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

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The ability to switch between game modes at will has been promised to players since the beginning of the Kickstarter. Frontier have shown no indication (at all) that they would even consider changing that feature, especially given that is forms the core of "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...". The genie's been out of the bottle with respect to this game feature that to try to bottle it now, over five months after game release, would be very, very unlikely to be met without significant displeasure from a significant portion of the player-base.

You mean from the traders, separating it could still work with separate saves which people have suggested before, this would allow community goals to acturly be affected by players from both sides, if a goal only is there for one side the other tries to slow down or prevent that goal in open say its about transferring items into a station, soloers can avoid it where as the guys trying to stop it from affecting there opinion and wish can't do jack because there is no other option that what they are trying to do in open.
 

Robert Maynard

Volunteer Moderator
You mean from the traders, separating it could still work with separate saves which people have suggested before, this would allow community goals to acturly be affected by players from both sides, if a goal only is there for one side the other tries to slow down or prevent that goal in open say its about transferring items into a station, soloers can avoid it where as the guys trying to stop it from affecting there opinion and wish can't do jack because there is no other option that what they are trying to do in open.

Given the instanced nature of the game with a finite (maximum) population in each, blockades were never going to be able to be 100% effective - neither do players play 24/7 - someone in a different timezone can undo everything that another player has done while the latter is sleeping.

Separate saves, hard-splitting the modes - both have been proposed and debated for over two years - yet the game launched with the three game modes, a single save and the ability to switch between modes. If Frontier were to change that now, it's their decision but it would probably not be well received, as I said.

We're all told to "play the game how you want to" - naturally, some players want to play differently from others - in my opinion, those who wish to restrict the freedoms of others are trying to force other players to play *their* way, not the way that the latter necessarily want to. This is not a competitive single mode locked in game - it never has been.
 
Given the instanced nature of the game with a finite (maximum) population in each, blockades were never going to be able to be 100% effective - neither do players play 24/7 - someone in a different timezone can undo everything that another player has done while the latter is sleeping.

Separate saves, hard-splitting the modes - both have been proposed and debated for over two years - yet the game launched with the three game modes, a single save and the ability to switch between modes. If Frontier were to change that now, it's their decision but it would probably not be well received, as I said.

We're all told to "play the game how you want to" - naturally, some players want to play differently from others - in my opinion, those who wish to restrict the freedoms of others are trying to force other players to play *their* way, not the way that the latter necessarily want to. This is not a competitive single mode locked in game - it never has been.


Yes but instancing and sleeping could be explained the fact you just exist in your own pocket universe is complete rubbish, they have made a major mistake if they continue to pander to there loud mouthed traders who whine about interdiction etc when that came in, ive been around since alpha so don't treat it like im new, the game has issues that the traders don't lose money because there protected and treated like the little saints it will one day cause the economy to self destruct due to hyper inflation.
 
Yes but instancing and sleeping could be explained the fact you just exist in your own pocket universe is complete rubbish, they have made a major mistake if they continue to pander to there loud mouthed traders who whine about interdiction etc when that came in, ive been around since alpha so don't treat it like im new, the game has issues that the traders don't lose money because there protected and treated like the little saints it will one day cause the economy to self destruct due to hyper inflation.

If there was an economy to even ruin...

The short sighted decision to cater to people who feel entitled to never die in a video game has ruined what could have been something special. I mean, you can easily avoid players, have thousands of systems to yourself, but that's not enough for the people FD is aiming at. They don't adapt, they don't get better, that's why they need an on/off switch for other players. It's also why the AI is so weak and why the game is so easy in general. Some players rise to a challenge, some beg developers to remove them. This is the crowd Elite was made for and it's a tremendous shame.
 

Robert Maynard

Volunteer Moderator
Yes but instancing and sleeping could be explained the fact you just exist in your own pocket universe is complete rubbish, they have made a major mistake if they continue to pander to there loud mouthed traders who whine about interdiction etc when that came in, ive been around since alpha so don't treat it like im new, the game has issues that the traders don't lose money because there protected and treated like the little saints it will one day cause the economy to self destruct due to hyper inflation.

It's the game that you bought in to, even then - the design was well developed by that point, a year after the KS launch, and the three modes and group switching remained, as they do now.

How are traders protected? Every trader who loses a ship also loses any cargo that was in it at the time. While there is a display in the HUD that implies that cargo insurance may be implemented, at the moment each lost cargo is a 100% loss. If you mean that traders not playing in open are protected then that also goes for any of the other roles, equally.
How, in your opinion, might the economy self destruct?
 
Because ED boils down to join A and shoot B or move C to D. Powerplay is going to be join A and move C to D and B has to stop A doing it. If A is in solo then C is going to D and B can do nothing about it. I see no diplomatic solution.

The player in solo mode won't be able to do anything to stop you either...
 
It's the game that you bought in to, even then - the design was well developed by that point, a year after the KS launch, and the three modes and group switching remained, as they do now.

How are traders protected? Every trader who loses a ship also loses any cargo that was in it at the time. While there is a display in the HUD that implies that cargo insurance may be implemented, at the moment each lost cargo is a 100% loss. If you mean that traders not playing in open are protected then that also goes for any of the other roles, equally.
How, in your opinion, might the economy self destruct?

Yes but if you die in solo which many traders just play in solo building up the funds then there silly for losing to npc's, now your good in your in open and try your metal on players but a trader should really be expected to be hiring escorts to defend them from pirates etc, the game gave us roles but threw the rest away because of people crying being destroyed was griefing because they want to protect traders and thus removed pirate from the pdf as a job type, this causes a massive knock back on BH and mercs whom need pirates to get paid.
 
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Robert Maynard

Volunteer Moderator
Yes but if you die in solo which many traders just play in solo building up the funds then there morons for losing to npc's, now your good in your in open and try your metal on players but a trader should really be expected to be hiring escorts to defend them from pirates etc, the game gave us roles but threw the rest away because of people crying being destroyed was griefing because they want to protect traders and thus removed pirate from the pdf as a job type, this causes a massive knock back on BH and mercs whom need pirates to get paid.

And some traders will do just that by forming a wing with friends. No-one can be forced to carry out any role in any mode - it's up to the choice of the individual. Combative roles are not dependent on other players - if they choose to interact with players only then that is their choice.

... and not all players have finely honed combat skills so to call them "morons" is rather insulting - please don't.
 
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And some traders will do just that by forming a wing with friends. No-one can be forced to carry out any role in any mode - it's up to the choice of the individual. Combative roles are not dependent on other players - if they choose to interact with players only then that is their choice.

So what your saying pirates should be forced to fight npc's and bounty hunters and mercs forced to fight npc's its not fun fighting npc's there bland and weak and aren't that major a challenge. Now when players face off it because a true match of swords.
 
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Robert Maynard

Volunteer Moderator
So what your saying pirates should be forced to fight npc's and bounty hunters and mercs forced to fight npc's its not fun fighting npc's there bland and weak and aren't that major a challenge. Now when players face off it because a true match of swords.

What I am saying is that no player is required to offer themselves up as content for other players - they may choose to do so but that is totally up to the individual.
 
What I am saying is that no player is required to offer themselves up as content for other players - they may choose to do so but that is totally up to the individual.

Sorry but the game has online and seperating them would make everyone happy i don't see why it wouldn't, its a world economy if you get pirated you gotta figure out how to prevent that loss or make it up, this then stimulates the economy by the hiring of mercenaries as protectors.

EDIT:

I think the idea that you have is childish in my eyes it feels like you treat the world like its all cushy and nice which it isn't people have become blind to this in the western world.
 
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If there was an economy to even ruin...

The short sighted decision to cater to people who feel entitled to never die in a video game has ruined what could have been something special. I mean, you can easily avoid players, have thousands of systems to yourself, but that's not enough for the people FD is aiming at. They don't adapt, they don't get better, that's why they need an on/off switch for other players. It's also why the AI is so weak and why the game is so easy in general. Some players rise to a challenge, some beg developers to remove them. This is the crowd Elite was made for and it's a tremendous shame.

Don't lump everyone together.

I want the hardest game they can afford to bring to market[COLOR="#008000"]1[/COLOR], as long as I'm never forced to fight another player. The desire to have a hard game and the desire to have PvP are completely different things; they can happen simultaneously, but that's not guaranteed.

I really don't understand how some people can fail to see that some players completely despise unwanted PvP. Face it, enjoying random PvP is not universal, for some people it's a guaranteed way to completely ruin the game, and it has nothing at all to do with game difficulty.

Also, don't confuse dying or failing in a game with the punishment given for such death or failure. A hard game doesn't need to be punishing; in fact, many of the hardest games avoid punishing players for defeat exactly because, by not having a punishment, the devs can make a game where a player can be expected to try and fail dozens of times before succeeding without driving everyone away. IMHO, one of the great flaws of ED is being too punishing, more or less forcing the devs to lower the difficulty as a compensation.



1: as in, if it isn't hard enough to drive nearly all its audience away I will be fine.
 
It's the game that you bought in to, even then - the design was well developed by that point, a year after the KS launch, and the three modes and group switching remained, as they do now.

Could people please stop with these "this is what the game is" posts? They are useless. You may as well tell everyone to stop discussing ideas for the game. Bringing up what was said is the past is meaningless and a sign of selective logic. They ditched offline and there are other things that never happened. You could repeat this tired argument to literally every idea anyone makes ever.
 
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Don't lump everyone together.

I want the hardest game they can afford to bring to market[COLOR="#008000"]1[/COLOR], as long as I'm never forced to fight another player. The desire to have a hard game and the desire to have PvP are completely different things; they can happen simultaneously, but that's not guaranteed.

I really don't understand how some people can fail to see that some players completely despise unwanted PvP. Face it, enjoying random PvP is not universal, for some people it's a guaranteed way to completely ruin the game, and it has nothing at all to do with game difficulty.

Also, don't confuse dying or failing in a game with the punishment given for such death or failure. A hard game doesn't need to be punishing; in fact, many of the hardest games avoid punishing players for defeat exactly because, by not having a punishment, the devs can make a game where a player can be expected to try and fail dozens of times before succeeding without driving everyone away. IMHO, one of the great flaws of ED is being too punishing, more or less forcing the devs to lower the difficulty as a compensation.



1: as in, if it isn't hard enough to drive nearly all its audience away I will be fine.

So if players weren't made obvious too you, you wouldn't even notice and that wouldn't matter its only because players are made obvious that you care i bet if players and npc's appeared the same you would find something else to complain about it, just because it happens to be a player you have an issue, if the AI was as good as players then would you complain the AI is too good ?
 
Sorry but the game has online and seperating them would make everyone happy i don't see why it wouldn't, its a world economy if you get pirated you gotta figure out how to prevent that loss or make it up, this then stimulates the economy by the hiring of mercenaries as protectors.

EDIT:

I think the idea that you have is childish in my eyes it feels like you treat the world like its all cushy and nice which it isn't people have become blind to this in the western world.
Except for all the people who would just quit the game. You do not speak for everyone, you do not speak for the majority. You are only speaking for what YOU want. So stop and think for a second about who's really being childish here...
 
Don't lump everyone together.

I want the hardest game they can afford to bring to market[COLOR=#008000]1[/COLOR], as long as I'm never forced to fight another player. The desire to have a hard game and the desire to have PvP are completely different things; they can happen simultaneously, but that's not guaranteed.

I really don't understand how some people can fail to see that some players completely despise unwanted PvP. Face it, enjoying random PvP is not universal, for some people it's a guaranteed way to completely ruin the game, and it has nothing at all to do with game difficulty.

Also, don't confuse dying or failing in a game with the punishment given for such death or failure. A hard game doesn't need to be punishing; in fact, many of the hardest games avoid punishing players for defeat exactly because, by not having a punishment, the devs can make a game where a player can be expected to try and fail dozens of times before succeeding without driving everyone away. IMHO, one of the great flaws of ED is being too punishing, more or less forcing the devs to lower the difficulty as a compensation.



1: as in, if it isn't hard enough to drive nearly all its audience away I will be fine.

That's fine and totally understandable. This is why games have different modes, but preserve the integrity of the modes by keeping them separate.

What FD has done here is a mess.
 
Except for all the people who would just quit the game. You do not speak for everyone, you do not speak for the majority. You are only speaking for what YOU want. So stop and think for a second about who's really being childish here...

What i want is the game to respect ever proffession they said would exist but the fact trading is the only viable thing that makes the big bucks and the others have been thrown aside, why shouldn't traders be hiring escorts explain to me why they shouldn't.
 
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