EvE has what you're looking for. Get a Steam Rubicon starter pack (if they still have it), log into the game and hit Alt-Y to bring up the claim option and put the PLEX in your inventory. Then merrily make your way to the nearest trade hub. I gurantee you'll have as much PvP as you could hope for before you make it through a few gates.
You'll be happy to know that your impact on the game is providing someone a free 30 day sub, at your expense. Likely someone's bot alt no less.
You don't, which is another mistake FD did by going P2P - although they probably did that one to save on running costs. Even though server infrastructure is extremely cheap these days, that's how buy-to-play MMOs like GW2 can function (of course those guys actually maintain their cash shop).
FD can say they "are investigating", but unless they plan on switching to a central game server infrastructure and forcing player ship to remain in space, helpless (or under AI control), on disconnect, I'm not quite sure there is anything substantial they can do about combat logging.
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Learn how to avoid interdiction? If an NPC drags you out of supercruise, you need to practice more. And you can see an NPC interdiction a mile away. And if you run, they won't follow you.
A player will. Heh, NPCs won't even know how to chain-boost so they can keep you locked down. That's something every player will do.
So please, don't compare NPCs to players. That only shows you've never even been in a PvP fight.
Funny that you mention that. Jump to Lightspeed didn't change much till later on. Didn't change the fact that most didn't play it, and even less actually hit Deep Space PvP because they didn't want to play in a group (ie: Imperial vs Rebel.)
Usual rubbish, for your info I've been playing since Dec 16th in Solo and Open and have been interdicted plenty of times by both NPC's and real players and managed to avoid them. If you read my post carefully, you will see that I never tried to compare NPC's to Players, I just said that since the Wings update the NPC AI seems to be improved.
JtL has little to do with what I'm talking about. It was a poorly executed expansion that was tacked on the core game and not very interesting. PvP was not very good either, but PvP was never the stable of that game to begin with (you had to flag yourself to be attackable). Bottom line, the game had a relatively small but stable audience. Then they literally nuked it in a way that I've never seen before, or after.
Developer opinions are not automatically correct.
JtL has little to do with what I'm talking about. It was a poorly executed expansion that was tacked on the core game and not very interesting. PvP was not very good either, but PvP was never the stable of that game to begin with (you had to flag yourself to be attackable). Bottom line, the game had a relatively small but stable audience. Then they literally nuked it in a way that I've never seen before, or after.
Developer opinions are not automatically correct.
SWG had the most intense space pvp I've ever seen in an online game. One hit (sometimes two) and you were toast. If you didn't know how the ins and outs of your ship, convergance, corner speed and how to evade and fire while evading, you didn't last more than a few seconds. Not to mention a far more involved learning curve in how to properly outfit and build your ship. ED PvP is pretty tame. Shield Cell Banks, Shield Boosters and the ability to run away any time you want. It's almost like the CoD version of space combat.![]()
And nor are yours, or mine. But given the choice of who to go with I think I'll stick with the devs employed by the company owned by the guy who not only created Elite and all its iterations, but also basically created 3D space gaming. His opinion I trust.
I agree that ED is going too far with defenses right now. But the game is young, they need time to balance stuff, and are doing that so that doesn't worry me.
He does have very little - actually no experience in MMO games. FD as a studio have very little experience in that area, and if you notice my chief complaint is that the multiplayer design hasn't taken the kind of audiences they attract into account.
But you know, I do have a pretty high opinion of FD. As a studio they have great rapport going with the player base, update regularly and are fairly transparent as to the process. We even have AI programmers discussing NPC behavior with players. ED itself, even if at times shallow due to a rushed release, is a superb concept and very well executed overall. Multiplayer part was rubbish at release, is a little less so now with the Wings, and hopefully it'll improve.
I wouldn't be so sure though, that they won't go slowly in the direction that favors Open, and that Open ends up vastly better than Solo in a few years. It makes sense both from the design and business perspective.
Sorry, but who plays an online game, when he/she/it has a crappy connection ?
Remember my post.
Play angry birds!
Learn how to avoid interdiction? If an NPC drags you out of supercruise, you need to practice more.
At the end of the day, it does not matter how much people shout. FD will have to go down the route which puts most backsides in cockpits if it is to survive. A year from now, the only thing that will decide if Elite is an Eve like PvP gankfest in Open, or a Co-operative very PvP limited game, will all depend on what FD's accountants say will bring in the most real money.
And to be honest, I would hate to try and call that one right now.
So, please remember that even if you personally have an easy time of it with NPCs, for some people it can be a really nightmarish experience, regardless of their skill.
Remember, this whole discussion is how unfair the game is for Open players when they are trying to win competing Community goals, and while they have to deal with other players (you get killed, all your progress is erased, you get scanned by a player at a station while smuggling and get fined, singled out and interdicted because you fly a cargo ship etc.), solo players have to deal with much easier NPCs. NPCs which are ultimately predictable, not persistent, and thus easy to deal with.
All I know is that multiplayer games have a huge financial and advertising advantage over singleplayer games, and they should focus on making multiplayer nice and healthy in this game.
That may be, but it only means such players would find other players chasing them even worse. So they have a choice between having to deal with nightmarish NPC encounters AND comparatively absolutely hellish difficulty of other players trying to blow them up, or just NPCs.
Remember, this whole discussion is how unfair the game is for Open players when they are trying to win competing Community goals, and while they have to deal with other players (you get killed, all your progress is erased, you get scanned by a player at a station while smuggling and get fined, singled out and interdicted because you fly a cargo ship etc.), solo players have to deal with much easier NPCs. NPCs which are ultimately predictable, not persistent, and thus easy to deal with.
You are basing your 'NPCs are easier' thing because your experience seems to be that of only ever encountering pushover NPCs. Other people have different experiences. Every time someone talks about encountering a pushover NPC, someone else can talk about encountering a pushover player. So NPCs are not automatically easier, and players are not automatically harder.
That may be, but it only means such players would find other players chasing them even worse. So they have a choice between having to deal with nightmarish NPC encounters AND comparatively absolutely hellish difficulty of other players trying to blow them up, or just NPCs.
Therefore, NPCs very much are a threat. Potentially even more so than encountering a single, lone human pilot. Any arguments which are based on the 'NPCs-are-easy-to-beat' fallacy are invalid.
Tell you what. Joe, you too. Why don't you guys come to Lugh in Open, play a few hours like that, then go to solo and play like that.
You didn't get my point. Let me explain.
Let us say that NPCs are equally dangerous as players. I could argue against this, but let us dispense with that and focus on the following:
Solo players need to deal with NPCs only.
Open players need to deal with NPCs and players.
Therefore, the difficulty is greater in Open.
No need to argue as to the comparative difficulty of NPCs and players. My argument stands.