Yes PVP is unfair.

Ive been interdicted in my T9 by an npc wing of 3. An Anaconda, a python and an eagle. I couldn't high/low wake as I was mass locked. I had a hell of a job escaping and was down to 10% Hull. I was full of Imp Slaves. 500T. It was intense and my T9 did some moves it didn't know it could. I left more chaff behind than the ticker tape reception the Apollo 11 guys got. But I escaped into low wake with 10% or so. But they appeared just as I dropped into the station. All 3 of them, right bleeding next to me.    ! Plus in my haste I hadn't lined up. I was behind the station. By the time I got into the no weapon zone I was at 1%. Phew. Ive made it. Wow. I survived.

Then I crashed into the toast rack.
 
Hah... what I mean is in terms of interaction, it's not like NPCs take less/more damage toward certain weapons when compared to players.
I don't think anyone suggested anything like that. The quote you responded to was "make insurance null and void on ships that attack in PVP." While I think that's badly worded, or at least too all-encompassing, the idea that career criminals (PvP or otherwise) should find it difficult or more expensive to insure the tools of their trade has merit. It doesn't increase the schism between players and NPCs, whose insurance mechanic is opaque to players (or more likely non-existent) and it has real world parallels.

Whether it would ultimately help with some players' perceived "unfairness" in PvP, either in isolation or in combination with other tweaks, is anyone's guess.
 
Hi Mr Fang. I see many good things written by yourself dismissing some of the various ideas thrown into the pot, mostly with good reasons as to why they most likely would not work.

Are there any things that you think that could possibly be implemented to assist in the great pirate/griefer/cheater war *.

Cheers, John.

* also known as "the war of many circular posts"

The current problems we are looking at are the following:

1. PK/harassment

2. Griefing/Perceived Griefing

3. Combat Logging

The first problem, player killing can happen as an unfortunate byproduct of piracy, usually due to when the victim is uncooperative.

Traders lack proper protection from authority vessels in high-security system, causes frustration on traders.

Pirates waste time dealing with Combat Loggers, causes frustration on the pirates.

Positive matters:

Some traders live and survive the experience and thoroughly enjoyed it, some get boiled up and still know that they brought it upon themselves. Pirates got some loot, and some interaction fun.

Negative matters:

Some traders immediately begin complaining about the disadvantage they faced, despite much of it is completely self-inflicted and caused by lack of knowledge in the game's ample escape mechanisms. Then some of these traders begin justifying combat logging or utilize combat logging, or both. Pirates get frustrated, becoming less and less forgiving. I witnessed this transition in many player pirates, and I mean many, it's unfortunate but it happens.

Interfering matters:

Questionable deviants that shoot people for no other reason than for fun tries to call themselves pirates, which give piracy a bad name. This seemingly lack of objective from the killer frustrates victims, which lead to natural stereotyping, and general resentment, which generate more combat logging tendencies.

So far, in this game, the positive is greatly outnumbered by the interfering and negative, due to the "free" nature of the game. Rationally, this will create a nomocracy that the community builds together, that creates norm and ethics for everyone to more or less an agree-able degree. However, this game cannot do that due to the mode system it has, if anything, it worsens this cycle. Collective action is difficult due to the lack of individual commitment and reciprocity, allowing people to "avoid confrontation" looks great on paper, but in implementation it fragments the community into pieces, and severely so. "So and so is causing trouble next door? Oh who cares, just shut the door/enter another mode and keep doing my own thing." The game design (modes and instancing) makes players that play together OP when it only appears OP, because it's a rarity, the game doesn't keep people together, it actively tries to create factions in the game and outside of the game. The PvPers, the PvEers, the solo players, the MP players, the MMO players, then add in the different professions...

In my honest conclusion, people are given the tools to counter the current perceived oppression by aggressive players, the people that truly complain about it as a priority are unaware/refuse to acknowledge of their lack of knowledge within the game and about game mechanics. Then they try to justify this by stating that they have no interest in learning it because it isn't fun, which then I must question in return that what if the PvP players really didn't like the PvE portion of the game and only did it to accumulate the necessary assets to enable their PvP career?

Can we improve from our current situation? Sure, there can always be improvement, but this sort of complaints isn't out of the spirit of revolution but a sign of the indolent nature of humanity manifesting in an awkward and ironic manner.

Suggestion:

1. Give BH an active role, get that wake scanner upgraded and into action. (Implement a "ghost wing" mechanic it forces the two players or more to wing together without HUD display for the target, where it tether the BH to the target so instancing doesn't get in the way and allow mandatory wing-man beacon to be enabled on the tethered target. At the same time, police arrival clock will start ticking down where the police will aid the BH in hunting down the target based on the system's security setting.)

2. Stop the boost boost boost habit (unless you're in a Clipper/Cobra, heh). Right now, people are too used to submitting and boosting without looking at their communication panel, where potentially meaningful interaction gets ruined because of this bad habit. Of course, if people just start shooting, one should probably run. So overhaul the NPCs to demand people to stop (police scan/pirate scan), this way people start learning how to interact other than breaking the boost button and disabling local chat.

3. Blowing up clean targets will have consequences. Add 1% timed re-buy cost to a player, functions like the bounty system. Each time a clean target gets blown up, the timer resets to the original (precise duration can be discussed later). This re-buy cost increase doesn't disappear when changing ships, and dying doesn't reset it, so no more suicidal Sidewinders feeding the station wall for fun. On top of this, repair/restock/refuel cost will drastically increase, killing people for fun is expensive, this value can be discussed later, but basically all stations will demand much higher cost to maintain a ship that's been killing clean ships, and this stacks, too, like the re-buy cost % stacking. This gives meaning to even damaging a player killer ship.

4. Hi-sec low-sec profit rebalance (former decreases in profit, latter increases in profit):

*Quoting from another thread*

"If profit balance isn't done, the following will happen:

Hi-sec:

Police everywhere, trying to commit crime will get serious police response within seconds, effectively deterring crime to occur.

Low-sec:

Scarce police, crime is easy to commit.

Legal profession response:

Why would I ever go to low-sec unless I'm brain-dead? I make the same/almost the same profit in high-sec systems.

Illegal profession response:

Well... committing crime in high-sec is a no no, and there's no on in low-sec, guess I better play something else then..."


Conclusion:

Traders have places to be relatively "safe," and can play it risky if they want, risk and reward are properly balanced.

Player BH can finally have a real job, and dust off the wake scanner.

A good pirate doesn't kill often, and killing is bad for business to begin with.

Griefers is almost non-existent in this game, people that kill clean players for fun on the other hand, are properly checked with reasonable consequences.



So far I think these ideas are somewhat appropriate, feel free to criticize and add/subtract, it's about 6 AM here Sunday, so my mind isn't that coherent, probably.

- - - - - Additional Content Posted / Auto Merge - - - - -

So basically your view of open : screw anything PVE as there is no point having a ship not outfitted for PVP. Never use a T6 or an hauler or anything not fit for heavy combat, as the game here is "I'm a psychopath in 100% anarchy systems". Of course, if you want to test your pvp abilities you could just play CQC but then again, it might not be as easy as shooting an unarmed trader with your FDL because of "the warm glow of ships going pop"

Hah...

Okay, I'll play then...

PvE ship and PvP ship are so diverse not because people want it to be, but FD made it so, and made it more so with the 1.5/2.0 SCB changes that is suppose to create variance within the game and bring PvE PvP ships closer together and away from specialization, but it did the opposite. I'm not sure how familiar you are with the 1.5/2.0 changes.

I can survive easily in a T6, Hauler on the other hand, I probably can't make it work.

CQC's PvP isn't the same as main game PvP, if anything they're drastically different, please do some proper research before making parallel between the two. Also, because CQC is so simple and easy to do well in, I choose not to play it often.

I have no interest in blowing up unarmed traders, thank you very much.
 
Thats just spawn and even in proper mp games thats seen as bad news and likely to get you kicked and banned from the server.

Certain servers in Tera Online would like to disagree.

But more on point, I've stated at many other locations on this forum that I fully support the idea of Mobius as a group and the existence of Mobius as a group, despite what many would like to stereotype differently.

The discussion here is about the consequence of hostile/aggressive PKers, I completely understand and already included the idea that some players don't play this game for certain features, but as I pointed out, many of us are forced to learn features we don't exactly enjoy learning about. Playing in Open means that PvE players will have to accept that in order to survive, some basic knowledge about PvP mechanics are necessary. My generalization was made about certain phenomenon of Open Mode, not a jab at PvE players in general.
 
Lol that is EXACTLY what FD does:

They treat Players and NPC's differently.

How else does one explain the hollow orange square vs solid orange square, which is incidentally probably the biggest single design faux pas FD could have and indeed did make? Oh well, the cracks are now beginning to develop into fractures.

Come on. So we are not going to separate NPCs from players. We need to know who we are attacking and getting attacked by. BTW I want to know when I meet a player so I can chat with him or maybe wing up. The NPCs are so stupid and badly scripted AI that the only way they are getting you down is if they have a far superior ship than you, or rail guns. And if they are in a powerful wing shooting you in the back. When are you going to see a in a Cobra NPC actually taking out a player Cobra. Hardly ever if the player isnt a newbie, and dont know how to counter it. An Elite Cobra with railgun might do a lot of dmg, but thats it. NPCs cheat, they are bugged and badly scripted. I hope SJA is raging with fury, and next time I log on she sends her best ever scipted AI after me, haha. Because of this I want to know if I play against a human player. If I am playing open. Because then you know you might get it handed to ya. A challenge. And people can also take proper measures if they are being interdicted or just griefed.
 
Come on. So we are not going to separate NPCs from players.

You see, if I developed the game, yes, I would have separated NPC's from Players.

I would however have been a bit more clever about it than merely affixing a CMDR prefix and Hollow Square. I would have started with a decent IFF system and taken it from there.
 
2. Stop the boost boost boost habit (unless you're in a Clipper/Cobra, heh). Right now, people are too used to submitting and boosting without looking at their communication panel, where potentially meaningful interaction gets ruined because of this bad habit. Of course, if people just start shooting, one should probably run. So overhaul the NPCs to demand people to stop (police scan/pirate scan), this way people start learning how to interact other than breaking the boost button and disabling local chat.

Poeple are used to this because of many previous negative experience, and they know that every second counts, especially when there is a wing interdicting you. There are some well known names, who just shoot and dont want to interact at all. There are both sides to blame for this. If things dont change, this situation wont change at all.

I think that high - low sec consequence changes would improve even this situation. Still, im not sure about profit changes based on sec level, but i see where you are going with this.
 
Still, im not sure about profit changes based on sec level

The reason why profit needs to be adjusted is because otherwise there is no incentive for anyone to visit low-sec systems, it's literally Open/Private/Solo all over again with High-sec and Low-sec being no different other than one area is safer than another, and any logical person trying to maximize profit will go to the safer area, which effectively makes the game unnecessary simplistic than it already is.

The problem with boosting is that unless you are in a Cobra/Clipper, and the opposing party is trying to blow you up, you likely have no chance of escaping by boosting in a straight line, maneuvering while charging FSD and utilizing defensive mechanisms, on the other hand offers more chances of survival. This is from experience.

Edit:

Also, it's not like players will only trade between low-sec systems, the ideal would be trading between high-sec and low-sec, which gives a sense of security and danger at the same time and is productive for both legal professions and illegal professions.
 
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The current problems we are looking at are the following:

1. PK/harassment

2. Griefing/Perceived Griefing

3. Combat Logging

The first problem, player killing can happen as an unfortunate byproduct of piracy, usually due to when the victim is uncooperative.

Traders lack proper protection from authority vessels in high etc etc

+ Many more well written parts. Read it on page 3 of this thread. Seriously, reading it is worth it I think.


Thank you for the reply, I found it very informative and there are a lot of very interesting points raised and ideas floated in it.
 
Another thing i was thinking about, and its basically part of a security levels, and how cops would response to crime, is to divide crime in to categories. For expample, something like interdiction would only be a minor crime and something like killing a player would be serious crime, and so would police act differently on your presence in the system based on security level in that system.

Something like different level of wanted status. Its just an idea that hit me right know, so dont know if it was discussed before, or if it even is something good for the game, but who knows.

Now we have every criminal in one bag, and this way we could possibly even distinguish what kind of criminals are present in the area.

Maybe?
 
I think people playing PvE in open should realise they are actually playing PvP/E. Thus they're fair game. (except for the noob spawn areas afaiak :) ) So they should be prepared for it. 500T unarmed T9's are asking for it. Its bad enough with the NPC sometimes but a player will toast you. Thems the rules. Its open. There is no PvE in open. Its PvP/E. If you want it to be PvE mainly in open then keep a low profile and go where no-one is. But expect to be shot at by a CMDR for no particular reason. As some PvP players have the generic PvP MP game mentality that is, shoot to kill and do it with whatever advantage you can muster. Its war. Its the same game mentality I have in BF4. I wouldn't stop for a chat in BF4, I often just run around with my knife killing and being killed. PvE in open need to realise that for some, this is legitimate. No matter how I perceive it as a PvE player. Its open.

I moved to Group from Solo. Ive never been CMDR killed or griefed. I knew open would be not the game I envisaged. I wanted Elite 84 for chills and spills. All in my own good time.

If you wish to PvE, then currently you should join a group or accept that you will be toasted by a player who is playing the game how they want to play. Which is to shoot you. Until such time as FD give the PvP players something to chew on. You will never remove the hostile pk'ers killing only for lols. Unless you remove the lol. Decent bounties would help and being stuck in open whilst wanted would help too. Bounty hunters need some motivation. The best way to police it would be in game, by players. Play as a cop, get rewards for getting pk'ers. Shirley it can't be that hard to make it interesting for PvPers other than picking on soft fruit, because thats all they have really. I don't disagree with Fang about them being left with little other choice at times. Some players only want to shoot other players, no matter how little resistance the other player may be able to put up. Thats how it is in MP games and its that mentality that too needs to be tackled. Coz this aint no MP game. Its this contradiction that causes a lot of confusion too and I suspect a lot of players bought the wrong game. I didn't. They bought it expecting BF3145 and instead got Hardline 3300.
 
Hey guys. Elite Dangerous is an open PVP with partial loot dropping game. They gave us the option to choose how much we accept this (see open vs group vs solo mega-super-infinite-thread). I dont see the point to define PVP unfair or unbalanced, unless you would like to see a total wipe of the game as it is right now.

A trader playing in open has to accept conseguences (risk to be blown up by pirates, murderers, griefers, bad guys, purple monsters).
A trader playing in pvt group has to accept conseguences (following the group's rules)
A trader playing in solo has to accept conseguences (being the only true life form in a huge galaxy simulation)

FD is working (investigating, to use a FDev word) on AI presence based on system security. But it will not change how the game actually works. Also I think that ED still is the less punitive open PVP game I know of. You should givea try on full loot games like Mortal online, ARK etc.

and dont even try to suggest something similar to EVE's high sec rules or you'll be eaten by ED's fanboys and such :D
 
The reason why profit needs to be adjusted is because otherwise there is no incentive for anyone to visit low-sec systems, it's literally Open/Private/Solo all over again with High-sec and Low-sec being no different other than one area is safer than another, and any logical person trying to maximize profit will go to the safer area, which effectively makes the game unnecessary simplistic than it already is.

Edit:

Also, it's not like players will only trade between low-sec systems, the ideal would be trading between high-sec and low-sec, which gives a sense of security and danger at the same time and is productive for both legal professions and illegal professions.

You are probably right, basically trading is the only thing i dont do in this game, except when there is an interesting CG, so i didnt really think it thru. With some tweaking and carefull implementing, it rally is an interesting idea, and it could be a nice compromise to implementing some logical security system.
 
PvE ship and PvP ship are so diverse not because people want it to be, but FD made it so

the biggest example of this, I think, is how cargo holds work.

Ships have no native cargo hold. To carry any cargo at all, you have to fit a cargo hold, which instantly lowers that ship's defences, as that slot would otherwise be taken up by a shield cell or hull reinforcement.

So right from the start, a ship set up to do almost any kind of PvE stuff, will have less possibility to fit defences than the same ship type fitted for Pvp.
 
Hey guys. Elite Dangerous is an open PVP with partial loot dropping game. They gave us the option to choose how much we accept this (see open vs group vs solo mega-super-infinite-thread). I dont see the point to define PVP unfair or unbalanced, unless you would like to see a total wipe of the game as it is right now.

A trader playing in open has to accept conseguences (risk to be blown up by pirates, murderers, griefers, bad guys, purple monsters).
A trader playing in pvt group has to accept conseguences (following the group's rules)
A trader playing in solo has to accept conseguences (being the only true life form in a huge galaxy simulation)

FD is working (investigating, to use a FDev word) on AI presence based on system security. But it will not change how the game actually works. Also I think that ED still is the less punitive open PVP game I know of. You should givea try on full loot games like Mortal online, ARK etc.

and dont even try to suggest something similar to EVE's high sec rules or you'll be eaten by ED's fanboys and such :D

There also should be:

a pirate when intedicting and possibly killing (the outcome of actions should decide amount of attention from security) treder has to accept consequeces (based on security level in system)

is it working like this now? i dont think so
 
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Guys>
I have put forward a suggested update to the in game anti-piracy laws within ED in the Suggestions forum.
If you feel strongly about this issue, please review and comment.
 
the biggest example of this, I think, is how cargo holds work.

Ships have no native cargo hold. To carry any cargo at all, you have to fit a cargo hold, which instantly lowers that ship's defences, as that slot would otherwise be taken up by a shield cell or hull reinforcement.

So right from the start, a ship set up to do almost any kind of PvE stuff, will have less possibility to fit defences than the same ship type fitted for Pvp.

Indeed, because closing the difference between PvE ship and PvP ship doesn't mean making them the same. Trade ships should be relatively more vulnerable and weak.

Proper pirates have to equip sufficient cargo racks, at the minimum 2 collector limpets and preferably one hatch breaker limpet, then on top of it, shield, SCBs, and proper set up in utility for Cargo Scanner, shield booster, HSL for SCB, defensive mechanics against opposition/resistance. Weapon selection has to be precise, and focuses on shield stripping and module sniping, which makes the ship generally ineffective against taking down hull armor.

So it's not like traders are the only one that need to specialize and not be "pure PvP."
 
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