Yes PVP is unfair.

Robert Maynard

Volunteer Moderator
Not all PKers object to changes that makes penalties for killing other players harsher.
It's just the implementation. PVPers welcome harsher penalties but expect the penalties to be applied uniformly.

Ridiculous mechanics like having the shooter hurt himself when he shoots another player is... well.. you know where that goes.
But having enhanced bounties, fines and wanted durations for the killing of ANY ship, NPC or Player, is welcome. It levels the playing field for everybody.

While PvP players may expect harsher penalties to be applied for all crime, Frontier are well aware that they need to keep the game accessible for the vast majority of the player-base. Simply upping the difficulty for all players is not necessarily a good idea from the perspective of keeping the game playable by most players.

Some of the user proposed mechanics have been "interesting" to say the least.

As per my previous post, FD has sanctioned piracy and attacks on other players, even in the games website.

Can you provide a link to something official that clearly states that players are the primary targets of any of the roles in the game?

.... are you saying they're making a U-turn in policy?
Or is this going to be a case of product not working as advertised?

Not a U-turn, no. A balancing pass in relation to the consequences for the offender and the target. The degree of disparity of the financial consequences between the offender (6,000 Cr. bounty for "murder") and the target (rebuy cost plus lost cargo / exploration data / refined commodities / etc.) is quite astonishing.

Regarding enhanced bounties / consequences for PKing (and PKing alone), we as players are all members of the Pilots' Federation (who provide our insurance) - it would be quite reasonable for that organisation to seek to mitigate its losses by imposing penalties on members who attack / destroy other members - penalties that could be unavoidably collected at the offender's next insurance screen.
 

dxm55

Banned
Okay, let me stop you right there. You fundamentally misunderstand the game.

Elite, whether the original game, FE, EFE, or E:D have always been about getting into space and "blazing your own trail". They aren't so much space sims as they are RPGs, and they are RPGs in the purest sense. You create a character when you play, and assume the role of that character in game.

I speak for the majority of these so called "care bears" when I say the problem is not interdictions and piracy. That's fine, I welcome it if I am trading as it gives the universe more depth and danger. The problem is random attacks and interdictions by people not actually interested in playing Elite but more interested in playing some sort of World of Tanks space game - competitive combat action and nothing else.

That's ok if you like that sort of thing, but the Elite universe just isn't designed with that sort of game in mind. CQC yes, Elite no. If you actually believe that Elite should be that sort of game then ask for a proper matchmaker so you're only instanced with ships which are comparable to your own, otherwise you don't want competitive PvP, you just want to irritate other people trying to play (NOTE: I am using "You" in the general sense here, not interrogatively)

Ok, immersion wise then, not purely gameplay wise.

In systems with high security and billion of citizens and a working legal system - How does it make sense that murder is not a crime that people are hunted for?

Or for that matter - when the Pilots Federation takes a rther grim view of members slaughtering each other.

Yes, PvP IS sanctioned, but that does not mean that said PvP should not have consequences for BOTH parties when done in areas where security MATTERS.

In Anarchy and outside of regular jurisdiction, no problem. Popping non-wanted players and NPC's in high sec space should have a risk for a perpetrator.


And yes, both of you. I completely agree.

There should be harsher penalties for murdering Non-wanted ships, both NPCs and CMDRs. I have never contested that. There should be consequences, serious ones at that, for crimes committed in Core... or lawful.... systems. Just apply said penalties uniformly across all modes, and for both NPCs and players. That's only fair.

But there shouldn't be mechanics that unrealistically block any kind of player-player attacks just to pander to some players who didn't read the game's advertisement. They have Solo and Group for that relative safe place to play.

And if FD chooses to do nothing, then everybody is still doing good.

32 player instances. Doesn't really make a big difference whether you're in Open or Group, and especially Solo.

<Redacted>

All of you are affecting the same galaxy stats/database. The majority of the players actually don't give a damn how it goes. They will find their own to play their game. It's just us few shmucks who're going about it here.
 
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dxm55

Banned
While PvP players may expect harsher penalties to be applied for all crime, Frontier are well aware that they need to keep the game accessible for the vast majority of the player-base. Simply upping the difficulty for all players is not necessarily a good idea from the perspective of keeping the game playable by most players.

Some of the user proposed mechanics have been "interesting" to say the least.

Yes, upping the penalties will make things difficult. But that's the thing. These PVErs are calling for harsher penalties on one hand. And some are complaining about currently "unrealistic" penalties or consequences. But on the other hand, when you propose harsh penalties, and they realize that they will be affected when themselves murdering NPCs, they balk at the idea. It's laughable really.

But it is what it is. So FD will have to find a nice balance whatever they choose to do.



Can you provide a link to something official that clearly states that players are the primary targets of any of the roles in the game?

I did. Above. It doesn't say "Primary" target. But it says Commanders are fair game.
PVP'ers kill NPCs too, not just players. How else would they earn that kinda money for their shiny ships?

https://www.elitedangerous.com/en/gameplay/combat
Why buy cargo when you can pirate it from a fellow Commander? Why explore distant systems when the data can be stolen? The galaxy is filled with vulnerable pilots, but The Pilots Federation takes care of its own.


Commanders who go rogue will accrue a bounty from The Pilots Federation, making them fair game for a would-be bounty hunter in Elite Dangerous' connected galaxy.

In fact, the way I interpret it, if you take a COMBAT role, it would seem that other players are your intended target.


https://www.elitedangerous.com/en/gameplay/explore

Pirates may even await intrepid explorers returning from afar, threatening them with destruction if they don't hand over their data.

Explorers began as a civilized and cooperative bunch, with many new friends made out in the galactic vastness. But there have been cases of explorers racing each other back to log their data, or even engaging in combat when they realise both have just scanned the same systems.


Not a U-turn, no. A balancing pass in relation to the consequences for the offender and the target. The degree of disparity of the financial consequences between the offender (6,000 Cr. bounty for "murder") and the target (rebuy cost plus lost cargo / exploration data / refined commodities / etc.) is quite astonishing.

Regarding enhanced bounties / consequences for PKing (and PKing alone), we as players are all members of the Pilots' Federation (who provide our insurance) - it would be quite reasonable for that organisation to seek to mitigate its losses by imposing penalties on members who attack / destroy other members - penalties that could be unavoidably collected at the offender's next insurance screen.

I also agreed with that. Someone actually suggested that.
As long as there's a feasible backstory, I don't think anyone can reject it or say that it's ridiculous.

Since we're all Pilot Federation members, we could have an independent police force (like CONCORD in EVE) who will police PF matters.
So, yes, why not.

Again, the penalties while severe, should not be ridiculously skewed such that killing NPCs and killing CMDRs have a stupidly large disparity in penalties. A 2:1 or 3:1 ratio is acceptable. Certainly not a 10 or 20:1 ratio. Killing anyone not wanted, should be a major crime.

Because put simply and bluntly. If NPC kills were non-consequential, it would simply be serving one segment of the community while trivializing the other. Putting gankers aside, how about the Pirates? How about faction Powerplayers who're battling rivals? How about assassination missions potentially involving other players?

Let all kills be treated as equally as possible.
 
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It was Sandro, i.e. Frontier, who started the discussion relating to enhanced consequences for PKers. It would come as no surprise that players whose preferred prey is other players may be reluctant to accept changes (that Frontier consider to be for the benefit of their game).

This. Frame this and hang it above your gaming PC.
 


https://www.elitedangerous.com/en/gameplay/combat
Why buy cargo when you can pirate it from a fellow Commander? Why explore distant systems when the data can be stolen? The galaxy is filled with vulnerable pilots, but The Pilots Federation takes care of its own.


Commanders who go rogue will accrue a bounty from The Pilots Federation, making them fair game for a would-be bounty hunter in Elite Dangerous' connected galaxy.


The problem with this quote:
- data can't be stolen
- the Pilots Federation doesn't care of its own
- there is no bounty form the Pilots Federation

It's marketing blabla and simply wrong. FD should be ashamed to post such lies on their website.

It might be what FD wants someday in a distant future Elite Dangerous to become, maybe…
 

dxm55

Banned
The problem with this quote:
- data can't be stolen
- the Pilots Federation doesn't care of its own
- there is no bounty form the Pilots Federation

It's marketing blabla and simply wrong. FD should be ashamed to post such lies on their website.

It might be what FD wants someday in a distant future Elite Dangerous to become, maybe…


Maybe not data. But who knows? Maybe it's "coming in Season 2"
ROFLMAO.

But as for pirating and bounties, it's there alright. Doesn't matter who the bounty is from, it's still there.
The bounty just needs to be tweaked up.
 
The problem with this quote:
- data can't be stolen
- the Pilots Federation doesn't care of its own
- there is no bounty form the Pilots Federation

It's marketing blabla and simply wrong. FD should be ashamed to post such lies on their website.

It might be what FD wants someday in a distant future Elite Dangerous to become, maybe…

Certainly is marketing blabla, people should not take it literally or read too much into it.

"Elite: Slightly Risky"?
 

Robert Maynard

Volunteer Moderator
Again, the penalties while severe, should not be ridiculously skewed such that killing NPCs and killing CMDRs have a stupidly large disparity in penalties. A 2:1 or 3:1 ratio is acceptable. Certainly not a 10 or 20:1 ratio. Killing anyone not wanted, should be a major crime.

Because put simply and bluntly. If NPC kills were non-consequential, it would simply be serving one segment of the community while trivializing the other. Putting gankers aside, how about the Pirates? How about faction Powerplayers who're battling rivals? How about assassination missions potentially involving other players?

Let all kills be treated as equally as possible.

It's not just the penalties for the offender that need to be considered - those for the targeted player also matter. When a player destroys another player's Type 7 the offender receives a trivial 6,000 Cr. bounty whereas the trader might lose around 2.5M Cr. in rebuy cost plus lost cargo. That's a loss ratio of 1:400.

Consequences for NPC kills would not necessarily change. Not non-consequential at all.

It is difficult to consider "putting gankers aside" in this discussion to think of the pirates - if pirates destroy ships that is. If pirates did not destroy ships then there'd be no massive change to their gameplay if there were increased penalties for destroying other players. By definition, increased penalties for destroying other players only affects those who choose to destroy other players. The fact that Frontier would seem to be considering increasing those consequences might infer that they are aware of the lack balance in relation to the consequences of PvP for each party involved in the interaction.

While some may wish that "all kills be treated as equally as possible", that does not seem to be what Sandro is proposing - quite the opposite - consequences for player-on-player kills would seem to be about to increase for the attacker (for illegal kills anyway).
 

dxm55

Banned
It's not just the penalties for the offender that need to be considered - those for the targeted player also matter. When a player destroys another player's Type 7 the offender receives a trivial 6,000 Cr. bounty whereas the trader might lose around 2.5M Cr. in rebuy cost plus lost cargo. That's a loss ratio of 1:400.

Consequences for NPC kills would not necessarily change. Not non-consequential at all.

It is difficult to consider "putting gankers aside" in this discussion to think of the pirates - if pirates destroy ships that is. If pirates did not destroy ships then there'd be no massive change to their gameplay if there were increased penalties for destroying other players. By definition, increased penalties for destroying other players only affects those who choose to destroy other players. The fact that Frontier would seem to be considering increasing those consequences might infer that they are aware of the lack balance in relation to the consequences of PvP for each party involved in the interaction.

While some may wish that "all kills be treated as equally as possible", that does not seem to be what Sandro is proposing - quite the opposite - consequences for player-on-player kills would seem to be about to increase for the attacker (for illegal kills anyway).

Yes, poor T-7. Really.

I'm not against increasing penalties for murders.

But not raising NPC kill penalties will simply make life easy for players who fly around unarmed or unshielded. You are simply bestowing a privilege on one group of players.

In short, you penalize the players who're highly skilled (most of the time it's PVPers) and give the PVE (not the traders, but the NPC killers) a crutch.
It's sort of like enabling some lazy relative who's always asking for handouts, when you should have held back and let him work for his keep.

PVErs who explore or run cargo will not kill other players or even non-wanted NPCs. So what do they have to fear if NPC kill penalties were equivalent to player kill penalties?
 
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It's bizarre that some PvP players think they have to call PvE players carebears even if it's those PvP players who fight against everything that would result in danger, risk or consequences for them.

I find this quite amusing. The "carebear" comments are coming from people that bully unarmed explorers or tradeships in their over-armoured gank tank. Oooh, the danger!
 
There is a developer at FDev who programs NPCs with great intent. He probably sits in a darkened corner of the office. People hush when they pass by and avert their eyes. Sometimes he works late at night. People say they have heard quiet laughter from his corner. Those who dared to have a passing glance at this screen saw sliders, buttons and numbers. Numbers and the faint image of a skull.
Know that you fight against Him. When your ship explodes a smile is painted on His face.

(Humour out).
I know for a long time this was Sarah, the Mistress of the Minions; whether she's still on AI I don't know. But for a sinister, twisted plotter of villainy and evil deeds, she always seemed quite nice.

Is that the crux of the matter? The perceived intentions of the attacking player?
It's certainly relevant, yes.
eza said:
But if the end result is the same (end result being that one ship attacks another) then what do the perceived intentions of the attacker matter?
The differences in programming between the two aren't even that different ;-)
You and Eodemos make the same point, I think, which is that even on Solo I'm still going to get attacked by pirates. Which of course is true. And that, in the end, there's still a human behind it. Whether it's Sarah or one of her colleagues, or you or Eodemos, or any of the other PVP players on these forums, a human being is still behind the hostile action.

But are they the same thing? Let's turn it around: why should ED be a multiplayer game at all? Why're we trying to think of ways to encourage more people into Open, when Solo play should be sufficient? This would be the counterpoint to the argument: if it doesn't matter whether you face a human or NPC, why go to the trouble of enabling human interactions?

The answer I'd expect would be from PVP players arguing that AI can never be as cunning an opponent as a human being, and that multiplayer means a proper challenge. Well, aside from asking Gary Kasparov or Fan Hui about that, there's also the fact that a lot of the problems in ED, a lot of the ill feeling and the reason many people disappear into Solo or Group, is because they perceive that PVP players aren't looking for a challenging fight. Because if they were, why would they attack slow, poorly armed cargo tubs in their A-rate Vultures and Federal Assault Ships?

Yes, I know: they're "role-playing pirates", etc etc - but pirates, by their very definition, don't look for fair fights. Historically speaking, in the modern world, and in fact everywhere outside fantasy books and Disney movies, pirates are robbers and thieves, rapists and murderers. Pirates look for weak prey; easy targets. So what's the difference to someone 'role-playing a pirate' whether the easy target they pick is a computer-controlled opponent that can't match their fighting skill, or a human player who can't match their fighting skill? There isn't a practical, tactical difference - so the important element must be something else. Something about the inherent nature of the target they're attacking. And I would venture - taking into account the kind of language often used on these forums and others in comparable games (looking at you, EVE) - that it's the enjoyment of picking on 'care-bears' and 'harvesting tears' that's central.

How can you extract tears from an AI? (Shut up, Spielberg.)

There are, potentially, plenty of other kinds of player interaction - it's not all about combat. There're elements of co-operation in this game, as there are in the corp systems in EVE. But it's an unfortunate fact of gaming (and maybe of modern society) that co-operation is seen as less fun than competition and conflict. And let's be honest, most of the conversation has been and will be around combat because that's where the disconnect is between the separate player bases this game tries to cater to.

In practical terms, why should it make a difference to me whether I'm attacked by a pre-coded minion or another player? Because one is controlled indirectly by someone whose job it is to try to make the game generally challenging and thereby fun. If an NPC attacks me, it's not making a moral decision. It's just doing what it's programmed to do. If a person attacks me it's because that specific person has made that specific decision to attack me specifically. And it might seem random to them - I was just the next ship that wandered across their gunsights - but they still know I'm a real player, a real person, and they see what sort of ship I'm in, and what my combat rating is, and how likely I am to put up a good fight. And, seeing that I'm extremely unlikely to offer any significant challenge, they attack and destroy me anyway.

That is why the 'perceived' - or even 'very clear' - intentions of the attacking player make a difference.

eza said:
It seems to me that the game should be moddable to allow people to host custom servers - could toggle interdictions on/off, or take out all weapons from the game, or whatever combination of settings people desire.
I'd love to see this. I very much doubt Frontier would go for it, though, given their reasoning for disallowing offline play in the first place.

I may have said this in this thread already, and if so I apologise for repeating; but I think there's a simple change that could be made that would negate a lot of the complaints about griefing and such, and also help the PVP players looking for challenge: make the scanner show whether a ship is computer- or human-controlled (hollow or solid tags), but hide all further information about that pilot in supercruise. All you get is "This is a human-controlled ship." To find out what ship, what combat rating your target is you have to be in normal space with them - and that means if you want to fight someone, you have to interdict them before you can see whether they're Harmless or Elite; whether they're flying a Hauler or an Anaconda.

That way pirates and PVPers have the challenge of potentially facing a more powerful opponent - so they'd have to have an exit plan as well as an attack plan when they start an interdict - and players in weaker ships would have no reason to think they were targeted because of that.
 
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dxm55

Banned
The bounty needs to be massively increased. Easily in the range of a few million credits. It should be galaxy wide - Pilots Federation issued - and the insurance should be revoked (as that insurance is form the Pilots Federation).

There should be a huge risk in attacking a member of the most powerful (non government) organization in the galaxy.

Few hundred thou, few mil. Yep. Why not.
The bounty will be attractive though. Attractive enough for legit PVPers to bounty hunt these criminals.
Yum yum.....



Currently it is that way for PvP players. All the consequences are on the side of those how don't exclusively PvP.

It's bizarre that some PvP players think they have to call PvE players carebears even if it's those PvP players who fight against everything that would result in danger, risk or consequences for them.

That's the general term I guess. I'm just adding it for laffs.
 

Robert Maynard

Volunteer Moderator
Yes, poor T-7. Really.

I'm not against increasing penalties for murders.

But not raising NPC kill penalties will simply make life easy for players who fly around unarmed or unshielded. You are simply bestowing a privilege on one group of players.

In short, you penalize the players who're highly skilled (most of the time it's PVPers) and give the PVE (not the traders, but the NPC killers) a crutch.
It's sort of like enabling some lazy relative who's always asking for handouts, when you should have held back and let him work for his keep.

PVErs who explore or run cargo will not kill other players or even non-wanted NPCs. So what do they have to fear if NPC kill penalties were equivalent to player kill penalties?

What harm are players doing if they choose to fly around in a non-combat ship? It's as valid a gameplay choice as others.

Does it really take a vast amount of skill for a dedicated combat ship to destroy a trading ship? Where's the enjoyment in that type of asymmetric "combat"? Enhanced penalties for destroying ships that pose no challenge or risk to the attacker seem quite reasonable in this light.
 
Few hundred thou, few mil. Yep. Why not.
The bounty will be attractive though. Attractive enough for legit PVPers to bounty hunt these criminals.
Yum yum.....

That's the general term I guess. I'm just adding it for laffs.

One potential problem with increasing bounty/penalties for murder etc (although I'm in favour of this) - if they are too high trade ships might start laughing off pirate demands. "You're not going to wear a million credit fine for a few tonnes of performance enhancers, on yer bike".

I think there needs to be some emphasis on non-financial penalities as well. Obviously having the cops actually after you is one way, but denial of docking rights in respectable systems and similar would help. It would be cool if those little pirate flagged outposts actually were actually...you know...pirate hangouts. And being restricted to stations in "pirate space" might in itself make life difficult for wannabe bad guys, eg. pirate-on-pirate action.
 

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
No need for insults.

Let's remember to be civil please.
 

dxm55

Banned
What harm are players doing if they choose to fly around in a non-combat ship? It's as valid a gameplay choice as others.

Does it really take a vast amount of skill for a dedicated combat ship to destroy a trading ship? Where's the enjoyment in that type of asymmetric "combat"? Enhanced penalties for destroying ships that pose no challenge or risk to the attacker seem quite reasonable in this light.

Where piracy is a legit path in the game. What if said T-7 does not surrender his cargo and said pirate finishes him off?

Player Pirates can attack both players and NPCs. And in both cases, the encounter could either end with the target dropping cargo and being let off. Or the target being destroyed.

Why should a pirate be penalized more for killing a fleeing player over a fleeing NPC?


That's one thing.

The next. Why should players who decide that it's cool to blindly attack NPCs (or perhaps he attacked the NPC during powerplay or a given mission) be subjected to much lesser penalties than if they attacked another player?
 
Few hundred thou, few mil. Yep. Why not.
The bounty will be attractive though. Attractive enough for legit PVPers to bounty hunt these criminals.
Yum yum.....

No, it won't.
For that the whole bounty system needs to be fixed. FD completely destroyed it for PowerPlay.

And even then I'm not sure if it would be enough to attract enough bounty hunter.
 
In short, you penalize the players who're highly skilled (most of the time it's PVPers) and give the PVE (not the traders, but the NPC killers) a crutch.
It's sort of like enabling some lazy relative who's always asking for handouts, when you should have held back and let him work for his keep.

utter bobbins! the day a videogame becomes work its the day its time to move on.... and where is this highly skilled notion coming from where a combat python can take on a lakon transport vessel with the python risking nothing and not even getting a meaningful rap sheet and the transport vessel up to 6 million? if I go into a warzon in a combat ship and go head to head with another one (rather like CQC), then there is some skill involved with both players potentially putting the same amount of loss on the table.
being a pirate and disabling a ship and getting as much loot as you can from it before it runs away (aka in 1 piece) there is skill in that too..... but then the majority who would like to play in open do not have issue with these things.


That's the general term I guess. I'm just adding it for laffs.

being rude for laffs!....... what ever floats your boat i guess.
 
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dxm55

Banned
No, it won't.
For that the whole bounty system needs to be fixed. FD completely destroyed it for PowerPlay.

And even then I'm not sure if it would be enough to attract enough bounty hunter.

How would you know?
If a griefer is willing to kill another player for laughs, he might very well be willing to kill another player for both laughs and credits.

And non-griefer PVPers will especially LOOOOVVEEEE hunting down these criminals. Especially so since you all think that these gankers are unskilled turds in HRP tanks who kill only newbies and traders. It should be a cakewalk for a millions creds. Why not? You tell me.

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utter bobbins! the day a videogame becomes work its the day its time to move on.... and where is this highly skilled notion coming from where a combat python can take on a lakon transport vessel risking nothing with python risking nothing and the transport vessel up to 6 million?

I'm actually moving on from trader/newbie ganking argument. I've never argued that those were easy kills.

But just because you can kill an NPC Anaconda doesn't mean you can take on an Elite player Asp.... much less an Anaconda on.
So giving all these NPC killers lesser penalties than player killers? What's the sense in that?

Again. Treat all killers equally. Whether you kill an NPC Sidewinder, or a player sidewinder.
 
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