PVP is pointless

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.

he said nothing about killnig it only stopping it from escaping the anaconda is still stronger

the pvp in this game is horrible, all player interaction is bad

FDL = op

and every other ship is G A R B A G E in open. The AI is so bad wing pve is useless

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.
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Victory does not, and should not, always belong to the survivor.

What u mean like now already whre high speed FDL can leave EVERY Battle and NEVER die.

no good pvper will EVER die in an fdl
 
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What u mean like now already whre high speed FDL can leave EVERY Battle and NEVER die.

no good pvper will EVER die in an fdl

Good players in decent ships usually dont die in fights unless they choose to stay and fight to the death. This is not something that makes the FDL OP... because it is nothing specific to the FDL. Good players will know when they are outclassed and start to run long before their shields collapse. And it is always possible to run.. in any ship... the trick is to jump to another system (which ignores masslock).

It is something I quite like. Killing a competent player in a good ship is hard. IMHO it should be.

However the FDL is not OP in combat... it is perfectly possible to be beaten in an FDL. I had to admit defeat and run from fights many times, especially when outnumbered. The problem currently is not that running is always possible, it is that supercruise recharges shields and makes driving other players off pointless.
 
he said nothing about killnig it only stopping it from escaping the anaconda is still stronger

the pvp in this game is horrible, all player interaction is bad

FDL = op

and every other ship is G A R B A G E in open. The AI is so bad wing pve is useless



What u mean like now already whre high speed FDL can leave EVERY Battle and NEVER die.

no good pvper will EVER die in an fdl
A good pvper in an FDL can always die at the hands of a better pvper in another FDL.
 
@OP
If PVP is pointless, why there is so much PVP dudes out there ?
Fractured Space (free on Steam this weekend) and Star Conflict are so much for those who like killing other player for no reason (PvP Games).
Elite: Dangerous is not a PVP game, it's a game where there is PVP (not the same). There is a lot of concerns to deal with before doing anything of what you are suggesting.


@Daffan
Actually the Clipper is faster than the FDL.
There is no "Totally unbreakable of the death ship". There is no good ship, there is no bad ship, there is bad players. You know what you are flying, you know that you can't deal with a FDL, you don't fight with an FDL. If you're able to deal with a FDL, take some railguns and shutdown his engines with 4 shots before he reach 3km.
And even a Cobra can chase a FDL...
 
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You see, the thing is if you strip away the use of large ships in pvp combat, all you have left are small ships fighting, since large ships will die by the modules you introduce. The whole point of turret is to allow large ships a fighting chance against small, maneuverable crafts.

Unless you want to see only vultures in battle, I suggest you reconsider your proposal.

People try ships other than the extremely maneuverable vulture for a reason, and to keep that variety, I want things to stay the way they are. Plus, if the FDL you were fighting was a better pilot, he would just pull in reverse and shoot you up since he has better shields and better fire power (Considering that a seasoned pilot knows how to outfit a ship).
 
Giving the Vulture an ability to slow down ships will just make it op. If you want to catch fast ships use a fast ship, if you want to masslock large ships use a large ship. But one ship to dominate everything else... I hope we'll never see this.
 
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.


this is just stupid
 
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.

thats the way real combat is. He with either the biggest gun or the most friends wins.
 
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.

The FDL's speed is precisely one of the reasons it destroys vultures in 1v1 situations (its shields and firepower are other reasons). An FDL cannot engage in a turn war with a Vulture, but it has no problem flying backwards shooting the silly vulture chasing it.
 
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PvP is consensual thats all there is to it, regardless of ship class either party can basically leave at any time short of something truly extreme, like 4x FDL vs an asp or something lame like that can probably kill it within 15s but most loadouts have no choice.

I'm not entirely convinced thats a bad thing, it could certainly use some leeway in the following directions.

Slow ships need a way to impact fast ships when they choose to flee, currently speed is king for safety.

Light ships need a way to mass lock larger ships, even if its only an incremental factor.

System jumps need a way to be slowed, could also be a light factor as above.
 
Asking for them to be neutralized is like asking for a module which reduces the Vulture's turn rate by 50%...

Now, reducing the Vulture's turn rate sounds like a great idea. It should be nerfed from 9 to 8.

Then, SJA can hit the Vulture Owners Club with walls of Eagles. :)
 
I don't see mass locking as a problem my self...

If not using FSD people will log off, jump to another system, pull the cord etc.

Its very very easy to avoid a fight in elite.
However... good fights where people try and take eachother out to the last, with one emerging victor thats good in this game.
When that happens escape can be alot harder without the exploits of logging.
 
OP - if you really think PvP is pointless, you need to switch to fixed weapons.

But for the life of me, I can't figure out why I should buy fixed... I'd much rather have new ones...

- - - Updated - - -

Now, reducing the Vulture's turn rate sounds like a great idea. It should be nerfed from 9 to 8.

Then, SJA can hit the Vulture Owners Club with walls of Eagles. :)


All the ships should be nerfed so that they all perform exactly alike, then everyone would be happy. You should only have to grind credits so you can buy ships that look cooler.

Everyone should start at Elite and get a ribbon so that no one feels bad...
 
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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.

hahaha omg. if you want to play EVE then go play EVE.

Do not try and turn this game into eve.
 
The FDL's speed is precisely one of the reasons it destroys vultures in 1v1 situations (its shields and firepower are other reasons). An FDL cannot engage in a turn war with a Vulture, but it has no problem flying backwards shooting the silly vulture chasing it.
Indeed & just like in the real world, speed is life. You can be the better pilot & have better aim but if you can't break off when you need to you will suffer for it. Just ask Werner Voss.
 
FSD scrambler is actually a good idea for the exact reason that you can't masslock bigger ships with fighters, it would need some very careful balance however and take up a weapons slot... Stasis web however is possibly one of the worst suggestions for ED I have ever seen. In EvE they have a purpose because of the combat system which depends on number crunching modified by the amount of time you've been in the game, in ED they would be an "I WIN" button.

Oh I forgot, go back to EvE.
 
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A Frame Shift disrupter, and a ship slowing module fitted to a Anaconda would be a small ships nightmare. I've got 2 Plasma accelerators, and 2 Large fixed cannon on my Conda. It make short work of other big ships, now your Vulture is slow enough to target because of your magic module, sounds like fun. Make it so!
 
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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.

You're not dead in a smaller ship - unless the big ship is a Clipper and you can't fight it off (and as a fighter, it's not all that good). Otherwise small ships are considerably faster. You boost out of weapon range and run away.

Multipurpose ships are just that - multipurpose. Between a Viper and a Cobra, or Vulture and an Asp (roughly combat and multipurpose of similar pricetag) it's pretty clear which is the better fighter.

Anyway, Elite: Dangerous has a very very very forgiving "punishment" for dying.

You get your ship back and all modules as well, for a very small price. Compare and contrast, to, say, EVE, where the poster obviously comes from, where you just lose it altogether. I've played EVE for a very long time, as a mostly solo pirate, and some of my record kills are multi-billion ships; this is approximately a month and so of someone grinding. In terms of RL money since in EVE you can trade in-game currency for game time cards, one of my kills lost the guy approximately 90$ at the going rate in the day. In a two minute fight. So excuse me if I laugh at this harsh punishment for PVP / ship loss in Elite. There's nothing harsh about it.

What made it so thrilling (in EvE) is that you could not only lose money fast, but also make money, because roughly half the modules dropped when you killed a ship. So when you'd get really lucky and run into someone with juicy very high value stuff, I could earn the loss cost of my pirate ship more then a dozen times over - and ordinarly fit ships also made a steady although low-ish profit.

The same thing which makes Elite PvP so forgiving - insurance for both ship and modules - also makes it rather low profit - you just get someone's bounty, and/or cargo if you shoot at the cargo hatch or use limpets. Since modules are insured they cannot be possibly salvaged in any way. It's how it is - game is still fun without meaningful PvP, though.

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.
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Victory does not, and should not, always belong to the survivor.

They do not destroy PvP (that's redicilous to say, sorry). EvE is designed in a way that these modules work well and fit well into the game (ignoring the occasional balance screwup the creators make, but well, it's understandable in a MMO going on for so long). However including them here would profoundly change things, and I'm not convinced it would change things for the better at all.

Ideally I would like to get more reward out of PvP but it's realistically not going to happen, as players dread having to pay insurance already when they lose a ship. However Elite is fun enough as it is even without a well functioning / rewarding PvP part.
 
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