PVP is pointless

A day ago i hat beaten some FDLs. I spent time to learn how to overturn them.
Probably i still not reached perfect pvp skill but, i have no idea how it can help me with this: the just run away, as well the vulture can't masslock them.


In most of FPS as example a tank always in danger because skilled players can shot them from behing.


But there FDLs/Anacondas can feel themselves in complete impunity.


My suggestion: introduce 2 new modules: Stasis webifier and FSD scrambler.
First - reduce speed by 60%
Second - prevent ships from supercruising in 9km range.


And fix combat log.
 
Nice to see another EvE player (web and scrambler, eh) :)

In Elite, small ships can't stop large ones from leaving. I'm still on the fence if this is a good design choice or not. Perhaps it is, hard to tell. Anyway, you can keep people there in sufficiently large ships. Ability to slow enemies down includes another element - it means wings are impossible to get away from (which is imo, bad).

What is a bit of a shame is that there's very little reward in it; it's easy to clear up your bounty. I scored my first PvP kill - someone with a 5.5K bounty in a Pyhton in a RES (I was in my Asp) in the community event. The kill didn't cover the cost of the missiles expended. Of course, with 95% insurance on ship + modules it's not a possibility to have modules drop, but unless you run into someone who has a massive bounty there's just little to be had from PvP - or maybe if I go to conflict zones I get some reward there?
 
Crime is having a bit of a facelift (see the sticky in general) so psycho players will have to be more carefull. And ED is not about balance, there will always be the unbeatable ship (from your point of view)- the trick is to spot and avoid them.
 
..... Stasis webifier and FSD scrambler......


Just a heads up, there will be posts coming that clearly state (in an impolite manner normally) that;

a) This is not EvE
b) Go back to Eve

and;

c) Stop trying to turn this game in to Eve with cockpits.


I'd offer for you to take cover behind me, but I don't have enough Shield Cell Banks equipped for 2 people - so, good luck.

(oh, and don't forget that idea would drive even more people out of open... though I don't mind more people in Mobius lol ;) )
 
From what little experience I've had, payouts seem to be more consistent in CZs, and generally more rewarding payouts from CMDRs than bounty hunting. Not sure if that's a good thing or not, from the point of view of a bounty hunter. Maybe if bounties got harder (or just more expensive) to clear up as they grow? I don't know. NPCs are my bread and butter, so I'm not exactly a PvP guru.
 
FDLs/Anacondas can feel themselves in complete impunity.
Do you know how much it costs to pay the maintenance workers that have to clean that stuff up?
Get a better ship that has a mass lock factor. Then maybe you too can go broke cleaning up that mess in the hanger.
 
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Here were a few thoughts in the Design Discussion Archive : Elite: Dangerous - Hyperspace thread...

The hyperdrive is sensitive to interference caused by incoming attacks; when an attack impacts on the hull or shields, the hyperdrive’s charge rate is slowed by a percentage value for a duration
  • This effect cannot stack with itself
  • The percentage value and duration is based on the quality of the hyperdrive

...and this:

Special exotic modules can be fitted to ships which when activated interfere with a targeted hyperdrive in range, slowing down charge rates by a percentage value whilst active
  • This effect cannot stack with itself
  • The percentage value and duration is based on the quality of the module versus the quality of the hyperdrive
 
A day ago i hat beaten some FDLs. I spent time to learn how to overturn them.
Probably i still not reached perfect pvp skill but, i have no idea how it can help me with this: the just run away, as well the vulture can't masslock them.


In most of FPS as example a tank always in danger because skilled players can shot them from behing.


But there FDLs/Anacondas can feel themselves in complete impunity.


My suggestion: introduce 2 new modules: Stasis webifier and FSD scrambler.
First - reduce speed by 60%
Second - prevent ships from supercruising in 9km range.


And fix combat log.


If you really want this in game, why should you make your way to the anaconda? why would I risk to spend 20-30 million Cr on my insurance? Why should it be so easy to kill an anaconda that costs 600 million with your 100million Cr ship in 1v1? Isnt the point of having a big ship, to deal damage? to be stronger, than others? I dont know, why they should make them just a larger target - with more hull.
 
Just a heads up, there will be posts coming that clearly state (in an impolite manner normally) that;

a) This is not EvE
b) Go back to Eve

and;

c) Stop trying to turn this game in to Eve with cockpits.


I'd offer for you to take cover behind me, but I don't have enough Shield Cell Banks equipped for 2 people - so, good luck.

(oh, and don't forget that idea would drive even more people out of open... though I don't mind more people in Mobius lol ;) )

And to be even more helpful, here is EvE with cockpits : https://www.evevalkyrie.com/

Aaaaand away. (I'm on the run from a rabid PvP mob)
 
… And ED is not about balance, there will always be the unbeatable ship (from your point of view)- the trick is to spot and avoid them.

That's why ED feels like a PvE game with a not very thought about added on PvP part.

Mass locking ships is a good PvE mechanic, but not very PvP friendly. If a big ship interdicts you, you are dead in a smaller ship.
"Jump to SC" recharging your shields is simply one of the worst things I've ever seen in a PvP game.
Multipurpose ships being almost always the best combat ships while combat ships are power starved is ridiculous.
The insurance model is PvE friendly, but very PvP unfriendly. It simply favors those who played long enough to have enough money not to care about it while preventing players with less money from gaining experience. It's, in my opinion, the number one reason why so many players simply don't play in Open mode. In PvE it adds a bit of a punishment for doing stupid things that can be easily avoided. In PvP it simply prevents players form being able to participate in PvP.
 
If a big ship interdicts you, you are dead in a smaller ship.
Lol never. The only big ship in the game that can interdict, chase, and kill smaller (fast ships) is the Clipper. With a Cobra/Viper, you are so fast out of weapons range (3km) that big ship pilots (Conda, Python etc) dont even bother looking at you in SC.

Agree about the shield recharge thing, I hope its going to get changed soon.
 
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The ability to make it completely impossible to escape is a bad idea. A more balanced version would be a module that can momentarily jam the FSD, or make it charge slowly. It could be call a fsd disruptor or something like that.

Why should it be so easy to kill an anaconda that costs 600 million with your 100million Cr ship in 1v1?

Because your skills should be more important than your credit balance.
 
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A day ago i hat beaten some FDLs. I spent time to learn how to overturn them.
Probably i still not reached perfect pvp skill but, i have no idea how it can help me with this: the just run away, as well the vulture can't masslock them.


In most of FPS as example a tank always in danger because skilled players can shot them from behing.


But there FDLs/Anacondas can feel themselves in complete impunity.


My suggestion: introduce 2 new modules: Stasis webifier and FSD scrambler.
First - reduce speed by 60%
Second - prevent ships from supercruising in 9km range.


And fix combat log.

Basically what you are saying sounds like

"Hey I have figured out that the Vulture has a really good turn rate. When I fight clueless pilots who get in turning fights with me, I can totally win. Now please add modules that remove the advantages other ships might have on the Vulture so I can kill everyone. kthxbye."

I agree that combat logging and supercruise shield recharge are problems that need to be addressed. But superior top speeds and better mass lock factors are advantages other ships have over the Vulture. Asking for them to be neutralized is like asking for a module which reduces the Vulture's turn rate by 50%...
 
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Basically what you are saying sounds like

"Hey I have figured out that the Vulture has a really good turn rate. When I fight clueless pilots who get in turning fights with me, I can totally win. Now please add modules that remove the advantages other ships might have on the Vulture so I can kill everyone. kthxbye."

I agree that combat logging and supercruise shield recharge are problems that need to be addressed. But superior top speeds and different mass lock factors are advantages other ships have over the Vulture. Asking for them to be neutralized is like asking for a module which reduces the Vulture's turn rate by 50%...

This. Repped.
 
Here were a few thoughts in the Design Discussion Archive : Elite: Dangerous - Hyperspace thread...

The hyperdrive is sensitive to interference caused by incoming attacks; when an attack impacts on the hull or shields, the hyperdrive’s charge rate is slowed by a percentage value for a duration
  • This effect cannot stack with itself
  • The percentage value and duration is based on the quality of the hyperdrive

...and this:

Special exotic modules can be fitted to ships which when activated interfere with a targeted hyperdrive in range, slowing down charge rates by a percentage value whilst active
  • This effect cannot stack with itself
  • The percentage value and duration is based on the quality of the module versus the quality of the hyperdrive
Thank for finding. So i have hope as FD is know about how to fix this problem.
 
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They should just have separate kill types in your player profile. NPC kills, Player kills, NPC deaths, Player deaths... maybe break it down to Player K/D for bragging rights? I dunno.
 
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The option of escape insures a more chance based gameplay. If you know you have a chance at getting away, you are more likely to do something thats very dangerous - and very fun.
EVE has those modules and they are completely destroying PvP as it commits you to a battle to the death OR turns a fight into a long range shootout AND highspeed ships will have too great an advantage.
.
Victory does not, and should not, always belong to the survivor.
 
The ability to make it completely impossible to escape is a bad idea. A more balanced version would be a module that can momentarily jam the FSD, or make it charge slowly. It could be call a fsd disruptor or something like that.



Because your skills should be more important than your credit balance.
I like this idea. It may be even projectile weapon. To make combat maneuvers even more valuable
 
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