Poll : Does anyone enjoy being taken as another player's victim

Are you happy to be another player's victim


  • Total voters
    574
  • Poll closed .
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.

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".
 
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".
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.
 
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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.
Try Archeage.

Unless you buy your way with real money, it takes several months to reach even the lower end of gear quality which will at least let you survive past the first 5 seconds (no exageration) of open world PvP combat against an average opponent.

All BiS gear? Effectively impossible to get through play. Trying to enchant gear to the top grade usually breaks the item, and there are several levels of that to go through, and getting each piece of top tier gear takes the work of a month or two even for the most dedicated players with massive ingame income, or large quantities of real money (I've known a guy spend over £150 trying to make a bow and still fail to get a top tier bow thanks to the RnG involved in the crafting system).

The penalties for death tend to be relatively light, just some repair costs for your gear. Unless you died at the hands of player pirates while sailing a ship loaded with trade packs, in which case you lose most of the money you would have got from the trade packs, and probably have to repair the ship.

The grind is never-ending in that game, and requires months to even be a weak PvPer. Yet PvP is thriving. I used to love trying to repel boarding pirates in PvP or evade them through fancy sailing, literally my favorite part of the game, even though I failed at least as often as I got away.

Regular PvP events see dozens of boats and ships, some carrying 20+ players fighting it out on the high seas, or zergs of players from each faction clashing in land based events. Then there's the PvP just because you ran into someone from another faction while you were both hunting down a limited resource which takes hours to respawn, or just while travelling around in general.

The PvP there is a far bigger part of the game than in Elite, yet requires far more grind (it took me 6 months to reach slightly below average PvP gear levels, compared to 1 day to get a DBS which I will happily take on any bigger ship with and have a better chance of winning than I did in Archeage against a player with only upper end of average gear.
 
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

I can understand how some people disagree with your assertion and as such see the poll as biased towards it, but for someone to put a bounty on your head because of it is, ironically, completely supporting you. There are some total numpties out there who delight in tormenting others for no good reason.

I wonder if your Cmdr name is the same as your forum name? If not and there is some other poor player called Cmdr Rampant he/she could be in for a tough time! I suspect this was not considered, nor a concern, for the Cmdr setting the bounty.

In answer to your question, I play in open and have been interdicted by other players. It's definitely more thrilling than NPCs and I suppose the best way to put it is that enjoy the experience if I survive.......
 
Guys you are going a bit off topic here. This is not a thread I posted with the intention of discussing the merits of Open vs Solo, or PvE vs PvP. It is purely deigned as a gauge of how people react to being interdicted by a much more powerful ship.

Since the game is a sandbox and we have a huge range of activities within that sandbox that a wide range of stuff us being done by the community of players. (Yes, we do have an overwhelming array of activities and places to engage in those activities, despite some cries if not enough content!)

With that in mind, many players go about the business of having their own style of fun in different ways, with different ships and equipment, and sometimes that fun is not *centred upon* making credits, or buying bigger and better ships. There is also a continuous stream of New players in basic equipment struggling to even begin down the road to even having fun...

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
 
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
 
I don't like getting killed by anything whether it is a player or the computer. Why on earth should I enjoy it? Losing sucks which is why I do my best to get better.

Should it still be part of the game? Yes otherwise it is just Elite: Flower Power and we should be arming our BattleCondas with Class 4 Petal Scatterers and trading in Lentils.
 
Those should be the Poll options then instead of the Daily Mail options and very leading title

They are one and the same. Different use of language, but the inherent meaning is absolutely identical. So it would seem that the poll is not as biased as people's knee-jerk thoughts.
 
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
 
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

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 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.
 
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.

Nicely distilled viewpoint. Where do you sit on the spectrum of poll options?
 
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.

If you also happen to have access to bigger and well equipped ships, and you choose an E/D rated Cobra or similar, then I do salute you.

o7

However, for some players, I believe, this "fake money" represents the very "real" time that they have invested in playing the game.

Cheerz

Mark H
 
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.


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.
 
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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.
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.
 
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

You worded it so much better there, then undid it in the reworded poll options!

May I suggest instead:

1- I enjoy aggressive player interaction, even against opponents in more powerful ships.

2- I'm not really bothered.

3- I don't really enjoy it, but I accept it as part of the game.

4- I massively dislike aggressive player interaction from opponents in more powerful ships.

Honestly I still think it could use more options, like "I enjoy engaging other players in hostile interaction, even when they have weaker ships than me", and "I enjoy hostile player interaction, but not against opponents in siggnificantly more powerful ships", just to get a more accurate range of player views, but it's a bit late for that in this thread really.

I'd also like to point out that running is almost never impossible due to high wake not being effected by mass lock.
 
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