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

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They are still somethings excluded from Solo and Private group modes and there are supposed to be NPC wingmen so Solo players can make use of Wings..... where are they now? So it is currently content excluded from Solo.
Whether you want to accept it or not, FD are showing favour for Open Mode and it is starting to get on the nerves of the other mode players.

You want help to make your "easy mode" game easier??? What is the point of having wings in solo?? Really..

So because you want to have wings in solo you think FD are favoring Open??? lol, really???

Some people here are just sad....
 
I sincerely imagine that if they can provide persistent NPCs for one mode they can equally do it for all others as well without major headaches.
Do you really imagine that? I don't, or such persistent NPCs would be commonplace in all similar games. Here's a problem scenario off the top of my head:

2 players have to interact with the same NPC, for different reasons. Each is on one another's block list, or they have terrible ping times between each other, or the system is very crowded with players. For whatever reason, they get placed in separate islands. Who gets first dibs on the aforementioned NPC? Does the NPC appear in both games? If so, and if Player 1 kills the NPC, do they still exist in Player 2's instance? What happens if Player 1 leaves his instance and jumps out of system, but then jumps back in and this time gets added to Player 2's instance for whatever reason - does the dead NPC return to haunt Player 1? This issue of "Schrodinger's NPC" is just one, but it's a biggie. I'm sure there are others. The point is, it can't be easy, or everyone would do it. If it's too hard for multiplayer, there's no reason not to do it in Solo, where it is a natural addition.
 
Do you really imagine that? I don't, or such persistent NPCs would be commonplace in all similar games. Here's a problem scenario off the top of my head:

2 players have to interact with the same NPC, for different reasons. Each is on one another's block list, or they have terrible ping times between each other, or the system is very crowded with players. For whatever reason, they get placed in separate islands. Who gets first dibs on the aforementioned NPC? Does the NPC appear in both games? If so, and if Player 1 kills the NPC, do they still exist in Player 2's instance? What happens if Player 1 leaves his instance and jumps out of system, but then jumps back in and this time gets added to Player 2's instance for whatever reason - does the dead NPC return to haunt Player 1? This issue of "Schrodinger's NPC" is just one, but it's a biggie. I'm sure there are others. The point is, it can't be easy, or everyone would do it. If it's too hard for multiplayer, there's no reason not to do it in Solo, where it is a natural addition.

The examplesyou give, whilst not invalid, are on the extreme end of likelihood to occur. Rather I think that implementing them is a challenge across the board based on the way the game in designed and how instances are currently created. So if they can be done for solo I'm sure we would see them in Open. I very much doubt one is holding the other back in this regard.

Also, block lists are for communication and don't necessarily change the fact that players will still be grouped together. There was a post on this by the devs many moons ago although I believe there was some confusion in interpretation along the way.
 
How is wings denying content to Solo players? Wings is a natural addition for those that wish to play together.

Wings are available to people in open and groups, not in solo, don't get me wrong I would not advocate wings being delayed until the AI equivalent was in game, I wast just pointing out it took precedent over AI wings, Hiring an AI wingman would be available in all modes to everyone, Wings as we have it are not.
 
You want help to make your "easy mode" game easier??? What is the point of having wings in solo?? Really..

So because you want to have wings in solo you think FD are favoring Open??? lol, really???

Some people here are just sad....

I said FD favour Open by a few things, that was just 1 - on it's own that would be ok, but how the list is growing.

And do remember, some people have lives away from the computer - shocking I know, you can walk away from them. So not all players are OGMWTFPWNLULZZZ pilots.

Some folks just want to chill after a hard day.
 
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The examplesyou give, whilst not invalid, are on the extreme end of likelihood to occur.
Actually, I think they are almost certain to happen. There will likely be a limited number of said NPCs, simply to spare the poor servers from tracking them. Missions involving them therefore will almost certainly be allocated to multiple players simultaneously, especially in well-populated areas. Unless those NPCs are flagged as invulnerable, they will certainly be attacked/killed, perhaps not even by the other player(s) who are scheduled to interact with them - there are plenty of spacedicks out there who would love nothing better than to kill random people's mission contacts for the lulz.

Rather I think that implementing them is a challenge across the board based on the way the game in designed and how instances are currently created. So if they can be done for solo I'm sure we would see them in Open. I very much doubt one is holding the other back in this regard.
You don't have to worry about what NPC is in what instance if they all only ever exist in Solo mode. I would therefore disagree with your assessment of the scale of the implementation challenge in a multiplayer context compared to a singleplayer one.

Also, block lists are for communication and don't necessarily change the fact that players will still be grouped together. There was a post on this by the devs many moons ago although I believe there was some confusion in interpretation along the way.
They're not just for comms. They are considered by the matchmaking algorithms when populating an island, but they can be trumped by (for example) friend lists or wing membership. I can't be bothered to quote the posts where this was discussed by the devs, but they do exist.
 
How easy do you think it is to implement NPC wings? To write all new AI routines that can react and respond to a player's random behaviour? I've no problem with NPC wings and I'd expect them to come along at some point but even then, they wont ever be able to act like player wings so I'm sure the solo players will still find something to complain about. Player wings were just a question of tweaks and communication, NPC wings are a whole different kettle of fish that will take much longer to implement.

Irrelevant seeing as it was promised along with wings. It is on the way, just saying wings took precedent

Forget the kettle, its fish and the size of barrel that matters

Yeah, those solo players (bet not one of them ever played in open from PB to Gamma), why do they continue to try to educate people. Fools!

Can you tell I worked out where the colour button is at last :)
 
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Actually, I think they are almost certain to happen. There will likely be a limited number of said NPCs, simply to spare the poor servers from tracking them. Missions involving them therefore will almost certainly be allocated to multiple players simultaneously, especially in well-populated areas. Unless those NPCs are flagged as invulnerable, they will certainly be attacked/killed, perhaps not even by the other player(s) who are scheduled to interact with them - there are plenty of spacedicks out there who would love nothing better than to kill random people's mission contacts for the lulz.


You don't have to worry about what NPC is in what instance if they all only ever exist in Solo mode. I would therefore disagree with your assessment of the scale of the implementation challenge in a multiplayer context compared to a singleplayer one.


They're not just for comms. They are considered by the matchmaking algorithms when populating an island, but they can be trumped by (for example) friend lists or wing membership. I can't be bothered to quote the posts where this was discussed by the devs, but they do exist.

Even in Open there are only a few places that have high player traffic, so persistent NPCs in certain areas wouldn't be an issue. However, there are only so many NPC names in the game and these get reused regardless of what mode you're in so their persistance can ony go so far.

Solo or Open, the design is the same and NPC persistence works the same. At the moment, regardless of mode, the NPCs are essentially loaded in at random, changing this will not be a minor change, nor will it be mode specific. Also, if I have a mission involving an NPC in Open then there is currently no reason why another player woud see that NPC, or be aware of my mission. After all they need only persist for me (as the Elite Anaconda missions do) so the lulz issues is not an issue.

I saw the posts too on block lists but Sandro and Michael seemed to have different takes.

- - - Updated - - -

Irrelevant seeing as it was promised along with wings. It is on the way, just saying wings took precedent

Forget the kettle, its fish and the size of barrel that matters

Yeah, those solo players (bet not one of them ever played in open from PB to Gamma), why do they continue to try to educate people. Fools!

Can you tell I worked out where the colour button is at last :)

Kudos on the colours commander ;-) Think our replies are out of sync now as the green bit I quantified in a later post by confirming I didn't intend a generalisation of an entire group (even though my original post read like that. I hate using absolutes and it wasn't my intention at the time, was just typing at speed between docking.) :)
 
Yeah, because Open players don't have a 600 page mega thread going trying to get Solo / Private nerfed and force folks in to Open as cannon fodder :rolleyes:

Is there a mega thread where solo players are trying to nerf open and make everyone play in solo or groups?, if so I seemed to have missed it.

If not I guess its solo and group players happily enjoying the game and only posting when they feel the need to defend something.
 
my point of view for groups vs all, this is the Diso CG at the weekend,
hcRa73B.png
 
<snip>

TL;DR

FD is being way to ambiguous. There is a need for a greater degree of transparency. This would stop all the 'dev' quoting that leads to debate because three different people can read the same vague statement three different ways. Ideally a quote from a developer should be iron-clad and end debate, not further it.

The problem is if they give an absolute answer they will lose sales (well not many as it seems no one researches before buying these days) but some and possibly existing players too.

About guilds for example https://www.youtube.com/watch?v=dJzizYUEF9c;t=19m41s

Now if he said "no not a hope in hell, are you mad? never in my game" he might lose a lot of players that hope this may one day change, whilst I 100% agree with you I can also see why it will never happen.
 
Kudos on the colours commander ;-) Think our replies are out of sync now as the green bit I quantified in a later post by confirming I didn't intend a generalisation of an entire group (even though my original post read like that. I hate using absolutes and it wasn't my intention at the time, was just typing at speed between docking.) :)

I thank you CMDR, the colours were a response to some previous humour a few pages back although my mastering of them in this very recent post is genuine ;o)

I am a page or two behind, but it is late and I have work today, I look forward to catching up on the debate tomorrow, actually I should say later today.
 
PVP vs PVE thread in disguise. If i could i would make this game primarily PVP instead of PVE.

end thread

or at least make it fair with the PVP and PVE content. right now PVP really does not matter that much because of how everyone can ignore you and progress in SOLO. there should be bonuses for being in open i guess. increased risk=increased profit and rewards.
 
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PVP vs PVE thread in disguise. If i could i would make this game primarily PVP instead of PVE.

end thread

or at least make it fair with the PVP and PVE content. right now PVP really does not matter that much because of how everyone can ignore you and progress in SOLO. there should be bonuses for being in open i guess. increased risk=increased profit and rewards.

The "end" of this was long before Yaffle made this thread, back when FD decided how the game was going to work;

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.

(MMO part is my addition to the information listed, the rest was FD - arguing about modes now is like telling the ocean to stop being wet)
 
there is a false statement here that has taken on the ring of truth because it is repeated so often.

that lie is that all people play solo because they don't want to be around other players.

this is not true.

many people play solo because they know that in open, if this minute, or even this hour someone is not killing them, eventually it will happen.

and that person killing them will be calling them names and taunting them.
that person killing them will probably have vastly superior piloting skill.
that person does not need to have a more powerful ship to kill them, but probably will.

they are not killing as a role-playing pirate, but just because it is the way they want to play the game.
killing people weaker than themselves.
again and again.

people are playing solo because they have been driven out of open.
driven out by the very people that are now demanding that solo players be penalized.
penalized for not wanting to be targets for mindless killing.

is it working?
have the mindless killers thrown enough of a tantrum that they are getting what they want?

being loud dose not make them right, nor does it make them the majority.
but are they a large enough source of income to the game that they must be cow-towed too?

it's true in EVE online.
they are enough of the user base that they MUST be catered to.
they have successfully chased enough people out of the game that they are now the primary source of income.

will this kill-for-pleasure noog squad do that to ALL MMO's?

if so, then some kind of solo mode in every online game will be needed.

as it was there was supposed to be some magic in the background here in THIS game that would put joyful killers into their own shard where they could murder each other to their hearts content.

but it seems that was too much to be expected.

the only explination that makes sense is that allowing strong players to kill weak players brings in too much money to actually implement the segregation of the killers from their weaker targets.
 
there is a false statement here that has taken on the ring of truth because it is repeated so often.

that lie is that all people play solo because they don't want to be around other players.

this is not true.

many people play solo because they know that in open, if this minute, or even this hour someone is not killing them, eventually it will happen.

and that person killing them will be calling them names and taunting them.
that person killing them will probably have vastly superior piloting skill.
that person does not need to have a more powerful ship to kill them, but probably will.

Then they have my sympathy for fearing the dark just because someone told them there may be a panther hiding in the shadows.

Doing the CG goal in Diso, it's full of traders, swathes of bounty hunters in giant ships hunting out the odd pirate wing that shows their face. I've done numerous trips in my Asp, not one interdiction and even helped chase off a pirate from another trader myself.

You're more than welcome to stay in Solo, that's fine, no shame in that game, certainly keeps you away from the (at least) 4 station rammers that loiter at George Lucas in Leesti. Speaking for me and seemingly many of the others I met and chatted to, I'm going to stick in Open... but maybe I'll just stay away from Leesti for now, nothing for me there anyway, big galaxy.
 
All the cargo around the station from being blown up by code members..

When were they there? I've seen no CODE during my time there. Not sure how it gives open players an advantage unless you were claiming that scooping the cargo (possibly under fire) is actually quicker in larger ships than going to another station and back.
 
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