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Any reward boost to Open would allow players who play far from the main population centres to make more than players doing the same things in the same places in Solo - with no tangible increase in risk.

Surely the increased "reward" in Open is the ability to play the game with other players that some players seem to crave?
A chance of an encounter is better than nothing.
If you want more people in open why not just try to prevent pointless PvP combat? That's the bugbear.

So in addition to playing the game, I have to also protect all traders and kill all the griefers or people who don't pirate the correct way. Ok I'll get right on that.



It's greedy and selfish and if you got it you'd just ask for more because it won't change anything the way you think it will. That's the problem with the suggestion.

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Read back a few pages where the real motivation started to slip out. They are worried they are going to run out of sheep to feed on.

Really it must be nice to see the future, quick what some winning loto numbers?

If the boost was added and took into account rapid mode switching, I'd be happy with it. The only thing I'd ask for after that is better npc spawn rates to take into account wings and more players.

If there were "no more sheep to feed on", there'd be no more wolfs to feed on and the bounty hunters would go hungry too.

You also assume I don't pirate npcs too. I'm one of the few pirates pushing for better npc loot. So player traders don't make up the majority of my targets.
 
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I only play 'open' mode.

If you play 'solo' then you should have to stay in that game mode & not pop into 'open' when you feel safe enough.

Seems to me that solo mode is like having stabilisers on your bicycle & is a great way for players who cheat to not be seen cheating, then coming into 'open' with the cheat gains.

That reads as a mixture of paranoia and insecurity. Now Nigel Farage is out of a job you might want to hire him for your campaign. He can re-use most of his material just by replacing "immigrants" with "Solo players".
 
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I only play 'open' mode.

If you play 'solo' then you should have to stay in that game mode & not pop into 'open' when you feel safe enough.

Seems to me that solo mode is like having stabilisers on your bicycle & is a great way for players who cheat to not be seen cheating, then coming into 'open' with the cheat gains.


We can all choose our mode of play each time we run the game, I suggest you accept this reality and move on.

Of course you are free to continue attempting to poke fun at people who don't share you're viewpoint, but it's not going to alter reality.

I like my stabilisers, they are very helpful after a glass of wine or three :)
 
Really it must be nice to see the future, quick what some winning loto numbers?

Oh stop being so dramatic. Why are you suggesting more rewards in Open? Because you predict that it will attract more players to Open. It's exactly the same thing. You predict one outcome and I predict another. The difference being that I am speaking as a Solo player and I know for a fact that it won't attract me to Open nor other players who play Solo for the same reasons as me.
 

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Any reward boost to Open would allow players who play far from the main population centres to make more than players doing the same things in the same places in Solo - with no tangible increase in risk.

Surely the increased "reward" in Open is the ability to play the game with other players that some players seem to crave?

Hm,

looking back at the GeForce Titan challenge - it seemed to me that the general view towards pushing Open Play rewards was very present and got alot of consideration.
After all, even a momentary drop into Solo play did invalidate any claim towards getting that (arguably very high-value) reward.

Thus, I kinda assume that the general viewpoint of having Open Play being subject to higher rewards was already present (to some extent) with Frontier.
And looking back at my Yembo Test and recent Diso experiences - my Opinion about the whole issue (Open vs. Solo in general, as well as Community Goals in these modes) was merely confirmed and essentially hardened by what I saw.

One way or another, in its current state :
- Trade-based CG is best done in Solo or Group, when the profits and/or CG rewards are the primary focus (realistically 100x less risks, same benefits = a no-brainer)
- only when PvP with Wing/Roleplay experience is the priority, there's no alternative to Open... while accepting all the good, the bad and the ugly that ships with that experience

----------------------------------------------

Stuff I enjoy in Open :
- the thrill, fully knowing the risks out there
- the need to spend alot of braincells on equipping the Ships I run out there (saved me a couple of times in Diso)
- the occasional funny/random/unpredicted experiences
- finding in-game friends or ad-hoc guys to Wing up to face those risks together

Stuff I dislike in Open :
- lag in busy places
- often a very significant framerate hit, which I can't even compensate by reducing my Detail settings (I sort of remember it wasn't as bad like that in the past ?!)
- the complete lack of IFF and resulting unsortable chaos (I think I've simply given up trying to tickedy-tockedy race-toggle through that army of Player & NPC contacts cluttering up the scanner)
- pending the next update, the current rule base and loopholes of PvP (ramming, inconsequential killing of Players, severely antisocial gameplay by some, the occasional Cheater)
- thus, often seeing completely immersion-destroying things all over the place

Stuff I enjoy in Solo/Group :
- no severe lag/warping of contacts etc.
- constant, solid framerates... silk smooth performance. I really appreciate that.
- the Universe could use some more risk in the right places, but generally makes much more sense within its current limitations. You see Green contacts that actually behave and can be trusted like Green contacts.

Stuff I dislike in Solo/Group :
- the usual Instance-spawn-from-scratch whenever a place is entered
- quiet, calm and quickly gets boring - due to the repetitive scripted standard instances being present at all times

But just like all others - I choose which mode I use based on my own preferences at that time. Those vary greatly.
 
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So you are saying I should go to open and trade in some well out the way place to avoid other players to earn bonus credits?.

You assume that its all about the money and not the fact that people just don't want to have contact with your style of play.

The game is about money. Right now at least - anything cost money and gives you money. Only a few options like flipping stations and start a civil war dont cost money (but doing it will also give you money).

You should not go into open, find the trade route with the lowest risk of running into people and stay there for ever. This should be limited to popular places, CG, other big events whatever. So people who actually want to play in well populated areas in open mode get the higher reward for the higher risk of running into pirates, freaks, psychos and other unfriendly boys and girls in the universe. The reward should be related to danger, not the open mode alone.
Just like the assasination quest gives you up to 200k + bounty from the elite anaconda, a stupid delivery quest like "move 5x tea to XY" gives you 5k.

People who dont like this way, will never come to us if they are not forced to. But people who actually WANT to play open, but dont have the ingame money to afford it, will be in a better spot. More money for rebuy will let them risk more. Its simple and it works.
 
To you. Not to me.

Sure. But even you cant buy the needed stuff for your fun ingame without the ingame money. More of it will get you to your fun part quicker. And running into other people while farming/trading/etc can be a really nice thing or your worst nightmare, depends on what you expect. If someone doesnt want to meet other people, nothing will move him towards open, not even +500% on every income source ingame.
 
Frankly yes.

You're the one who wants to drag people out of a game they're enjoying and play your way; you make it so they can still enjoy the game.

Well then ill get in my pirate clipper and stop all murder in a giant galaxy. I was told piracy was a valid playstyle, I wasn't told I had to play captain save-a-trader first. I'm one person playing the game, I can control if I kill, but not others.
 
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Well then ill get in my pirate clipper and stop all murder in a giant galaxy. I was told piracy was a valid playstyle, I wasn't told I had to play captain save-a-trader first. I'm one person playing the game, I can control if I kill, but not others.

Nor can you control how others play the game or in which mode. It's good that you are starting to realise that.
 
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Well then ill get in my pirate clipper and stop all murder in a giant galaxy. I was told piracy was a valid playstyle, I wasn't told I had to play captain save-a-trader first. I'm one person playing the game, I can control if I kill, but not others.

Of course piracy is valid. But I don't think many people have a problem with "genuine" piracy, it's immersive and fun.

The problem is destroying other players for "teh lulz!" apparently is also valid. This sort of thing is completely unimmersive and destroys the roleplaying aspect. It doesn't matter whether you lose nothing or lose 10000000 in such an encounter, you lose your connection to the Elite universe whatever the result. That's why a lot of people are playing solo. If you want them to come out of solo what do you think has to happen?
 
The game is about money. Right now at least - anything cost money and gives you money. Only a few options like flipping stations and start a civil war dont cost money (but doing it will also give you money).

Explorers don’t play to make money. A lot of traders don’t play to make money. I don’t play to make money. Money is not the end game. You on the other hand do play for the money. The game caters for different players, it’s not a problem but don’t make the mistake of assuming that everyone plays for the same reason as you.

You should not go into open, find the trade route with the lowest risk of running into people and stay there for ever. This should be limited to popular places, CG, other big events whatever.

Now I’m a little lost because you are not just dictating what mode people play and how they should be rewarded, but you are now suggesting the trade routes they should run to make your game experience better.

So people who actually want to play in well populated areas in open mode get the higher reward for the higher risk of running into pirates, freaks, psychos and other unfriendly boys and girls in the universe. The reward should be related to danger, not the open mode alone.

Good luck with that one. That wasn’t why I bought the game

People who dont like this way, will never come to us if they are not forced to. But people who actually WANT to play open, but dont have the ingame money to afford it, will be in a better spot. More money for rebuy will let them risk more. Its simple and it works.

People who want to play in open are already there. They don’t need any further incentive. I see plenty of threads saying “I was griefed and it ruined my game”. I don’t see any “I quit solo because an NPC…” threads. You'd have to wonder then the effect of forcing people into open would have on the games popularity
 
Nor can you control how others play the game or in which mode. It's good that you are starting to realise that.

No but you can encourage them to make different choices. That's why I support better loot for npcs, easier non lethal piracy, harsher police ai, better pay for open, and better open/solo balance. It's all about encouraging different choices by making each choice, equal instead of a correct one.

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Of course piracy is valid. But I don't think many people have a problem with "genuine" piracy, it's immersive and fun.

The problem is destroying other players for "teh lulz!" apparently is also valid. This sort of thing is completely unimmersive and destroys the roleplaying aspect. It doesn't matter whether you lose nothing or lose 10000000 in such an encounter, you lose your connection to the Elite universe whatever the result. That's why a lot of people are playing solo. If you want them to come out of solo what do you think has to happen?
So killing isnt a valid roleplay tactic? Someone should tell the npcs that. They don't seem to know, poor guys :(
 
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If someone doesnt want to meet other people, nothing will move him towards open, not even +500% on every income source ingame.

I think you're finally starting to see this. :)

Your proposed changes (more money for open) make sense. Risk/reward, etc. The only problem I see is that a lot of the people - at least in this thread - are trying to say exactly that in so many words. Many of the old-school Elite players came to this from a single player game perspective.

So while the additional money for open trick may entice some number of people into open, my gut tells me it won't be a noticeable increase in the open player base.
 
So killing isnt a valid roleplay tactic? Someone should tell the npcs that. They don't seem to know, poor guys :(

Outside of conflict zones or strong signal sources NPCs don't make unprovoked attacks in my experience. If an NPC pirate stops you they generally scan and if you have nothing say something like "how do you deadbeats earn a living?" before moving on. If you have cargo then they attack.
 
I think you're finally starting to see this. :)

Your proposed changes (more money for open) make sense. Risk/reward, etc. The only problem I see is that a lot of the people - at least in this thread - are trying to say exactly that in so many words. Many of the old-school Elite players came to this from a single player game perspective.

So while the additional money for open trick may entice some number of people into open, my gut tells me it won't be a noticeable increase in the open player base.

They have more problems than that anyway ...unless they fix open problems aka griefers even the ppl that r on the fence would be hard to entice them to go open
 
Outside of conflict zones or strong signal sources NPCs don't make unprovoked attacks in my experience. If an NPC pirate stops you they generally scan and if you have nothing say something like "how do you deadbeats earn a living?" before moving on. If you have cargo then they attack.

They only scan at nav beacons and res sites. When you get pulled out of sc they just start shooting. No scans, no demands, just "now die victim" then pew pew.
 
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