Yes PVP is unfair.

Meanwhile, I would never play something like that. As I never attack a player without first making sure he wants to fight, if I can't differentiate players from NPCs, it means I can't attack anything, making the game kinda pointless for me.

Why? You'd just have to ask for sparring partners outside of the game and then add them as a friend and meet with them in game. The only difference is that you can't attack random people anymore, which to me makes it feel all the more real, I mean, you don't walk up to random people on the street and ask them "hey, wanna fight?", do you?

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Look at how evolution has failed.

It is a common misconception that evolution is a ladder where there is a clear "up" and "down".

"Survival of the fittest" just means that a psychopathic griefer can exist as long as there are conditions where he doesn't starve. But griefers, or "PvPers", as they like to call themselves, slowly realize that they are destroying their own habitat by driving away their prey, while we, the people, have no need for prey and can exist within a separate realm where there is nothing but peace and juicy NPCs ;)
 
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No. It's the same Open vs Group vs Solo debate. Still. It's just in a different place.

While I agree it's turning into that, it didn't have to. The original question was how to make the PvP that already exists in the game more meaningful without changing the context in which it exists, so the whole open/solo thing SHOULD have been irrelevant to this thread. Unfortunately, meta-warriors will meta whatever the original discussion was....
 
Why? You'd just have to ask for sparring partners outside of the game and then add them as a friend and meet with them in game. The only difference is that you can't attack random people anymore, which to me makes it feel all the more real, I mean, you don't walk up to random people on the street and ask them "hey, wanna fight?", do you?

You understood wrong. It's not that I want to shoot other players; rather the opposite, I don't want to shoot at other players even if by accident, because I thought they were a NPC.

So, if I couldn't be sure my target is a NPC, I wouldn't engage. If I wouldn't engage, I wouldn't have a reason to play.

It is a common misconception that evolution is a ladder where there is a clear "up" and "down".

"Survival of the fittest" just means that a psychopathic griefer can exist as long as there are conditions where he doesn't starve. But griefers, or "PvPers", as they like to call themselves, slowly realize that they are destroying their own habitat by driving away their prey, while we, the people, have no need for prey and can exist within a separate realm where there is nothing but peace and juicy NPCs ;)
Yep. "Fittest" doesn't equal "strongest"; often it's the opposite, just as when the big, powerful dinosaurs went extinct but the tiny, weak critters went on living.
 
It's quite hard for PvP'ers to argue against the modes/ mode switching when some self righteous eejit can just smack their argument out of the debate with a massive wall of information and quotes that counters them every time.
We knew sooner or later they'd have to change the plan of attack :p
...

That wall of information was very useful and it has changed my expectations and course of argumentation (as a PVPer). My intentions have always been the same though, and that is to find a way for more players to play in Open by choice. I am hoping for a lively universe with CGs teaming with all sorts of players, where PVEers are respected by PVPers and vice versa. I respect players remaining in Private/Solo.
 

Javert

Volunteer Moderator
First of all I refuse to refer to what the OP was talking about as just "PvP" because I have no problem with combat between players. But what these people want is "PvP as a sport" and that is something I want no part in.

If it were up to me, there would be zero ways to identify another player so you never know if you interdict an NPC or a player until you realize this guy is WAY better than you.

This would mean that sports-PvP players would have to organize and meet to fight and everyone else would finally have what at least I myself always dreamed of in the 90s: A game where you are just one of the NPCs and your NPCs are played by other poeple to make the world feel even more real.

No more attacking noobs because it just doesn't give you the same satisfaction if you can't be sure if it's really a noob or just an NPC, no more blocking systems as you'd have to interdict ALL ships, not just the three players you see every once in a while.

I would love that, but until then it's Private / Solo for me.

I seem to remember someone saying this exact issue was heavily debated during the initial kickstarter days, and I might be wrong but I seem to remember someone saying that in the first alphas you could not tell between players and NPC.

The problem with this of course is that you miss out on a lot of opportunity for player interaction as as 80% or more of the ships you meet are NPC (and that's being generous it's probably more like 98%+) unless you only spend all your time in CG systems and suchlike. After a while you would get bored of trying to hail NPC ships and assume everything is an NPC and I think this is the main reason why it it how it is today.

I suppose there are also hybrids of this:
- each player can choose for themselves whether they appear as a player or just appear as an NPC.
- Everyone appears the same, but there is a way to at least show that there is at least one player (non NPC) in your vicinity.
- Everyone appears the same, but if someone fires on you they are revealed as a player (or vice versa).
- Status as a player is only revealed upon scan.

I suspect these have all been debated in the past on these forums too and by the game designers during initial design.
 
Never mind folks, it's official.

FDEV actively endorse and condone PvP-for-sport


Time to close this thread and any others like it :)

I'm pretty saddened/disturbed that Frontier would let that drivel onto the community site. a) it gives them publicity and b) it reads like the worst parody of marketing speak I've read in many-a-year. Ah well...
.
[Aside from that, even in the earliest multiplayer Alpha you could tell NPC from player by the hollow icon. The transponder idea (gawd rest its soul) was something mooted by Sandro in the DDF. I seem to recall vociferous arguments on both sides (It's an MMO you need to see other players for interaction! No it's a simulation and NPCs shouldn't be different from players! I'm a pirate I need to see targets! I'm a trader - naff off! etc. etc. :D )
 
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Which thread? This thread? The one I've had a few posts in?

And I read the 'article', sunshine.

Stay classy o7

Having a number of posts does not imply any level of comprehension.

And linking that interview in big, ugly letters as though it proves something is akin to people on Facebook thinking that if they put something in text over an image, it's true.
 
Never mind folks, it's official.

FDEV actively endorse and condone PvP-for-sport


Time to close this thread and any others like it :)


This is simply an example of someone seeing only what they want to see. That Player Group got a chance to promote it's views, with a tongue-in-cheek interview. It certainly doesn't go far enough to cover all of the topics and interactions discussed in this thread. Most especially whether PvP is fair, or if it should be. This can be balanced by Samdro's interest in curtailing random ship destruction where there is an imbalance between the actors.

PvP is fine, but that doesn't make it fair.
 
Having a number of posts does not imply any level of comprehension.

And linking that interview in big, ugly letters as though it proves something is akin to people on Facebook thinking that if they put something in text over an image, it's true.

Do go on - your lack of understanding of my understanding of the thread is amusing :)

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This is simply an example of someone seeing only what they want to see. That Player Group got a chance to promote it's views, with a tongue-in-cheek interview. It certainly doesn't go far enough to cover all of the topics and interactions discussed in this thread. Most especially whether PvP is fair, or if it should be. This can be balanced by Samdro's interest in curtailing random ship destruction where there is an imbalance between the actors.

PvP is fine, but that doesn't make it fair.

Did you see that smiley at the end of my post? It means I wasn't being serious.

o7
 
I'm pretty saddened/disturbed that Frontier would let that drivel onto the community site. a) it gives them publicity and b) it reads like the worst parody of marketing speak I've read in many-a-year. Ah well...
.
[Aside from that, even in the earliest multiplayer Alpha you could tell NPC from player by the hollow icon. The transponder idea (gawd rest its soul) was something mooted by Sandro in the DDF. I seem to recall vociferous arguments on both sides (It's an MMO you need to see other players for interaction! No it's a simulation and NPCs shouldn't be different from players! I'm a pirate I need to see targets! I'm a trader - naff off! etc. etc. :D )

Their weakness lies in the need for there to be CG's.
Something that doesn't need done in Open and to have fun with friends.
Do not despair.

I wasn't around back then regarding the other stuff. Doesn't sound like fun. I would need more beer.
:(
 
Do go on - your lack of understanding of my understanding of the thread is amusing :)

It's cute how you try.

Here are your choices.

1) You posted a link and comment thinking it was topical to the thread, when it is laughably not.
2) You're purposefully posting off-topic rubbish in this thread.

Take your pick. Don't forget to add a smiley face afterward.
 
I'm pretty saddened/disturbed that Frontier would let that drivel onto the community site. a) it gives them publicity and b) it reads like the worst parody of marketing speak I've read in many-a-year. Ah well...
I sincerely believe that blurb has more chance of driving prospective players away than of attracting them.

[Aside from that, even in the earliest multiplayer Alpha you could tell NPC from player by the hollow icon. The transponder idea (gawd rest its soul) was something mooted by Sandro in the DDF. I seem to recall vociferous arguments on both sides (It's an MMO you need to see other players for interaction! No it's a simulation and NPCs shouldn't be different from players! I'm a pirate I need to see targets! I'm a trader - naff off! etc. etc. :D )
If I'm not mistaken, the idea of allowing players to appear as NPCs wasn't deemed as enough guarantee against ganking to assuage the PvE players while being considered too much a hindrance for PvP players. In other words, the kind of compromise solution that manages to annoy most people on both sides of the divide.

It also has one strong downside in that players can detect whether someone else is in the same instance by merely looking at the network traffic. It spikes whenever someone else is added to the same instance.
 
While I agree it's turning into that, it didn't have to. The original question was how to make the PvP that already exists in the game more meaningful without changing the context in which it exists, so the whole open/solo thing SHOULD have been irrelevant to this thread. Unfortunately, meta-warriors will meta whatever the original discussion was....
That's one way to look at it. Another would be that this subject keeps on coming up over and over and over again because it's important to players and it hasn't been resolved.

Personally, my feeling is that it won't be resolved, that it can't be resolved, because the game is built (and perhaps not deliberately, but still) in such a way that it will unavoidably create tension between two fundamentally incompatible play styles, because FD - with the best intentions, I'll happily accept - didn't want to choose between those player bases.

And this isn't me saying "It was obvious", by the way. It wouldn't have been obvious to me if I'd been in FD's shoes. But with the benefit of hindsight, whether we dismiss it as the work of 'meta-warriors' or not, we have to accept that it is evidently a problem for ED, and it clearly isn't going away.

And I read the 'article', sunshine.

Stay classy o7

"Sunshine" and "stay classy" don't fit well together.

The problem with this of course is that you miss out on a lot of opportunity for player interaction as as 80% or more of the ships you meet are NPC (and that's being generous it's probably more like 98%+) unless you only spend all your time in CG systems and suchlike. After a while you would get bored of trying to hail NPC ships and assume everything is an NPC and I think this is the main reason why it it how it is today.

I suppose there are also hybrids of this:
- each player can choose for themselves whether they appear as a player or just appear as an NPC.
- Everyone appears the same, but there is a way to at least show that there is at least one player (non NPC) in your vicinity.
- Everyone appears the same, but if someone fires on you they are revealed as a player (or vice versa).
- Status as a player is only revealed upon scan.

I suspect these have all been debated in the past on these forums too and by the game designers during initial design.
I assume someone's suggested it already, but I wonder whether one possibility might be to mark out players against NPCs using hollow markers, but hide any further information about players in supercruise.

At the moment, I can scan someone in supercruise and find out their name, their ship type, their faction, and most importantly their combat rating. Based on that, I can decide whether or not to interdict them: maybe I'm looking for a combat challenge, so will pick an impressive-looking target; or maybe I'm looking to torment some weak, barely armed Hauler in my Epic War-Python of Magnificence.

So what if, while I'm in supercruise, all my scan tells me is what my scanner has already shown me: this is a player. I can find out more details once I get them into normal space - but of course to arrange that, I need to make the decision to interdict them or not. Once we arrive in normal space I might find (let's assume I'm a piratey type) a nice juicy Mostly Harmless cargo ship with minimal defences... Or I might find an angry Anaconda bristling with hurty bits and with an Elite commander sitting at the helm.

That increases the risks of taking up a piratical play style, will discourage those who only want to pick on weaker players (while still providing opportunities for those who seek out genuinely challenging PVP), and still allows for non-combative player interaction.
 
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