oomwat
Banned
Or they'll lose an expensive ship to an npc sidewinder with a railgun.
That's hardly realistic ... in single-player they will have been playing against npc' the whole time!
Or they'll lose an expensive ship to an npc sidewinder with a railgun.
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.
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.
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.
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).
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"
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.
QFT and no emphasis needed
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... 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"
)
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 MMOShocking, 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 despiseIronic, 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 suspect the average NPC pirate is at least as dangeous as the average human player.
Source: http://www.theregister.co.uk/2014/06/13/live_chat_david_braben/Generally speaking we expect players, even beginners, to be more of a challenge than an AI ship
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.....
does that make me a horrible person ?
Hey, we play a game. We never called anyone a horrible person in life because of what they do in-game![]()
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.
Mind addressing my original points
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"!
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.
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.
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!
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.
But "cheat" is the one that makes a definitive statement about one's morality and worth as a human
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.