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

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Same rewards in all game modes? no no, here is my suggestion

I understand people want to have the freedom to pick the game mode they want depending on what they feel like that day, or the time they have to spare.

But it makes no sense at all that a player playing in Solo, with no risks, earns the same by doing the same as another player risking his ship (and cargo in trading/mining) in Open mode.

I do understand the whole market and bounty systems has to be tied together and the same for all players, so I suggest the addition of a variable that once the whole transactions is done adjusts the reward depending on the game mode, that way the market is not affected but you get that Risk Vs Reward adjustment. It can be used to penalize solo and private group and boost Open, which I think is the way to go, or just boost open or penalize the others.

That way everybody is happy because they can play the mode they want, but the risk vs reward is present in the game, so if you want to earn more just play in Open for extra risk and income.

Let me know what you guys think, of course I expect rants from the solo traders because they would lose a bit of income, but if they are mature enough they would totally understand it.

Examples:
Bounties: 700.000 credits (-10% Solo mode) = 630.000 credits
Bounties: 700.000 credits (+10% Open mode) = 770.000 credits

Trading: 1.000.000 credits (-10% Solo mode) = 900.000 credits
Trading: 1.000.000 credits (+10% Open mode) = 1.100.000 credits
 
Sorry, but I don't think it would work. It's a nice idea, but it's almost impossible to implement with the current login mechanics. Example:

Player buys goods in Open, takes off, logs off.
Player relogs into Solo, flies to destination, drops in front of station, logs off.
Player relogs into Open, lands, sells goods. Benefits the bonus.

For this suggestion to work, you would have to separate Open from Solo, or build a time limit between switching between the two modes. Which I'm fairly certain it's not on the table atm from FDEVs perspective.

PS: for the record, I'm totally on board with balancing risk vs. reward. I'm still waiting for FDEV to issue some kind of separation between Solo/Open rewards for community goals. It's silly that most players just switch to Solo to grind community goals which should be a mechanic designed to bring players together in the first place.
 
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I think a better way of balancing would be if the background sim detected increased levels of piracy in open and emulated this is solo so in Lave where there is a lot of piracy around from players, solo players would also see a lot of NPC pirates. Just an idea
 
Open mode has its benefits and flaws.
Solo mode has its benefits and flaws.
Isn't that enough?
Please no more open vs solo threads.
 
I understand people want to have the freedom to pick the game mode they want depending on what they feel like that day, or the time they have to spare.

But it makes no sense at all that a player playing in Solo, with no risks, earns the same by doing the same as another player risking his ship (and cargo in trading/mining) in Open mode.

That is merely your opinion and I disagree with it entirely. That said, as previously mentioned by another CMDR, this topic has been argued to death. There really is no need for yet another thread on the subject.

You come from an EVE background, right?


EDIT - was merged into the threadnought whilst I was typing ;)
 
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It can be used to penalize solo and private group and boost Open, which I think is the way to go

As someone who plays exclusively in Open, I couldn't disagree more. Open mode has it's problems, but fixing them shouldn't be at the expense of solo and group players. I'd much rather see solutions that enhance gameplay across all modes.
 
Made me giggle.

I wonder if anyone from FDEV actually managed to read the whole 500 pages. I know I'm not gonna try it.

I doubt it. The argument is circular and I suspect they've already been through it internally and decided what they think is most fair. I for one agree with what they've done, which is nice for me :)
 
It can be used to penalize solo and private group and boost Open, which I think is the way to go, or just boost open or penalize the others.

Let me know what you guys think, of course I expect rants from the solo traders because they would lose a bit of income, but if they are mature enough they would totally understand it.
I would uninstall and never purchase anything from Frontier ever again, and I promise that I would not be alone. If that's a rant, so be it, but I promise it's a fact.

As for maturity, well, with all of this grey hair, grandkids and such, this is as mature as I'm ever going to get.
 
The crux of the matter is this - the way the modes are configured (I also play open only) doesn't make sense.

What I would love is a "hardcore" mode with a separate save and separate date (exploration and trade data, too), which has perhaps tweaked rewards (and tweaked risks) and no mode switching. Perhaps with PvP losses and rewards being both greater (no insurance for modules - but chance of them being salvageable; would really add risk and reward to PvP).

Basically, a more PvP centric and MMO-like mode for Elite which stands separate from the vanilla game. It would really be a hit with many people. Since the prevailing philosophy of the design team is apparently "let's please everyone", why not?

Wouldn't work and I'll give an excellent example to save everyone time and money (well for the devs that is).

WoW PvP players asked for twink battlegrounds simply for them at specific brackets. Blizzard gave them exactly what they asked for, for the "challenge" of actually competing with EQUAL players with EQUAL skills.

It failed.

Why?

They said they wanted competition with equals, but it turned out people simply wanted to gank instead. Thus, those instances were dead within 6 months.

All that time, effort and cash wasted on something that wouldn't even support itself.

It's the same problem players see whenever there's PvP in any game. They keep saying about "risk vs reward"; "competence" and more but in the end it's about the powerful preying on the weak...every single time. PvE/Solo players have to keep going further and further to the ends of a map to be free of the predators, meanwhile they pay for the same game and get so much less -- and also told (after buying the box or spending years on subs, "if you don't like it leave"). -_-

How ED is set up is fine. Have an area for PvP players and an area for PvE players and they don't actually meet in game itself. Solo players can play without being bothered by the worst things seen in MMOs; and the PvP players get to play with themselves in all of the unscripted play they prefer. And those wanting to group up with friends can play in group mode (what guild/corps should've been in the first place). All bases are covered -- MMO/Small group play/Solo. Sweet!
 
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