Please, adjustments to PvP (and no CQC)

They just need to fix interdiction so that it actually works. Players are rewarded for submitting and then running after submitting, not trying to escape the interdiction in the first place. It's completely backwards. Players should submit because they are looking to interact, not because they're trying to flee. Current mechanics are a waste of everyone's time, hunter and prey.

Absolutely! It is easier to "lose" the interdiction mini-game and then run away: players are rewarded by doing nothing. Submitting should simply prevent your ship from spinning around after interdiction, but still trigger a long cool-down timer in my opinion. It is easy to implement and would make fleeing more difficult.
 
Perhaps make it so that if you're destroyed by a fellow human you don't have to pay XXXmillion credits to get your ship back. Maybe just a flat fee of say 100K and you obviously lose all cargo and bonds you were holding. This might reduce the number of runners.

Keep the current system in place if you somehow bizarrely allow an NPC kill you.

the insurance re-buy cost to a trader is the least of his worries - its not meaningless of course, but is the smallest part of the financial loss.

even an early game, mid size cargo ship - the type 7 - has ~212 tons of cargo in shielded config.The loss of cargo for my usual run on outbound route would be approx 3.5M credits. If lucky, will be on return route and 'only' lose 1-1.5M in cargo.

my insurance rebuy on fully A-rated type 7 is just over 1M. Saving 900k of that insurance rebuy would be nice,but losing my 3.5M in cargo would be crippling.

perhaps later when i have lot more cash it wont matter, but as a new player it would set me back weeks to lose that much cargo

I would rather that frontier implement the cargo insurance that is seen but not currently used on our status screen.

right now the financial risks of dying when combat pvper engages a non-pvp trader is trivially meaningless for the cost of replacement fighter insurance vs cost of trader insurance plus cargo lost.
 
The escape mechanics exist because this game panders to 30 somethings that played Elite on the Commodore sixtyjigawats who think that a person presenting a challenge to them is akin to Lucifer come again. The argument for PvP creating emergent situations has been argued to death and over-ruled by the (previously smaller but now dominant) contingent of space truckers who backed the game. The ones wanting actual engaging game play have pretty much quit.

What's most ironic about the situation is FDEV have made all these posts and even created PP with the goal of "more player interaction". Meanwhile they push mechanics that encourage people to play Solo, make it impossible for those with conflicting interest to interact with each other outside of a stat screen, and in general perpetuate the huge un-populated and sterile universe.

tl:dr Don't let FDEV fool you this this is not a vibrant game full of danger and emergent gameplay. It's a single player game with "did you log in today" progress bars
 
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The escape mechanics exist because this game panders to 30 somethings that played Elite on the Commodore sixtyjigawats who think that a person presenting a challenge to them is akin to Lucifer come again. The argument for PvP creating emergent situations has been argued to death and over-ruled by the (previously smaller but now dominant) contingent of space truckers who backed the game. The ones wanting actual engaging game play have pretty much quit.

What's most ironic about the situation is FDEV have made all these posts and even created PP with the goal of "more player interaction". Meanwhile they push mechanics that encourage people to play Solo, make it impossible for those with conflicting interest to interact with each other outside of a stat screen, and in general perpetuate the huge un-populated and sterile universe.

tl:dr Don't let FDEV fool you this this is not a vibrant game full of danger and emergent gameplay. It's a single player game with "did you log in today" progress bars

probably the best post i have seen on these forums

+1 to you sir, me myself im off back to eve online where players are given more control/social tools and interaction creates real dynamic and emergent gameplay, elite is too unsociable/linear and predictable for me
 
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The escape mechanics exist because this game panders to 30 somethings that played Elite on the Commodore sixtyjigawats who think that a person presenting a challenge to them is akin to Lucifer come again.

Lets say for sake of devils advocate argument that this is true. If so, why aren't the pew pew ganker pvpers which seem to be such a large part of the vocal pro- unwilling pvp crowd not engaging in challenging pvp then?

why is it that instead it is they who sees a challenge as "akin to Lucifer come again"?

e.g. Pew pew juveniles dont attack another well armed pvp combatant in a much better ship - like small fish that only goes after smaller fish, never attempts the challenge of actually using skill to try that challenge

e.g. Where is the challenge in popping a new player in LHS 3347 starter hub territory?

e.g. Where is the challenge in gangking unarmed traders or vastly lighter armed freighter ships?

it seems if your Commodore 64 example and afraid of Lucifer challenge analogy is going to apply anywhere, it is squarely on the pew pew crowd.
 
The escape mechanics exist because this game panders to 30 somethings that played Elite on the Commodore sixtyjigawats who think that a person presenting a challenge to them is akin to Lucifer come again. The argument for PvP creating emergent situations has been argued to death and over-ruled by the (previously smaller but now dominant) contingent of space truckers who backed the game. The ones wanting actual engaging game play have pretty much quit.

What's most ironic about the situation is FDEV have made all these posts and even created PP with the goal of "more player interaction". Meanwhile they push mechanics that encourage people to play Solo, make it impossible for those with conflicting interest to interact with each other outside of a stat screen, and in general perpetuate the huge un-populated and sterile universe.

tl:dr Don't let FDEV fool you this this is not a vibrant game full of danger and emergent gameplay. It's a single player game with "did you log in today" progress bars
+1

Well said. The multiplayer feels like little more than an afterthought.
 
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The escape mechanics exist because this game panders to 30 somethings that played Elite on the Commodore sixtyjigawats who think that a person presenting a challenge to them is akin to Lucifer come again.
To make things all the worse, you're bad at math. Even the 10 year olds who played the original are in their 40's now.
 
mass lock does not even work in pvp due to high waking

stupid oversight by Frontier, or really bad game design. Pick one.

Could have been intentional. We have to assume that given its still a thing. Only thing to address this issue would be some sort of device that inhibited a FSD.. I shudder to think about all the tears and the, 'this is why i now play in solo' comments.

Solo and p/g need to go. QED

All these issues are getting really old now. Game caters to carebears on a level the gaming industry has never witnessed before. I doubt its going to change. :(
 
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In the good old days of 8 bit we dealt with pirates with the old fashioned Energy Bomb. Never left port without one and if the fight turned remotely bad... hit the Win button.

Was fairly cheap too. Dont think it worked on the Thargons though. But my memory dims now in my twilight years... Now that was a true defensive mod.
 
PvP in this game will always be unbalanced.

It's affected by the network connection between the two players, the latency causes rubber banding and anyone with the lower connection will just bounce around the screen either causing a disconnect or one player to combat log or escape.
The other issue is the players setup, someone on a laptop playing at low settings 30fps and 720p using the trackpad has no chance against someone with a x52 setup running at 60fps on a big monitor at ultra settings.

Then there's track IR and OCCULUS users that can look around and see you without having to adjust course giving them another advantage.

Your not just talking ship balancing for PvP, there's a whole lot more too

- - - Updated - - -

the insurance re-buy cost to a trader is the least of his worries - its not meaningless of course, but is the smallest part of the financial loss.

even an early game, mid size cargo ship - the type 7 - has ~212 tons of cargo in shielded config.The loss of cargo for my usual run on outbound route would be approx 3.5M credits. If lucky, will be on return route and 'only' lose 1-1.5M in cargo.

my insurance rebuy on fully A-rated type 7 is just over 1M. Saving 900k of that insurance rebuy would be nice,but losing my 3.5M in cargo would be crippling.

perhaps later when i have lot more cash it wont matter, but as a new player it would set me back weeks to lose that much cargo

I would rather that frontier implement the cargo insurance that is seen but not currently used on our status screen.

right now the financial risks of dying when combat pvper engages a non-pvp trader is trivially meaningless for the cost of replacement fighter insurance vs cost of trader insurance plus cargo lost.

BTW this guy is right.

Most interdiction are pirates on space truckers, why would a space trucker risk 3.5 million credits by trying to fight a fully outfitted pirate when they can run?

It's a no brainer....

And so is Mobius, space trucker paradise.

See you there :D
 
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:) Carebear proud.

The irony is i've met more in-game carebears deployed in war zones with savagery and butchery these juvenile non-carebear deliquents could not fathom.

So I'd tell the pew pew delinquent that after 9 years and 6 deployments to Mogadishu and Iraq where the daily threat of being captured and decapitated alive has more substance than the playground thrashing the pew pew crowd envisions as worst case, being called a carebear is hardly anything but a badge of distinction.
 
I do not want to see CQC as a Menu Option. This is not Elite but an arcade. Make it PvP at all Populated Anarchy systems.
Make it Elite!
 
Lets say for sake of devils advocate argument that this is true. If so, why aren't the pew pew ganker pvpers which seem to be such a large part of the vocal pro- unwilling pvp crowd not engaging in challenging pvp then?

why is it that instead it is they who sees a challenge as "akin to Lucifer come again"?

e.g. Pew pew juveniles dont attack another well armed pvp combatant in a much better ship - like small fish that only goes after smaller fish, never attempts the challenge of actually using skill to try that challenge

e.g. Where is the challenge in popping a new player in LHS 3347 starter hub territory?

e.g. Where is the challenge in gangking unarmed traders or vastly lighter armed freighter ships?

it seems if your Commodore 64 example and afraid of Lucifer challenge analogy is going to apply anywhere, it is squarely on the pew pew crowd.

You know the answer - for all their talk of challenge they do not want any sort of fair fight. They want to bring their mil specced Anaconda to battle against a D-rated type 7 or even a sidewinder who only got the game a few days ago.

We see many calls for the closure of solo, or to stop people from being able to flee, but when do they ever ask for matchmaking mechanics so they are only instanced with ships of a similar power?

Carebear combatants.
 
Elite dangerous is a Game with combat elements not a combat game,i think by now people should understand this, there are plenty of combat games out there,if dont like how the game has turned out wait a while and come back see how it has developed,if you still dont like it find another game to play.

this CQC arena thing sounds perfect PVPers can get all the PVP they want and everybody will be there because they want PVP so its a Win/Win for a true PvPer who want the challange of figthing other players.
 
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Elite dangerous is a Game with combat elements not a combat game,i think by now people should understand this, there are plenty of combat games out there,if dont like how the game has turned out wait a while and come back see how it has developed,if you still dont like it find another game to play.
It's as much a combat game as it is anything else. Maybe moreso since even when you try to do other things, combat randomly gets thrust upon you.
 
Is it though? (given that two of the three paths to the Elite rank do not require the player to fire a shot)
Do they not require you to evade or fight pirates, npc or cmdr. It doesn't help you progress, but getting blown away every other trip won't help your progression.

I don't know about you but when I'm in the middle of combat I don't have planets pull my out of supercruise and try to get me to scan them. I don't have cargo jump in my hold and force me to sell it.
 

Robert Maynard

Volunteer Moderator
Do they not require you to evade or fight pirates, npc or cmdr. It doesn't help you progress, but getting blown away every other trip won't help your progression.

I don't know about you but when I'm in the middle of combat I don't have planets pull my out of supercruise and try to get me to scan them. I don't have cargo jump in my hold and force me to sell it.

The path to the other Elite ranks may involve a lot of running away from those intent on interfering with one's business - no requirement to engage in combet.

If one is in combat, one cannot be in super-cruise.... Passive content (i.e. planets / cargo / asteroids) don't demand anything of a player, except maybe a bit of care when navigating.
 
Do they not require you to evade or fight pirates, npc or cmdr. It doesn't help you progress, but getting blown away every other trip won't help your progression.

"Evade"

The subject of this thread, ostensibly, is preventing people from being able to evade so they have to engage in combat. It should be renamed "Let's make Solo even more appealing than it already is".
 
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