Horizons FDev, please talk to the active PVP community.

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Do you have a grasp as to what level of customer betrayal they are looking at if they removed PvP? If they want to avoid that, do you know how many people they have to refund?

I played plenty beta and release games.
All have in common that as soon pvp is in the picture the game as a whole becomes focused on it and an very large part of the resources goes into pvp.
Players have to take pvp into account or lose (and do not tell me that there is a waste playerbase who loves to be the moving target for our dear pvp players.

Betrayal? Braben himself announced way before beta that pvp will be an tiny insignificant part of ED.
Honestly I am always amazed when people come here and talk about ED as an PVP game that has to be balanced for it.

It is the same as with Shroud of the avatar, things are not even close to beta release and the pvp crowd already manages to raise such an stink that developers spend a lot of time with "balancing" and leave crafting at the "stick wood onto iron thing and you have axe" level.

Everything content in the game that is not pvp suffers in development.

One of the reasons for my hate for online games, the immersion and story is sacrified for the spreadsheet shipping pvp players.
 
I played plenty beta and release games.
All have in common that as soon pvp is in the picture the game as a whole becomes focused on it and an very large part of the resources goes into pvp.
Players have to take pvp into account or lose (and do not tell me that there is a waste playerbase who loves to be the moving target for our dear pvp players.

And there are examples that run counter to your argument, which makes the point null.

Betrayal? Braben himself announced way before beta that pvp will be an tiny insignificant part of ED.
Honestly I am always amazed when people come here and talk about ED as an PVP game that has to be balanced for it.

Talk to the steam page, you tell me how they advertised the game. I'm honestly surprised every time the anti-PvP crowd comes in and try to use generic arguments that hold little to no water, I guess that makes the both of us.


It is the same as with Shroud of the avatar, things are not even close to beta release and the pvp crowd already manages to raise such an stink that developers spend a lot of time with "balancing" and leave crafting at the "stick wood onto iron thing and you have axe" level.

Like I said, there are plenty of examples that run counter to it. Take Warframe, it later incorporated PvP, it never took priority. Mind you that's much more of a populated/well-known game than your example.

Everything content in the game that is not pvp suffers in development.

The same can be said to PvE, that it causes development in PvP to suffer, bringing up these points mean little to nothing.

One of the reasons for my hate for online games, the immersion and story is sacrified for the spreadsheet shipping pvp players.

Okay stereotyping all online games to be PvP only, and assume that they have a story. Are you trying to embarrass yourself? If the anti-PvP extremist alert didn't reach your ears yet, I guess you must have some real good ear plugs...

If you think some of the PvP crowd are extremists and ruin games with their extremist approach, I suggest you take a honest look at yourself.
 
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Sandro Sammarco

Lead Designer
Frontier
Hello Commanders!

Sounds like multiple lines of debate here.

Player versus player conflict is integral to the game, as is player versus environment (and cooperative game play as well).

I don't find much use in arguments suggesting burning aspect one in favour of the other. However, I'm always interested in suggestions to improve the game for any particular group. Just be aware that improvements to any area of the game that require undermining others are less likely to have us champing at the bit (unless they're godly...)

Ideas don't *always* have to come at such costs though; the concept that we could alter mechanics/ships to offer more variety in combat doesn't have to mean "death to player versus environment" (I would hope).

Perhaps folk with ideas to improve player versus player combat (which I take to mean reducing paths of least resistance, but feel free to correct me) could post them. Sure, we don't get time to read everything on the forums, but no harm in having them visible, right? If they are already around somewhere, chuck a link here (otherwise there's no guarantee I'll find them!)
 
Hello Commanders!

Sounds like multiple lines of debate here.

Player versus player conflict is integral to the game, as is player versus environment (and cooperative game play as well).

I don't find much use in arguments suggesting burning aspect one in favour of the other. However, I'm always interested in suggestions to improve the game for any particular group. Just be aware that improvements to any area of the game that require undermining others are less likely to have us champing at the bit (unless they're godly...)

Ideas don't *always* have to come at such costs though; the concept that we could alter mechanics/ships to offer more variety in combat doesn't have to mean "death to player versus environment" (I would hope).

Perhaps folk with ideas to improve player versus player combat (which I take to mean reducing paths of least resistance, but feel free to correct me) could post them. Sure, we don't get time to read everything on the forums, but no harm in having them visible, right? If they are already around somewhere, chuck a link here (otherwise there's no guarantee I'll find them!)

Thank you Sandro... keep telling people to stop being extremists, now I'll have some explicit dev comments to back me up. People need to stop ripping each other apart, the game's both PvE and PvP.
 
Hello Commanders!

Sounds like multiple lines of debate here.

Player versus player conflict is integral to the game, as is player versus environment (and cooperative game play as well).

I don't find much use in arguments suggesting burning aspect one in favour of the other. However, I'm always interested in suggestions to improve the game for any particular group. Just be aware that improvements to any area of the game that require undermining others are less likely to have us champing at the bit (unless they're godly...)

Ideas don't *always* have to come at such costs though; the concept that we could alter mechanics/ships to offer more variety in combat doesn't have to mean "death to player versus environment" (I would hope).

Perhaps folk with ideas to improve player versus player combat (which I take to mean reducing paths of least resistance, but feel free to correct me) could post them. Sure, we don't get time to read everything on the forums, but no harm in having them visible, right? If they are already around somewhere, chuck a link here (otherwise there's no guarantee I'll find them!)

This is the sort of thing that reminds me of how lucky we are to have Devs that interact with and value the community

In terms of ideas: I think many people are upset not with the balance of combat but the feel of combat: small ships now stack hull reinforcements and armour tank, while large ships twirl like ballerinas.

With ship launched fighters on the way, it's concerning that the concept of a "fighter" is one that seems lost from Elite: there are tanky DPS hounds with small hitboxes, and tanky DPS hounds with large hitboxes.

If I could offer a specific suggestion, it would be to improve the flying model (speed, lateral thrusters, turn rate) across the board for smaller ships (sub-vulture size) to give them more of a role: I'm increasingly concerned that dogfighting is arguably easier in larger ships such as the FDL and FAS than in supposed fighters like the Viper variants.

To balance this, I'd suggest balancing Hull packages to not make them weaker, but to spit their benefits into additive and multiplicative of base. I'd like them used more on ships like the Anaconda, FDS variants and the like; currently, base armour matters little. This I think would go a long way to make armour tanking "feel" better. Pounding round after round into the tiny frame of a Viper Mk IV with little to no visible impact seems very strange!

One last thing: more specialised weapons might make fighters more useful. Something small and short-range that can pierce through shields to hit non-vital subsystems such as weapons or sensors would be a cool "Death Star Assault" type weapon
 
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Hello Commanders!

Sounds like multiple lines of debate here.

Player versus player conflict is integral to the game, as is player versus environment (and cooperative game play as well).

I don't find much use in arguments suggesting burning aspect one in favour of the other. However, I'm always interested in suggestions to improve the game for any particular group. Just be aware that improvements to any area of the game that require undermining others are less likely to have us champing at the bit (unless they're godly...)

Ideas don't *always* have to come at such costs though; the concept that we could alter mechanics/ships to offer more variety in combat doesn't have to mean "death to player versus environment" (I would hope).

Perhaps folk with ideas to improve player versus player combat (which I take to mean reducing paths of least resistance, but feel free to correct me) could post them. Sure, we don't get time to read everything on the forums, but no harm in having them visible, right? If they are already around somewhere, chuck a link here (otherwise there's no guarantee I'll find them!)

Specifics :

Make log off timer longer, 15 seconds has always been too quick.

Proper high low security systems with ferocious npc police in high security.

Remove high waking.
 
Hello Commanders!

Sounds like multiple lines of debate here.

Player versus player conflict is integral to the game, as is player versus environment (and cooperative game play as well).

I don't find much use in arguments suggesting burning aspect one in favour of the other. However, I'm always interested in suggestions to improve the game for any particular group. Just be aware that improvements to any area of the game that require undermining others are less likely to have us champing at the bit (unless they're godly...)

Ideas don't *always* have to come at such costs though; the concept that we could alter mechanics/ships to offer more variety in combat doesn't have to mean "death to player versus environment" (I would hope).

Perhaps folk with ideas to improve player versus player combat (which I take to mean reducing paths of least resistance, but feel free to correct me) could post them. Sure, we don't get time to read everything on the forums, but no harm in having them visible, right? If they are already around somewhere, chuck a link here (otherwise there's no guarantee I'll find them!)


As mentioned earlier in this thread, there are several balance changes which could be made "Soon"", and some others which would require some actual programming and new modules introduced to the game.


Starting with the easiest:

1. Balance SCB and Hull Reinforments Effective Health Values. This is to say, 2 modules of the same size should provide the same effective health, whether they be shield or hull.

Currently, small ships benefit more from hull reinforcements while ships with larger modules (Python, Anaconda, FAS, Corvette, Clipper, Cutter) benefit more from Shield Cell Banks. Also, MOST larger ships have large internals AND small internals. So their choice of defense is "divided" between hull and shield, while small ships are strictly limited to hull tanking in order to be competitive. A Courier, for example, has incredible natural shield values and incredibly weak hull. THAT is balance. Since 1.5/2.0, however, the Courier is now pigeon holed into choosing Hull Reinforcements for more effective HP, or choosing inferior shield cell banks. Since the Courier has horrible heat management (being a small light ship that it is), the sacrifice for choosing smaller shield cell banks would be too great to make worth it. In essense, the Courier is useless now, where in 1.3 it was a "shield tanky" fighter with mediocre DPS, speed, boost, and maneuverability.


The internals, defensive measures, and offensive measures for all ships should be decided by the strengths and weaknesses of the given ship. Making Hull Reinforcements scale down in size and SCB's scale up in size has pigeon-holed many ships into something that they're not suited for. The FAS basically got the best of all worlds with the recent changes, as it was a naturally hull tanky, maneuverable ship, with weak shields. So, it got: Bi-Weaves for faster shield recharge, and more tankiness + Buffed Hull Reinforcements for even more hull tankiness, and it has enough internal compartments to fit plenty of chaff and heat sinks without the need for Shield Boosters because shield boosters actually reduce the recharge rate of it's already low shield values, which means it can go "stealth" and break lock at just about any time, increasing it's effective "tankiness". Combine this with excellent speed (Up there with the FdL), and you have a ship that is extremely over-powered at the moment.


2. As Alexander The Grape mentioned, the Speed and maneuverability of smaller ships should be markedly superior to larger ships. It's very annoying (and unintuitive) that a Viper, Eagle, Courier, or even Vulture cannot "get behind" much larger ships for very long; if at all. Anything with a "LARGE" hull should be extremely slow to turn and require wing-mates to watch it's back. MEDIUM hulls should be in the middle ground, and SMALL hulls should be extremely maneuverable. In essence; small ships should have very little damage per second and a weak "tank" (shields/hull), but should be able to out-maneuver larger ships if piloted correctly. Basically, speed and maneuverability should be a form of damage mitigation; and right now it's just NOT. Yes, in a small fighter you can generally run away from an Anaconda or Python, but even the FAS and FdL can catch up to much smaller ships and match their maneuverability.


3. Reduce the heat output from SCB's considerably. Not COMPLETELY, mind you.. But considerably. As I mentioned in point 1, there should be a balance between Hull and Shield tanking, as I feel they should provide approximately the same effective HP. That said, certain ships which benefit the most from shields simply cannot handle the heat or cannot afford to sacrifice other utility modules for heat sinks (See: Courier, Python). The heat should be a factor, as in you shouldn't be able to boost, spam rail guns, and shield cell bank all at the same time... But 1 Shield Cell Bank should not melt your ship to the point where it currently does.

4. Limit the amount of SCB's and Hull RF's that can be equipped per ship. Having every ship max out as much defense as it can creates a meta of sustainability. Pulse Lasers, Multi-cannons, and other "sustain damage" are almost a necessary part of most builds, as they are required to "eventually" get through the tank of an enemy ship. This removes other options - Such as Burst damage builds where people slap 5 rail-guns on an FdL, or 4 PA's on a FAS.. This is not to say that these builds can't be effective now, but they are much less efficient and versatile. Ammo is one of the limiting factors. Burst damage, Sustained Damage, Mixed, Kinetic, Thermal, Mixed, Projectile, Hit Scan, Mixed, Fixed, Gimbaled, Turreted, Mixed... In an ideal world, all would be viable. Right now, Fixed Sustained damage is more favorable due to the tanky builds people are allowed to have because they can stack SCB's, Hull Reinf, and Boosters. If you limited everyone to 1 Hull reinf and/or 1 SCB, you would see battles lasting much less time and it would open the opportunity for more viable builds (Such as all Railguns, missiles, etc.)

5. Make Missiles viable. I think them NOT doing (much) damage to shields, is fine.. But they should do *a lot* of damage to hull. Torpedoes especially, seem to have fallen off since 2.0. I'm not sure if this is because people are all running hull reinforcements currently, or if they actually got nerfed. Either way, 1-2 torpedoes should destroy just about anything. They're expensive, they create a lot of heat, they're slow, they do nothing to shields, and their ammo capacity is extremely restricted. Other missiles should be viable as well, but this might require some other tweaks such as on their ammo capacity and/or internal compartments which can carry ammo. If you made Cargo bays able to carry ammo, you would suddenly have PvP ships that equip cargo bays in lieu of SCB's/HRP's, and you would increase the probability of people equipping Point Defense or ECM's to counter missile boats.

6. Mines... Something should be done with them. Right now they're useless. If they attached to peoples hulls and slowed them down or decreased their maneuverability or prevented them from high-waking for a short period of time (maybe increased their FSD charge time by 10 seconds, or something) you would start to make them viable. Could call them Grav Mines or Mag Mines, or something. They would be tricky to use but the pay-off would be awesome, and as above with missiles it would encourage using ECM/Point Defense to defend against them.

7. A module which temporarily increases your boost speed/range. Maybe a 1 or 2 time use until it burns out/runs out of fuel, but that GREATLY increases your speed and gives you a "GTHO" alternative to simply high-waking.

8. Allow the AMFU to repair systems while in-combat ie: while that system is being used.. This has severe implications so balancing it would be difficult, but it's an idea.

9. "Repair Limpets" .. We already have limpets in the game. Create a version that can repair your hull/systems from outside of the ship. This could be used in combat (and countered by ECM, Point Defense, or shooting the limpets), and it could be used by explorers or traders to extend their journeys.

10. "Attack limpets".. Small, fast, maneuverable, but with relatively low DPS (maybe a small pulse laser or slightly lower). A limpet controller and cargo bays to carry limpets could open up PvP options for trade ships (like the Asp, for example.), and would start to create real "decisions" that larger ships have to make. Again, these could be countered by ECM or Point Defense, which means you'll see less Shield Boosters, Heat Sinks, and Chaff, which makes all of the things those affect more viable. (Gimbals/turrets) Note: It would also give the "much slower and less maneuverable" LARGE ships like Anaconda/Cutter/Clipper/Corvette options for defending themselves against small fighters.

11: Size 1-4 of *most* weapons. Why are there no Size 4 Torpedoes that carry 4 Torpedeos? Why are there no Size 3-4 Railguns or Multi-cannons, etc?

12: Balance the PP unique weapons/modules. Currently only a handful of them are even USEFUL, let alone "viable": Antals Cannons are decent, Imperial Hammers are good, Prismatic Shields are good, Advanced Plasma are good, Pulse disruptors are GREAT for PvP but useless in PVE, and Hudsons Enforcer Cannons are now "better", but they used to be trash. So.. Mining Lasers, Pack Hounds, Heat-beamey-thing.. They're crap. Fix/buff/change them.


Edit: 13: Fix Stealth mechanics vs NPC's!
 
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If you think some of the PvP crowd are extremists and ruin games with their extremist approach, I suggest you take a honest look at yourself.

There are games who where made with pvp in mind and they are great for pvp, there are games made with pve in mind and they are great.

Mixing theese two is like oil and water, either you sacrifice content and the pve crowd is pi22ed or go for pvp and it is the other way around.

I have yet to see an game that has pvp included where you have an rich storyline and pvp.. oh wait, the ultima online, but really no other game comes to mind.

And i do not talk about quests and so on, but games where people work hard to keep a story going on for years.

All games who focus on content have either poor or no pvp.

I like my two or three rounds of pvp mayhem IN AN GAME MADE SOLELY FOR IT.

I hate it when it is mixed with pve because none of booth will work to satisfaction, one always has to sacrifice for the other.

And it leads to endless threads in forums because there is always something wrong and be it that traders earn more mulah than bounty hunters. (kinda like in RL huh?)
 
I have yet to see an game that has pvp included where you have an rich storyline and pvp.. oh wait, the ultima online, but really no other game comes to mind.
GW2...Neverwinter...Vindictus...ESO... and these just popped up in my head without any research... are you sure you're experienced with games that incorporate PvP?

PvP and PvE mixing isn't rare in the modern market, and not many of them fail at their execution too severely. The issue is that with most games, the players are relatively satisfied with the game's content let it be PvP or PvE, but literally there's complaints from all front of equivalent urgency. Sure, call it a unfinished game, but why is it advertised in a way that brings in so many people when it isn't ready for it?

This is why I question the advertisement of ED.
 
Specifics :

Proper high low security systems with ferocious npc police in high security.
Dunno about the others, but this. Maybe even call in a CapShip and then continue to interdict until destroyed or driven out system. Real Consequences.

Edit: Stealth gameplay notwithstanding...
 
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GW2...Neverwinter...Vindictus...ESO... and these just popped up in my head without any research... are you sure you're experienced with games that incorporate PvP?

PvP and PvE mixing isn't rare in the modern market, and not many of them fail at their execution too severely. The issue is that with most games, the players are relatively satisfied with the game's content let it be PvP or PvE, but literally there's complaints from all front of equivalent urgency. Sure, call it a unfinished game, but why is it advertised in a way that brings in so many people when it isn't ready for it?

This is why I question the advertisement of ED.
GW2 has a pure PvE environment and don't get me started on the wrt the PvP focused balance/mechanics changes that have effectively ruined the game for many players.
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I blame most of the problems with MMOs on everyone trying to make Eve/WoW clones, which goes against the rational why many players actually chose games like ED/GW in the first place.
 
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GW2 has a pure PvE environment and don't get me started on the wrt the PvP balance changes that have effectively ruined the game for many players.
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I blame most of the problems with MMOs on everyone trying to make Eve/WoW clones, which goes against the rational why many players actually chose games like ED/GW in the first place.

GW is innovative and breaks the traditional holy trinity in other MMORPGs such as WoW, its approach to dynamic events and map wide events are fresh, not to mention its heart system for questing is also refreshing. GW2 has both PvE, PvP and PvT environment, so I don't know what isn't clear about it having a mix of both PvE and PvP.

Do you have all 9 classes and sufficient PvP experience with all 9 in GW2 to really say that PvP is broken/ruin gameplay in comparison to this game and many other games? Yes, I included Revenant.

Actually, tell me how many hours do you have logged on that game and from what time did you start playing that game, and I mean consistently. How heavily do you invest in PvE/sPvP/WvW etc.

Also, what major guild did you belong to in what world and what administrative position have you held/hold in that game. Fyi, I was one of the administrators of [MAD] in Maguuma server and voluntarily left the guild due to an internal dispute and now roll with a splintered guild from [MAD] with its some of its original members.

I'm so very curious as to how credible your opinion is.

Edit:

Not to mention the reason I brought up the games is to answer the question as to what games have meaningful story while having PvP, so try to stay on topic.
 
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GW is innovative and breaks the traditional holy trinity in other MMORPGs such as WoW. GW2 has both PvE, PvP and PvT environment, so I don't know what isn't clear about it having a mix of both PvE and PvP.

Do you have all 9 classes and sufficient PvP experience with all 9 in GW2 to really say that PvP is broken in comparison to this game and many other games? Yes, I included Revenant.
WoW is an unholy POS and GW2 has been basically ruined by the developers trying to make it an e-Sport (i.e. balance/mechanics changes in support of PvP).
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GW1 was a great game in some ways and rubbish in others, but generally speaking also suffered from constant rebalancing issues. FTR I have 1000's of hours in both GW2 and GW1 and played all the classes in BOTH games, btw I am referring to PvP focused changes that ruin PvE game play.
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FD need to basically need to ensure they keep the PvX balance sensible unlike both GW1 and GW2 (and others from what I have heard) which have been infected with PvP focused changes with little or no consideration for the PvE end effect.
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Too many games have been ruined already by the WoW/EvE kids... lets not add ED to the list.
 
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WoW is an unholy POS and GW2 has been basically ruined by the developers trying to make it an e-Sport (i.e. balance/mechanics changes in support of PvP).
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GW1 was a great game in some ways and rubbish in others, but generally speaking also suffered from constant rebalancing issues.
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FD need to basically need to ensure they keep the PvX balance sensible unlike both GW1 and GW2 (and others from what I have heard) which have been infected with PvP focused changes with no consideration for the PvE end effect.
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Too many games have been ruined already by the WoW/EvE kids... lets not add ED to the list.

Okay, ignoring credential comparison, going to consider your input with less credibility.

GW2 have shifted toward E-sports, for sure, but not to the degree where it breaks the game. Constant balancing sometimes bring freshness to a game, and GW2 is one of them.

Okay, calling those that play WoW and EvE kids... you are sounding less and less credible by the second.

Actually, don't bother, I don't think I can take someone who doesn't try to sound credible in their arguments.

Fyi, did you see me trying to make this game a EvE clone? PvP didn't get much of a voice on this forum to begin with, so I don't think the OP asking for some attention is something that deserves knee-jerk reactions, you should read some of the "Remove PvP" threads sitting around here to really get some appreciations.
 
Okay, ignoring credential comparison, going to consider your input with less credibility.

GW2 have shifted toward E-sports, for sure, but not to the degree where it breaks the game. Constant balancing sometimes bring freshness to a game, and GW2 is one of them.

Okay, calling those that play WoW and EvE kids... you are sounding less and less credible by the second.

Actually, don't bother, I don't think I can take someone who doesn't try to sound credible in their arguments.

Fyi, did you see me trying to make this game a EvE clone? PvP didn't get much of a voice on this forum to begin with, so I don't think the OP asking for some attention is something that deserves knee-jerk reactions, you should read some of the "Remove PvP" threads sitting around here to really get some appreciations.
Your credibility is about as solid as the group you represent ZERO in my eyes.
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The cry of listen to PvPers sounds more like an EvE/WoW kid crying over balancing not favouring PvP game play rather than keeping the bigger picture in check.
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Anyone that has kept an eye on the development of ED should know FD listen to all quarters already, the SCB changes for instance was predominantly a PvP issue. My point was that FD are already listening to all quarters and pushes for changes focused on one segment of the community is not conducive to avoiding the rebalancing hell certain other games have been subjected to already by similar groups of individuals.
 
Your credibility is about as solid as the group you represent ZERO in my eyes.

Well, if you want to play the game of flat out denial, I can do the same.

"Your credibility is at zero"

See where this get us?

Funny thing is The Code isn't the only thing I represent/take part of in ED, guess you better start denying those groups/organizations because I'm related to them? Go on, no one's stopping you.
The cry of listen to PvPers sounds more like an EvE/WoW kid crying over balancing not favouring PvP game play rather than keeping the bigger picture in check.

So you stereotype PvPers who ask for attention in a game where they clearly receive little to no attention to those of EvE and WoW then proceed to classify them as "kids" and assume they don't worry about the "bigger picture?"

The amount of fallacies in this sentence alone makes me cringe...

Let me translate this and reflect it to you in a mirror:

"The cry of [insert whatever you are likely associated with] sound more like a [insert games I do not approve of] kids crying over balancing not favoring [insert whatever you are likely associated with] game play rather than keeping the bigger picture in check."

See how pathetic of an argument that is? Stop embarrassing yourself.
Anyone that has kept an eye on the development of ED should know FD listen to all quarters already, the SCB changes for instance was predominantly a PvP issue. My point was that FD are already listening to all quarters and pushes for changes focused on one segment of the community is not conducive to avoiding the rebalancing hell certain other games have been subjected to already by similar groups of individuals.

It was more of a balance out of closing the gap between PvP outfitted ship and PvE outfitted ship. The change in the end didn't really live up to the intended purpose, though. Also that it was introduced out of encourage variety in the game, which affects both PvE and PvP.

A lot of combat players responded to the change due to SCB being the meta and wanted to keep a close eye on the shift of the meta, so while there are PvPers that participated in the development of the change, there were also PvEers as anyone can see in the archived section.

So do your research before sprouting things onto the screen... it's not that hard. I really wonder who's actually been keeping an eye on the development of ED...

I represent a Triple Elite player group, speak to FD employees, interact with other leaders of fellow Triple Elite groups, and participate in event organization. Something tells me that the probability of me keeping a close eye on FD's development is quite high...
 
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The talk of meta-builds is half of the problem, as for the triple-Elite stuff - in general it just means to me that those players have had more time on their hands to play ED than most. Means nothing in general, great to be the first to get to Elite status but pretty much anyone can get there if they have the time and patience to do so - I will probably get there eventually, but I am not in any hurry personally.
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You may object to the EvE/WoW kids monika being used as a generalised tag for a certain type of player (a particular subset of the PvP community), but I have seen that kind of focus group ruin other games and I have expressed my concern that there is a risk of it happening to ED too if such people are given too much credence.
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I am entitled to express my concerns and not have personal remarks about credibility - if you are personally the type of player I am referring to, then that only gives my concerns more weight. My remarks about your credibility were a direct response to yours about mine, a simple case of tid-for-tat but lets just leave it at that shall we.
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But back on to the topic at hand, wrt many of the rebalancing requests made thus far in this thread I do not agree unreservedly with most of them.
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The ship manoeuvrability and speed debates for instance, personally I think the trade offs between the ships are pretty fair and reasonable as it stands. I generally disagree with the principle of forcing certain classes of existing ships to requiring escorts unless FD introduce NPC escorts too (something which has been ruled out from what I have heard).
 
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Well, if you want to play the game of flat out denial, I can do the same.

"Your credibility is at zero"

See where this get us?

Funny thing is The Code isn't the only thing I represent/take part of in ED, guess you better start denying those groups/organizations because I'm related to them? Go on, no one's stopping you.


So you stereotype PvPers who ask for attention in a game where they clearly receive little to no attention to those of EvE and WoW then proceed to classify them as "kids" and assume they don't worry about the "bigger picture?"

The amount of fallacies in this sentence alone makes me cringe...

Let me translate this and reflect it to you in a mirror:

"The cry of [insert whatever you are likely associated with] sound more like a [insert games I do not approve of] kids crying over balancing not favoring [insert whatever you are likely associated with] game play rather than keeping the bigger picture in check."

See how pathetic of an argument that is? Stop embarrassing yourself.


It was more of a balance out of closing the gap between PvP outfitted ship and PvE outfitted ship. The change in the end didn't really live up to the intended purpose, though. Also that it was introduced out of encourage variety in the game, which affects both PvE and PvP.

A lot of combat players responded to the change due to SCB being the meta and wanted to keep a close eye on the shift of the meta, so while there are PvPers that participated in the development of the change, there were also PvEers as anyone can see in the archived section.

So do your research before sprouting things onto the screen... it's not that hard. I really wonder who's actually been keeping an eye on the development of ED...

I represent a Triple Elite player group, speak to FD employees, interact with other leaders of fellow Triple Elite groups, and participate in event organization. Something tells me that the probability of me keeping a close eye on FD's development is quite high...


Basically this.

Rlsg, please read my list of 13 changes *I* would like to see, and tell me which of those you think would have catastrophic effects on PVE.. The only one that I can really see would be limited/restricting the amount of SCB's you could have on your ship, which, if SCB's and Hull Reinf's are kept balanced and FD adds more modules (such as attack limpets and repair limpets) to the game, it would offset the necessity for excessive amounts of shield/hull tank.

I do not expect everyone to like my proposed changes and I expect FD to balance those specific changes to suit the game. I'm not giving hard numbers because that's FD's job to determine which numbers are appropriate. But currently it seems like FD is very out of touch with the PVP community and/or what PvP even is in their game!

I'd seriously be curious as to how many PVE players (such as yourself) have actual PVP experience in Elite and to what extent, because based on a lot of the dismissive arguments and opposition heard throughout the 11 pages in this thread, the majority of them are straw-man attacks and seem to lack any actual merit.

I think many of the changes I propose would actually benefit the PvE crowd just as much if not more than the PvP players, while simultaneously raising the learning curve, variety, and depth of combat in the game as a whole.


Currently, if I take a random player who's never PvP'd a day in his or her life, and I give them 5,000,000 credits to buy an A Rated Viper MkIII, I can teach them in 1 hour everything they need to know to take down any PvE fit ship in the game, OR at the very least escape with their life assuming it all goes poorly.

1. Learn to high-wake.
2. Stack hull reinforcements.
3. Chaff for Gimbal/Turret counters.
4. Heat Sinks for silent running.
5. Out maneuver and put 4 pips into shields any time you're taking damage.

The PvP in this game is NOT difficult to learn and that's part of my disappointment with the game. More options = more fun, more fun = more following, more follow = more challenge/competition, more challenge/more competition = better players all around.
 
The talk of meta-builds is half of the problem, as for the triple-Elite stuff - in general it just means to me that those players have had more time on their hands to play ED than most. Means nothing in general, great to be the first to get to Elite status but pretty much anyone can get there if they have the time and patience to do so - I will probably get there eventually, but I am not in any hurry personally.

...

Triple Elite Group... it's a thing... it's not what you think it is... please do your research...

You may object to the EvE/WoW kids monika being used as a generalised tag for a certain type of player (a particular subset of the PvP community), but I have seen that kind of focus group ruin other games and I have expressed my concern that there is a risk of it happening to ED too if such people are given too much credence.

You are, if anything diminishing any credibility people are willing to give you for degrading other types of players and not doing your research as you have shown in this brief conversation...

I am entitled to express my concerns and not have personal remarks about credibility - if you are personally the type of player I am referring to, then that only gives my concerns more weight. My remarks about your credibility were a direct response to yours about mine, a simple case of tid-for-tat but lets just leave it at that shall we.

Validity and credibility are two different things... the first assumes the latter... please learn the difference...

But back on to the topic at hand, wrt many of the rebalancing requests made thus far in this thread I do not agree unreservedly with most of them.

Then tell that to the people you disagree with instead of me, or quote what I wrote about balancing instead of arguing semantics with me while trying to appear lacking in understanding the basics of debate.
The ship manoeuvrability and speed debates for instance, personally I think the trade offs between the ships are pretty fair and reasonable as it stands. I generally disagree with the principle of forcing certain classes of existing ships to requiring escorts unless FD introduce NPC escorts too (something which has been ruled out from what I have heard).

Then just write that instead of responding to me...
 
The PvP in this game is NOT difficult to learn and that's part of my disappointment with the game. More options = more fun, more fun = more following, more follow = more challenge/competition, more challenge/more competition = better players all around.

That completely assumes that said person wants to engage in PvP in the first place. Some people have no interest in it whatsoever, and would rather take drastic action if forced into a PvP interaction - precisely to negate any challenge/competition their opponent may believe exists. PvP'ers don't have a victory if their target blows themselves up or exits via the menu - and some of them RAEG about it delightfully.

In this case, the non PvP'er has won the interaction by determining the outcome of the interaction to their satisfaction, and successfully denying any challenge/competition/victory to the opponent. It's a win-win for the non PvP'er as the PvP'er has absolutely no available winning conditions. Reverse griefing at it's best :D
 
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