Yes PVP is unfair.

El Dragoon!

Banned
Dons asbestos suit.. (Note that I'm not actually against PVP, I quite enjoy it) but it's currently unbalanced.

We have crime but no punishment.

The victims of the crime are punished.. traders lose their whole inventory + insurance every time they are destroyed, however the attacker has a bare minimal slap on the wrist.

So the victims run or combat log. Reporting people that combat log does not help, because they will get told off once and then
  • Go to Solo
  • Go to Mobius

This means that there are less people for the PVP'ers to attack. So they go off and kill newbies in sidewinders or just get bored.

Wings made things worse because now a trade anaconda that *might* have had a chance to fight back against a single player, is instead being attacked by wings of 3 players.

The victims in the trade ships see this as griefing because they are being attacked and losing (up to) everything they own, while they know that the attacker is risking nothing.

I think that if PVP was made to be riskier it would actually be more fun for the attacker. If traders knew that the law was on their side it might bring more of them back to open. HOWEVER it would need big changes. Big fines for PVP, big bounties and immediate and escalating police response to ships being attacked. This results in more difficult fights, more risk, more reward. Make the police response relative to the system politics etc, so that core empire systems have more police than independent anarchy systems, completely empty systems have no police. Increase the trading reward for going into more dangerous systems.

As I'm writing this I'm realising that as you try to fix a single point it leads on to more points that are broken, that need more fixes to fix up the core gameplay that lead to dead ends in the core gameplay that cannot be fixed due to the way the game is written. If you increase the rewards in anarchy systems so more PVPers go into the system to catch the traders then the traders that are in solo have an unfair advantage, unless you have more NPC pirates. All of this is broken because the bigger ships can just submit, boost away and jump (especially from the npc's)

To be honest I dont think this can be fixed without a complete overhaul of everything from the ground up with input from the players. But for now, The PVP balance is so far on the attacker's side that there is no reason to participate in it.

Maybe some of this would help...

  • Remove ship scans from supercruise so that players cant tell if they are attacking a combat-conda from a trade-conda.
  • Increase the penalties for attacking other player ships
  • Allow traders to insure their cargo?
  • Quick (NPC Viper System Authority?) Response to attacked ships. (Variable. Sometimes quick, sometimes longer.. )
  • Make insurance null and void on ships that attack in PVP. (and are reported.. say for 24 hours).

I know this *seems* like nerfs to PVP, but if the sides are balanced then more people might participate..

i agree I WANT TO BE PUNISHED FOR KILLING RANDOMS, faction wide bounty? maybe?
 
Crazy idea, what if the CODE charged 10T platinum (or more?) to offer pirate interaction boot camp sessions periodically? Educate traders and other non PvP players on the CODE and how to know a CODE vs PKing random jackass, the desired way for the piracy transaction to occur, and do a couple sparring-to Shields-down sessions for combat training purposes?

Could be good PR and a bit of fun for both groups although perhaps technically difficult to implement in game.


Another player created a Thread/Poll to offer just that. PvP training. The poll and the responses were generally negative. Players that like to PvP don;t feel they need training, and those that don't like PvP see no need to train for it.

A link to the thread: https://forums.frontier.co.uk/showthread.php?t=224833&highlight=PvP+training
 
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Its a Videogame, its there to have fun. If people have no fun with that kind of gameplay then there is no point in forcing them into it, it only makes people stop playing. I mean, would you spend time on a game that is not fun for you when there are so many games out there that can provide fun?

Giving players choice in what to do and how to do it so they can have as much fun as possible is the best they can do.

Players have a choice (they can go to solo/mobius) but that's not really a solution to the core game weakness that we are discussing. Nor is forming wings to hunt the pirates, or to stop moaning and man-up, or to fit shields and fight back (Thats always going to end badly). They could quit the game too. Do we want that? None of these things affect the issue that this thread is around, that the scales are always balanced on the side of the aggressor(s) as they have *nothing* to lose and face no penalties, where the people they are attacking (who are following one of the core game mechanics (ie trading etc) have everything (sometimes quite literally) to lose. This is what makes it unbalanced.
 
A place to find some PvP when the mood strikes.

Open isn't a place... for when the mood strikes. Open is a way of life. Open is a philosophy. Open is a mantra. Open is... taking the red pill. Open is awakening and realizing truth. For those of us who have swallowed that truth, there is no going back. Open forever.

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Do not want.
Neither does my husband :D

I would find it quite strange if my wife had hair on her chest one evening. :)
 
i agree I WANT TO BE PUNISHED FOR KILLING RANDOMS, faction wide bounty? maybe?

See my new thread in the Suggestions sub-forum about an update to the Anti-Piracy laws. I believe that it would be a really good step forward to update the laws regarding combat against other ships.
 
This may be true (and remains to be confirmed, but let's say it's true), but what do you make of the fact that NPCs have infinite -projectile- ammo?

Only if NPCs were persistent enough to utilize that advantage, but they are not. Plus, players can use synthesis to replenish enough ammunition to match the length of any NPC engagement.

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3) Suspend their membership of the Pilots Federation (so, no insurance) for the duration.

Too heavy handed, there is not enough reward to justify it.
 
Only if NPCs were persistent enough to utilize that advantage, but they are not. Plus, players can use synthesis to replenish enough ammunition to match the length of any NPC engagement.

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Too heavy handed, there is not enough reward to justify it.

Enough people have said on this thread that the traders response should be to go and kill the PVP'ers.. Perhaps the PVP'ers need to go trade :D

I think removing the Insurance is a great compromise, why should the insurance company pay out for the guy that was killed AND the player that killed him when someone claims their (meager) bounty. Most of the time in many games not just elite, PVP is a money drain, there's no actual reward for it (yes you can get some cargo from ships but PVP ships mostly wont have big enough cargo holds to make a difference). It done to show your skill and expertise, how amazingly well you can outfly the other guy. It might be nice to have some actual bounty hunting going on as well, but that's difficult as it's open to abuse (people letting their friends kill them for the reward). So I dont know if that will ever be viable.
 
Enough people have said on this thread that the traders response should be to go and kill the PVP'ers.. Perhaps the PVP'ers need to go trade :D

I personally play every aspect of the game.

I think removing the Insurance is a great compromise, why should the insurance company pay out for the guy that was killed AND the player that killed him when someone claims their (meager) bounty.
There are plenty of people supporting violence/killing, so it makes sense some insurance systems are perfectly happy to support killing behavior.

Most of the time in many games not just elite, PVP is a money drain, there's no actual reward for it (yes you can get some cargo from ships but PVP ships mostly wont have big enough cargo holds to make a difference). It done to show your skill and expertise, how amazingly well you can outfly the other guy. It might be nice to have some actual bounty hunting going on as well, but that's difficult as it's open to abuse (people letting their friends kill them for the reward). So I dont know if that will ever be viable.

Name me one modern, populated MMO that includes PvP that is a pure/semi-pure resource drain.
 
I personally play every aspect of the game.


There are plenty of people supporting violence/killing, so it makes sense some insurance systems are perfectly happy to support killing behavior.



Name me one modern, populated MMO that includes PvP that is a pure/semi-pure resource drain.


Empty arguments dont change the fact that a GAME has to have a underlying fairness for it's players. This is currently missing between the PVP'ers and the Non-PVP professions being preyed upon by the PVP'ers. If you were playing multiplayer Call of Duty it wouldnt be fair if one side got given infinite ammo rocket launchers and the other side had to work for their weapons and had limited ammo ? (Not the best analogy for what's happening here but it's demonstrating unfairness not the actual mechanics).

PVP combat IS a valid combat profession and I believe that the players that participate in it should have fun. But all it does at the moment is drive other players away to other modes. (Reducing the PVP fun).

Any Roleplayed arguments are null and void as they are just that.. roleplay arguments, you can roleplay whatever you like. However I've no idea how plenty of people supporting killing would make an insurance company support killing behaviour. r

Eve-Online PVP is a pure resource drain. You dont get anything back from doing it.
 
Empty arguments dont change the fact that a GAME has to have a underlying fairness for it's players. This is currently missing between the PVP'ers and the Non-PVP professions being preyed upon by the PVP'ers. If you were playing multiplayer Call of Duty it wouldnt be fair if one side got given infinite ammo rocket launchers and the other side had to work for their weapons and had limited ammo ? (Not the best analogy for what's happening here but it's demonstrating unfairness not the actual mechanics).

The issue is that this unfairness is perceived at best, ships that allow themselves to become victims are the ones to be blamed, considering how many mechanics and tools are provided for people to avoid hostile interactions.

PVP combat IS a valid combat profession and I believe that the players that participate in it should have fun. But all it does at the moment is drive other players away to other modes. (Reducing the PVP fun).

It's driving people who are not playing this game for PvP away from PvP, and that's functioning perfectly as intended in FD's design of modes.


Any Roleplayed arguments are null and void as they are just that.. roleplay arguments, you can roleplay whatever you like. However I've no idea how plenty of people supporting killing would make an insurance company support killing behaviour. r

Eve-Online PVP is a pure resource drain. You dont get anything back from doing it.

To grossly simplify: https://wiki.eveonline.com/en/wiki/PvP

Also, you don't seem to be aware that to politically support something, tossing money at things secretly is one of the popular ways of doing things. You can deny RP reasons all day long as I can insist on them, so I don't think it's meaningful to argue over that on that particular level.
 
The issue is that this unfairness is perceived at best, ships that allow themselves to become victims are the ones to be blamed, considering how many mechanics and tools are provided for people to avoid hostile interactions.



It's driving people who are not playing this game for PvP away from PvP, and that's functioning perfectly as intended in FD's design of modes.




To grossly simplify: https://wiki.eveonline.com/en/wiki/PvP

Also, you don't seem to be aware that to politically support something, tossing money at things secretly is one of the popular ways of doing things. You can deny RP reasons all day long as I can insist on them, so I don't think it's meaningful to argue over that on that particular level.

Can you point me at the design information, Developer comment that says that the design of the modes is to drive traders and non-pvp'ers out of OPEN? I'd be interested to read that.

If your going to respond please try to complete your arguments. Yes I know all about pvp in EVE. You *can* get a small amount of loot from a player, just like you *can* get a small amount of cargo from a player in elite. The loot you get in no way compensates for the combat ships that you lose, making it a money sink to do PVP. PVP is more formed in EVE, PVP can be used to gain territory but in the main low-sec PVP is individuals killing people just because they can. Gangs chasing gangs, gangs chasing miners etc. Very very very occasionally someone hits the goldmine and kills a ship carrying something worth a fortune, but that does not stop it overall being a cash sink.

I'm not sure how someone politically supporting attacking in-game traders forms part of your argument, you would need to expand so I can counter it. There is some gameplay within Elite for powerplay, attacking people transporting powerplay items etc

As for it's the victims fault... really? Thats what your going with?
 
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I combat logged this weekend, twice. and i have no regrets doing so, was in open a bit with a friend, got interdicted and attacked twice by the same guy, i got a python he was in a clipper. A fair fight, lots of potential for interactive fun, instead i was met with heavy fire and nothing at all.

first time i just thought id see how long my ship remains if i do just alt-f4, not very, i was back again and yay no dmg, neat, hopefully i        him off by making him feel like i felt being pointlessly targeted.

then i go into sc and make my way again, then same dude interdicts me again, really? I thought to myself, perhaps he was gonna shout at me now? Again nothing, immidiate fire. Soooo i log off once more. This time i get a friend request from the dude as i log in on a private grp, and oh boy was he        off. I have yet to see such language in a long time. But he agreed that juat attacking was probably a bit moot and not very interactive.

people in open and pvpers especially cling to 'omg interact with players!' And I dont get why they say that. Attacking someone and not talking is not interaction in any sense more than when you attack an npc, and npc's talk to you... Most pvpers dont even do that.

the times im attacked and the assailaint says something or hails me, im all guns ready, fight on. If not, ill gladly log off and      the people off.

while the augestions mentioned might nerf pvp, the only thing needed would be to have some 'realistic' security in security systems imo.

What needs most work would be to somehow get people to want to interact with people and not just shoot on sight, ive said it countless of times, its not fun to be attacked, no matter if a sidewinder or a cutter attacks you, if they just go guns blazing its boring as     . Why should i have fun being forced to do something i dont want to do, unable to part take in a one aided battle with someone who might as well just be less than npc's as they dont say squat.

Communication and interactions need to be a norm, guns blazing should be left to the few, not everyone can be a silent scary one. In the end youll have awesome experiences and when you see cmdr blacknose everyone knows he is a feared silent killer, and being silent is his thing and you know he is usually around X systems.

tl:dr - i treat guns blazing people like they treat me, i combat log and have no regrets to it. Combat logging is not against the games TOS and EULA so reporting it is equal to report someones ship is red and it triggers you. The problem is that people think they are interacting with players when all they so is interacting less than npc's do. The community needs more communication and in the long run it helps everyone have a tonne more fun.
 
I wouldn't exactly mind System Authority in supposedly "High Security" systems actually having an increased presence in both PvE and PvP environments. At least when it comes to a certain threshold of what kind/how many crimes you've committed.

That said, I wish I could play in Open more, I really do. I desperately wish I could get out there and meet new people in E:D whom I could potentially enjoy this game with, because it's a game that's stolen my "favorite game" title for over a year now, which no other game has ever managed to do since the days of Star Wars Galaxies. The only thing E:D is missing that SWG had, was a great community that I could interact with. But the current implementation of how PvP is handled and how a portion of the community (no matter how small a portion that is) handles PvP and the game as a whole just drives me away.

I don't play Elite: Dangerous for the PvP and I can honestly say that I never will. I know it can be fun at times and I know a lot of people enjoy it a lot. I, however don't enjoy this. I don't play this game specifically for the "pew pew" space combat, or have some delusion that face-paced action combat non-stop is what this game is about (because it's not). I don't play this game for some sense of competition or for some sort of gratification that so many people seem to feel when "beating" another player.

I play Elite: Dangerous because it's a fun, open sandbox Sci-fi game, set in a HUGE galaxy that let's me do just about anything I could want to do in such a setting. It's a type of game that I've wanted for more than a decade and amidst today's flood of non-stop, PvP-only games, E:D has become a sort of sanctuary game that I can always turn around and come back to. I will continue to enjoy the game as I do now, mostly in Solo or Private Groups for as long as FD allows it; AKA until I'm forced to quit.
 
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