Oh Baby yes come on hit me.. harder... yessss, harder.
?

?
While I am very much cool with the ability of any player to engage another in combat and pretty much how it works as is here, I do wish they could work on the available equipment loadouts etc so that a "PVE" build and a "PVP" build would not have to be so drastically different. I enjoy a bit of both, but at the moment I have to choose beforehand if I will be able to engage in any PVP at the cost of nearly all PVE content and vice versa. I think this is a shame.
Interesting. I haven't tried the cutter or the FDL yet but the other two I have and then some. Have you had much dealings with PVP in the last week or so? If you are fairing ok with the Courier, than what build are you going with? Perhaps your experience is different from mine but from what I've heard and seen the disparity between the two is quite large.I don't think it's that bad. I am currently using a Cutter, Clipper, Courier and FDL on somewhat daily basis, each of them with one build, primarily for PVE, naturally, but each of them is capable of successful PvP also. I'm not saying there are no compromises, but can't imagine that many things that could be changed towards one or the other "end".
Try Archeage.I don't consider avoiding PvP in a game with an extremely long grind to be "carebear," because any real hardcore PvP fan would consider the grind itself to be too carebear from the start. Real PvP fans don't like doing boring PvE for weeks and months.
In Shadowbane, it took a few days to get to the max level and the difference between the best gear in the game and the easily-accessible gear was not very large; the best gear may have had +8 defense/+40 health, and you could get a full set of +7 defense/+35 health in a day of shopping around for it. That was the worst case scenario: you died so much and couldn't afford to repair and lost all of your gear. It was easy to recover from and re-join the fun.
Games with long grinds can't support that type of hardcore PvP. Imagine if, in World of Warcraft, after running raids for five hours a night, six days a week, you could easily lose it all after a few bad decisions. It just wouldn't work. It wouldn't be worth it.
I deliberately didn't use terms like griefing, PvP, etc, in order to try to minimise the likelihood of people taking offense. Seems that some people did anyway, despite my best efforts. Witness the million credit bounty now on my head in game. For posting a poll on a forum, out of the game. Hilarious, but apparently true.
Cheerz
Mark H
Option 1; I actually enjoy that I can be blown up by more powerful aggressor players whom I can't even run from.
Option 2; I an not that emotionally invested in the game that it bothers me either way.
Option 3; Not a fan of being blown up by more powerful aggressors, but I accept it as a risk and a balance.
Option 4; I don't like it to the degree that this is the one thing that keeps from flying in Open.
Cheerz
Those should be the Poll options then instead of the Daily Mail options and very leading title
Those should be the Poll options then instead of the Daily Mail options and very leading title
Enough people play with PvP enabled in Open - so I guess the answer to your question is: Yes.
That's far too black and white. Doesn't really cover the multitude of mixed emotions players go through.
Yes 100% enjoy.
I'm 50/50 about this
Dislike the potential of being PK'd but have to risk it for the potential ups of Open play.
Puts me off Open entirely.
Here's another question for all you players with loads of assets which may or may not amplify where option 1 actually fits in terms of this poll:
Would *you* fly around in Open, in a basic hauler with weak shields, pulse lasers and no hull upgrade, taking part in a CG delivering goods or rare goods, knowing full well this behaviour is prevalent. Or do you shun that idea and take a tooled up 100million ship, give or take a few million, just to defend yourself from predators?
Our yourselves in the shoes of the prey before commentung on how they should *feel* about things.
Cheerz
Mark H
To answer the OP:
I would prefer the social aspects and the exhilaration of interacting with player pirates, but I believe the death penalty to be too harsh, the recover time to be too long, and the pirate's risk versus my own to be too low for the fun to outweigh the frustration.
I do fly the cheap and tiny ships at CGs. Not playing part of a game because you might lose some fake in-game money is an attitude I find hard to understand, but to each his own.
To answer the question:
I'm fine with the rules of the game allowing players to kill other players, but it should be an act with significant consequences, especially in high-security areas. Right now, the penalty for openly committing murder is pretty meaningless. This enables the least interesting kinds of pvp interaction, where players kill others for the lulz, because the game does nothing to stop this.
The ease of creating crappy pvp interaction also means it's harder to create interesting pvp interactions. If I get pulled over as a trade ship, I'm going to run ASAP. Maybe they're a pirate who is going to try extortion or hatch-breaking (interesting!), but there's a high risk that they are just going to try to murder me. I have to assume the latter, so I show a clean pair of heels.
I'd actually be really interested in playing as an actual pirate, with the goal of stealing cargo from freighters, but it's so hard to tell a pirate from a murderer. Maybe if hatch-breaking worked better this would be possible - I don't think extortion as a cargo-extraction technique is good gameplay.
Yeah, I think they could do with a revamp of the mechanics surrounding commander killers (not a judgement on the play styles that include this or any attempt to hamper them). Among other things, I think if they (we) are allowed to dock at stations regardless of wanted status, then at the very least it could be posted on the trafic report (or wherever appropriate) with the commanders name, size of bounty and last ship piloted. A decent bulletin mission could be added to this for info haulers to pass the news onto other stations in other systems. This would add a playable mechanic for everyone involved.This post is spot-on!
The underlying issue is not that you can be killed in PvP, either in a "fair" fight, or just a blatant lolz grief/murder like the old-school "pancaking" at a station, it's all about the consequences of such actions.
If you're out to kill for lolz, OK, but it's going to have to cost you dearly, and make it an incredibly risky activity. Concepts like a sliding scale of insurance coverage based on murder/PKs would help (honestly, how do known criminals get insurance??), as well as previously-mentioned easy-to-see galaxy-wide Wanted tagging.
Lots of ED players harp on the concept of balance, but when it comes to PvP interactions there essentially is none.
So my intention was to gauge how much enjoyment different players gained from aggressive player interaction while out in their *basic machinery*. Being targeted for combat situations in which they have absolutely no hope of straight up winning that combat. Sometimes it is also impossible to run from an overpowering assailant.
My question is how do people react to that kind of gameplay.
Option 1; I actually enjoy that I can be blown up by more powerful aggressor players whom I can't even run from.
Option 2; I an not that emotionally invested in the game that it bothers me either way.
Option 3; Not a fan of being blown up by more powerful aggressors, but I accept it as a risk and a balance.
Option 4; I don't like it to the degree that this is the one thing that keeps from flying in Open.
Cheerz