Hi,
Can the people who play in open play explain why they do it?
I mean, I'm totally missing the point of being in open mode unless you're meeting up to do something specific with friends so I don't get why anyone would generally play in open mode as a solo commander.
I've played ED since it released, in open and solo play... but I find myself playing in solo mode more & more often. Why?... because solo play doesn't contain the RP equivalent of psychopaths whose only motivation is to kill you. Don't get me wrong. I have no problem being interdicted for my cargo, or if I'm wanted, or carrying some dodgy goods, hey I'm a trader/smuggler it goes with the territory... but as a trader/smuggler no ship I use can ever compete with someone who is simply out to destroy you. There is very little positive in open play to compensate for this. I can type "hey how you doin?" in chat or maybe, briefly wing up with a stranger, but that's it... right?
... I _want_ ED to be a social game but I'm not seeing any mechanisms that motivate its community to produce a positive, social online experience in game. Put another way, is open play purely aimed at people who want PvP combat?
Hey, I flippin' love ED and will play it, endlessly but most likely in Solo. Just wondering what I'm missing in Open (if anything).
Thoughts appreciated. Cheers.
---- Thread Summary 1st May
So, guess I raised a point people feel strongly about. Thanks for the comments. The above was a genuine question & I've read the whole thread. A summary of what I read:
- We want Random human encounters, it adds life to the game that AI wont deliver.
- We prefer positive encounters because they're huge fun
- However, Risk brings excitement so we don't want a danger-free environment.
- It's acceptable and realistic to have "no-go" areas that you avoid if you're not equipped to cope with them.
- Ambient play experiences are available (solo, Mobius PVE) to avoid risk if that's who you are.
However, those people posting who have a more trading or exploring role-playing experience would like to see an effective security system in place that means randomly destroying another CMDR has serious consequences which balance the high losses in credits & game-time experienced by traders & explorers during such an encounter.
First let me point out that when i use the terms Psychopath I mean that in the role-playing sense to represent in-game character behaviour, not as a deregatory reference to people's motivation outside the game. Aratoth successfully captures the type of gameplay I consider role-playing as a consequence-free psychopath (let me re-iterate, a perfectly acceptable gameplay choice...)
Mengy gives a couple of examples of what traders/explorers might like to see as a consequence to this behaviour to balance the several million credit loss experiences as a result:
Sandmann also posted very coherently on page 10 how to create a more varied and encouraging open world, I've bolded what I think is a very important point. There is much more to Sandmann's post and I like it very much as an example that would create an open play system that encourages all gameplay types and gives higher rewards to higher risk activities:
Can the people who play in open play explain why they do it?
I mean, I'm totally missing the point of being in open mode unless you're meeting up to do something specific with friends so I don't get why anyone would generally play in open mode as a solo commander.
I've played ED since it released, in open and solo play... but I find myself playing in solo mode more & more often. Why?... because solo play doesn't contain the RP equivalent of psychopaths whose only motivation is to kill you. Don't get me wrong. I have no problem being interdicted for my cargo, or if I'm wanted, or carrying some dodgy goods, hey I'm a trader/smuggler it goes with the territory... but as a trader/smuggler no ship I use can ever compete with someone who is simply out to destroy you. There is very little positive in open play to compensate for this. I can type "hey how you doin?" in chat or maybe, briefly wing up with a stranger, but that's it... right?
... I _want_ ED to be a social game but I'm not seeing any mechanisms that motivate its community to produce a positive, social online experience in game. Put another way, is open play purely aimed at people who want PvP combat?
Hey, I flippin' love ED and will play it, endlessly but most likely in Solo. Just wondering what I'm missing in Open (if anything).
Thoughts appreciated. Cheers.
---- Thread Summary 1st May
So, guess I raised a point people feel strongly about. Thanks for the comments. The above was a genuine question & I've read the whole thread. A summary of what I read:
- We want Random human encounters, it adds life to the game that AI wont deliver.
- We prefer positive encounters because they're huge fun
- However, Risk brings excitement so we don't want a danger-free environment.
- It's acceptable and realistic to have "no-go" areas that you avoid if you're not equipped to cope with them.
- Ambient play experiences are available (solo, Mobius PVE) to avoid risk if that's who you are.
However, those people posting who have a more trading or exploring role-playing experience would like to see an effective security system in place that means randomly destroying another CMDR has serious consequences which balance the high losses in credits & game-time experienced by traders & explorers during such an encounter.
First let me point out that when i use the terms Psychopath I mean that in the role-playing sense to represent in-game character behaviour, not as a deregatory reference to people's motivation outside the game. Aratoth successfully captures the type of gameplay I consider role-playing as a consequence-free psychopath (let me re-iterate, a perfectly acceptable gameplay choice...)
I enjoy the combat aspect, and every chance I get, I try and interdict anything from a Hauler to an Annie. (PvP i mean, and see what I can get away with)
Mengy gives a couple of examples of what traders/explorers might like to see as a consequence to this behaviour to balance the several million credit loss experiences as a result:
- make cold blooded murder of a player an act that has consequences which aren't taken lightly. Nothing game breaking, like maybe have most "civilized" stations ban the criminal so that the player killer would need to deal with pirate or independent stations only until they cleared their name, which would also take more work than it currently does (which is now laughable). Basically make the life of a criminal a tough one with lots of hardships to overcome, the plus side being freedom to do whatever you want irregardless of the law.
- make security forces much more effective against murderers. Like when they spot a wanted player killer in a system have them broadcast his name and location to the whole system so that other commanders like bounty hunters can go after them.
Sandmann also posted very coherently on page 10 how to create a more varied and encouraging open world, I've bolded what I think is a very important point. There is much more to Sandmann's post and I like it very much as an example that would create an open play system that encourages all gameplay types and gives higher rewards to higher risk activities:
What I'd LIKE to see is a high-sec/med-sec/low-sec/zero-sec/ system set up so that crimes are basically death sentences in high-sec, difficult to achieve in med-sec, fairly commonplace in low-sec, and guaranteed in low-sec.... I'd also like to see non-fatal piracy more strongly supported with appropriate tools, so pirates COULD be pirates.
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