Why play online?

If somebody has a mission to kill civilian craft, and my Elite Federation CMDR ass qualifies, then it's legit. Legit in-world terrorism, which will probably net huge bounties, but still legit.

It also has nothing what so ever in common with idiots camping freeport and blowing up players for fun. Nothing.

If you still can't see how the in-world mission and reasons make all the difference, I can't help you.

Mind addressing my original points instead of a minor edit I added later on? Besides, you'll never know if the guy who dusted you did it for no reason or because he's got a mission from a local warlord to cause trouble.
 
I can't see either of those other topics having such a strong negative impact on gameplay than the ability and perception that Solo is for moneymaking and open is for playing around with that money. It's as simple as seperate saves between the two.

It won't happen. We're about to go to Beta 2 under the current system, and the ability to freely switch between modes (except in combat) has been in the DDA's for a long time. FD isn't going to change it because a few players on the forum want players locked in separate PvE and PvP modes.

The only thing missing is game mechanic for preventing players from logging out and switching from All Online to Solo or Group Online during an actual combat engagement. Maybe we'll see that in Beta 2, but it wasn't mentioned in today's newsletter.

If, as someone suggested, Ironman gameplay is open only then that's what I will play almost exclusively, with a separate character for testing out game mechanics.

As I understand it, choosing Ironman mode puts that character into basically a Private Online group with other Ironman players only. It doesn't overlap with the All Online group at all, in order to prevent things like normal mode players with free Sidewinders ramming Ironman players for the lulz. You'll still participate in affecting the overall economy like players in all the other modes, but there will never be Ironman vs. non-Ironman player PvP.
 
That's not accurate. People in solo online(!) mode share the same universe, faction events and economy as people in the open online group. Therefore, they can influence players in open online mode w/o facing the same challenges (NPC are by far not as skilled and witted as human players). E.g., Freeport is a popular spot for PvP. A cargo hauling player who switches to solo online mode can go there undisturbed from other players and influence the local economy or later even faction events.
This loophole breaks consistency in terms of having similar challenges and obstacles in online mode (or please name one example of an NPC AI which is as powerful and witted as skilled human players).

I suspect the average NPC pirate is at least as dangeous as the average human player. PvP enthusiasts are a minority, and it's not like all of them are particularly skilled either.
 
As I've said before that's a problem with Freeport that exists in Beta and will be addressed.

Your statement is the root problem I'm worried about. If problems with the game can be avoided by temporarily going into solo play then they might not get fixed as fast or at all. If instead the saves are seperate then when someone finds a station exploit or a similar situation arises the "solution" won't be to just drop into solo but to pressure the developers to fix the problem.

If, on the other hand the so-called issue to be avoided is true emergent gameplay like my space cop scenario then players shouldn't be able to circumvent the gameplay of another to avoid minor loss.

Finally, as I've said before, a solo/open toggle would allow players to make millions in relative safety before going online with nothing significant to lose, and what's worse than a player with nothing to lose?

Edit: There exist missions on the station boards to kill random civilians, apparently 'having no problem boiling randoms' is part of the setting. Not just what you derisively call the "CoD/Eve crowd"

QFT and no emphasis needed :rolleyes:

It still boggles my mind how EvE and CoD can be lumped into a single category, unless that category is "successful released multiplayer games"

Don't despair, DancesWithHogs, it's always the same few bouncing from thread to thread, preaching how it's their choice to play their way (ignoring that they take away our choice to play our way :rolleyes: ... selfish much?). Apparently the creator whispered something into their ears, cause they claim exclusivity of their gameplay from generic bullet points that can swing both ways (for example, read my sig, and then watch them claim that "people" means "NPCs" :D)

The rest of us have withdrawn, watching it from a distance, jumping in only on occasion here and there, watching them feverishly trying defend "their" single-player-safe gameplay. Think about it: if something is not in danger, why try to defend it so feverishly? Cause they see all this new blood coming in with ever increasing awareness that ED is getting, and the new blood expects and "open world sandbox MMO" to be ... wait for it.... an open world sanbox MMO :eek: Shocking, I know!

And they jump on the new blood, before they get their forum bearings, trying to squish them out of existence before they can even turn around. Kinda like station camping that they so despise :rolleyes: Ironic, the in-game actions that they so oppose is apparently fine on the forums.

Oh and don't forget, if you fire you in-game weapons, using in-game mechanics, at in-game player targets, that makes you a horrible person in-life, psychopath and child-eater, immoral criminal and they won't sit next to you on the bus (yeah, that all applies to you in RL). Don't fight it, just go along with it. It's more enjoyable that way.
 
Mind addressing my original points instead of a minor edit I added later on? Besides, you'll never know if the guy who dusted you did it for no reason or because he's got a mission from a local warlord to cause trouble.

Your hypothesis that the existence of groups and solo mode make it less likely that exploits and loopholes will get fixed? That was so silly it didn't warrant addressing. What they _do_ accomplish, is that people are free to ignore antisocial types who have been proven to exploit those loopholes to the hilt (examples at Freeport, if it needs to be spelled out). If there was no option for groups / solo, those antisocial types would get to dictate the gameplay in anarchies. Luckily that is not the case, I'm not interested in their nonesense "testing" or "legitimate playing style".
 
QFT and no emphasis needed :rolleyes:

It still boggles my mind how EvE and CoD can be lumped into a single category, unless that category is "successful released multiplayer games"

Don't despair, DancesWithHogs, it's always the same few bouncing from thread to thread, preaching how it's their choice to play their way (ignoring that they take away our choice to play our way :rolleyes: ... selfish much?). Apparently the creator whispered something into their ears, cause they claim exclusivity of their gameplay from generic bullet points that can swing both ways (for example, read my sig, and then watch them claim that "people" means "NPCs" :D)

The rest of us have withdrawn, watching it from a distance, jumping in only on occasion here and there, watching them feverishly trying defend "their" single-player-safe gameplay. Think about it: if something is not in danger, why try to defend it so feverishly? Cause they see all this new blood coming in with ever increasing awareness that ED is getting, and the new blood expects and "open world sandbox MMO" to be ... wait for it.... an open world sanbox MMO :eek: Shocking, I know!

And they jump on the new blood, before they get their forum bearings, trying to squish them out of existence before they can even turn around. Kinda like station camping that they so despise :rolleyes: Ironic, the in-game actions that they so oppose is apparently fine on the forums.

Oh and don't forget, if you fire you in-game weapons, using in-game mechanics, at in-game player targets, that makes you a horrible person in-life, psychopath and child-eater, immoral criminal and they won't sit next to you on the bus (yeah, that all applies to you in RL). Don't fight it, just go along with it. It's more enjoyable that way.

I will use the ingame mechanics to play my way and yes will switch between both when i wish as that is allowed ,does that make me a horrible person ? You play your way and i play mine its easy :)
 
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Tutorials for 2 weeks ( Crimson Triumph + Indiction )
Solo Eranin For 3 weeks, I did federation distress forever ( FAOFF )
Last 10 days went everywhere. Got Hauler, Found some gold. Stopped being afraid of sun.

Now I have my first Cobra suited n booted. Game has begun, I am now adult. Mebbe not a licensed adult but a adult.

I will prob spend 2 weeks in Extraction Zone getting reeeaaaal comfy with Viper.

Beta 2 onward Open forever.

I think that's a goodly fair ramp. Sidewinders for beginners in Open is lemming mode.
 
E.g., Freeport is a popular spot for PvP. A cargo hauling player who switches to solo online mode can go there undisturbed from other players and influence the local economy.....

This is what I was getting at before. The insta-toggle solo/all feature will essentially flatten the economy making an anarchy system more or less the same as a civilised system.

IMO that massively curtails a whole (and significant) aspect of the online game experience. I'm not coming at this from a "everyone should play the way I like to play" angle. Solo makes sense, co-op (private group) makes sense, I may not personally play those modes, but I get why people may like to.

As some others have said, it seems inevitable to me that a very common strategy will be grind CR in solo, and PvP in open. Someone already suggested this will lead to open being full of rich players with little to lose and asked what could be worse. The reply to which was "griefers". I think that reply missed the point being made that this situation is likely to lead to more, not less "griefers"!

FD will do what they think best ultimately. I guess I am still confused as this mechanic really can't deliver the atmosphere and gameplay that I have interpreted from what I read to be the desired goal. They aren't stupid either, and its still only beta 1, so I guess they have some tricks up their sleeves! For example, NPC pirates could make hauling into anarchy systems harder to prevent what I mentioned above happening to the economy. Would be a far less interesting way to do it, but I guess could work depending on the intended outcome.
 
Hey, we play a game. We never called anyone a horrible person in life because of what they do in-game :)

in fact, I don't think I have seen a single post from someone who advocates a more open world approach, questioning another persons morality or worth as a human.

I can however, link pages worth of posts denouncing people who like to kill other players in-game (a game that gives you a space ship with guns on it) as psychopaths, lesser beings or worse (there are a few posts meeting that criteria in this thread alone).

I do find the irony quite hilarious :D

edit: I'm sure there is a post out there that contradicts my statement. There's always one! Please feel free to link it, its just I honestly haven't seen one!
 
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Your hypothesis that the existence of groups and solo mode make it less likely that exploits and loopholes will get fixed? That was so silly it didn't warrant addressing.

As I've said before, freeport currently has broken game mechanics that should be fixed. If another, similar situation would arise later what would put more pressure on the developers to fix it? The players with Open saves who have to deal with it opening tickets and raising complaints or players just toggling to solo to avoid it altogether?

Do you think the freeport situation would be fixed sooner if solo wasn't an option? I've tested many competitive multiplayer games and vocal complaints get things fixed. Switching to single player doesn't.
 
Mind addressing my original points

Don't hold your breath. He cites the need for "in-world reason" as a prerequisite for shooting. Apparently when someone got a bounty, because they loitered over a docking pad (because they had to go take care of their kid in real-life), that's enough of "in-world reason".

But the fact that his "in-world CMDR name" offends my "in-world character" is not enough. And his "in-world" actions of cutting me off at the docking pad, is not enough either. So much for emergent gameplay that DB promises and advertises in all videos... in these people's eyes, you are supposed to play the game on rails with only what's provisioned in-game storyline.

macdog said:
As some others have said, it seems inevitable to me that a very common strategy will be grind CR in solo, and PvP in open. Someone already suggested this will lead to open being full of rich players with little to lose and asked what could be worse. The reply to which was "griefers". I think that reply missed the point being made that this situation is likely to lead to more, not less "griefers"!

QFT <-- apparently this gives weight to an argument.

You are correct. The ability to do so risk-free will result in "Online" being a PVP arena only, not open world.

Some are trying to claim that we want separation of PvE and PvP (from another thread on subject). Nothing could be further from the truth. We want open world sandbox, which means a mix of all at all times. We want separation of risk-free and risk-vs-reward.

Since "this is a single-player game" comes up a lot, I haven't seen a lot of simple-player games that allows you to change difficulty setting between saves. You either pick "Easy" or you pick "Difficult" at the start of new game, not in between.
 
FD will do what they think best ultimately. I guess I am still confused as this mechanic really can't deliver the atmosphere and gameplay that I have interpreted from what I read to be the desired goal. They aren't stupid either, and its still only beta 1, so I guess they have some tricks up their sleeves! For example, NPC pirates could make hauling into anarchy systems harder to prevent what I mentioned above happening to the economy. Would be a far less interesting way to do it, but I guess could work depending on the intended outcome.

NPC pirates will be able to use the new cargo hatch disruptor as well as PC pirates, I assume. That should put a dent in trade running into Freeport in Solo Online and Private Online, compared to how tame they are now.

With an effective piracy tool like the CHD (and assuming you still can't just run away from an interdiction), FD now has the means to make Anarchy systems as risky as they want, in any play mode.
 
You are correct. The ability to do so risk-free will result in "Online" being a PVP arena only, not open world.

Some are trying to claim that we want separation of PvE and PvP (from another thread on subject). Nothing could be further from the truth. We want open world sandbox, which means a mix of all at all times. We want separation of risk-free and risk-vs-reward.

Agreed. I even suggested a few pages back that the current mechanic will deliver a PvE game with Arena PvP. Thats a long way from Sandbox/open world IMO.

To be clear this is my opinion.

Solo is fine
Private group is fine
All open (iron man or not) is fine.

being able to switch between them all practically instantly massively detracts from the all open game's potential.

Preventing this switching (IMO prevent it completely - ie, different saves. Or at least add some other balancing feature. There are many ways to do this and certainly some of which wouldn't require extensive development) would take pretty much zero away from the solo or private group modes.

I honestly do try and look at this from the perspective of others, who may want to play a different game, but I'm really struggling to see the downside to doing this, and there is definately an upside.
 
in fact, I don't think I have seen a single post from someone who advocates a more open world approach, questioning another persons morality or worth as a human.

(snip)

edit: I'm sure there is a post out there that contradicts my statement. There's always one! Please feel free to link it, its just I honestly haven't seen one!

Well, you could start by running a forum search on the words "cheat" and "cheater." Then do a pass on a few other code words like Sunflower and Care Bear. But "cheat" is the one that makes a definitive statement about one's morality and worth as a human, when referring to someone taking the option of freely moving between playing modes that are actually... you know... supported by the game design.
 
NPC pirates will be able to use the new cargo hatch disruptor as well as PC pirates, I assume. That should put a dent in trade running into Freeport in Solo Online and Private Online, compared to how tame they are now.

With an effective piracy tool like the CHD (and assuming you still can't just run away from an interdiction), FD now has the means to make Anarchy systems as risky as they want, in any play mode.

I suspected this may be the case (which is why I said is probably what would happen). In my opinion this is a lazy and less imaginative route to take, but it could tackle the economy problem. Makes sense in solo/group mode, less so in open mode.

Unless they weight the NPCs differently in each mode, it will still leave the fundamental problem of trading in solo, pvp in open. Even then, it would require them to make AI more intelligent than human players, something I have yet to see in a game yet.
 
But "cheat" is the one that makes a definitive statement about one's morality and worth as a human

Wow... I cheat at brick breaker and solitaire. Did you once again bring to question my real-world morality and worth for in-game actions? WOW :eek:

I don't even need to continue.
 
Well, you could start by running a forum search on the words "cheat" and "cheater." Then do a pass on a few other code words like Sunflower and Care Bear. But "cheat" is the one that makes a definitive statement about one's morality and worth as a human, when referring to someone taking the option of freely moving between playing modes that are actually... you know... supported by the game design.

I'll accept that (and I have seen posts like that). I guess I just don't personally put calling someone a cheater or carebear in the same bracket as evil or psychopath. Thats probably just me!

In this thread alone we have had players labelled as psychopaths and comparisons to real-life leg breaking!

Just so we are clear, if someone is not exploiting/hacking/etc... I don't consider them to be a "cheater". I may think the game design/mechanic is flawed, but that's a different discussion.
 
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