't as easy as looking at some numbers and going with the largest one. And statistics can never be taken as facts, they are merely an attempt to capture or predict reality, often with a large error margin. If they were easy, I wouldn't have needed to take multiple courses in statistics to get my first degree.

Im pretty sure most people in Mobius would rather play open given the right circumstances.

I suspect the "right circumstances," for many of the players in Mobius, would be a PvP flag that they could flip to become completely immune to other players. I don't think the PvPers in open would like that, though.

After all player interaction is what people pay for when they buy an online game.

First, until a month before launch, ED was being advertised as both an online and an offline game.

Second, the game was always very explicit about players being able to block everyone else if they so desired, so it got a large number of players that want full control over who, and when, they meet.

Third, not all player interaction is equal. I love constructive player interaction, but I would rather not play than risk unwanted player conflict.

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.

Not quite. It's just an indication that many players have a different opinion of what they find fun. Many players in solo and groups will never want to play in open as long as PvP in open is possible, even if it's rare. And perception is a (swear filter ate my word of choice); a single negative experience can become far more prominent than a month of positive experiences for someone, driving a player to leave open due to a single incident.
 
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. :p

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

I like this. It goes some way to repairing the imbalance between solo and open for this particular game style.
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.
 
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.

Forgot to say, tons of respect for trying by the way - that is way more effort than a fair few in the thread have done.
 

Robert Maynard

Volunteer Moderator
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.

I don't agree that there is a need to artificially limit player' freedom to switch between game modes, especially as mode switching is explicitly mentioned as a means of avoiding perceived griefing:

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:

  • We have players that want a range of different experiences
  • All of those experiences are valid
  • Some of those experiences are mutually exclusive
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.

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".
 
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