Why do you fight?

I like to pvp because it's alot of fun. I enjoy wing combat the most because of the communication and cordination it requires of the players. I also like watching the ships zoom around going pew pew kaboom.

The only downside to pvp is the lack of persistence. There is nothing to fight over and nothing to gain. I think this is why alot of groups don't focus on pvp when they work on the BGS. Or perhaps it is because pvp will not complete thier goals.

Do you think there is enough pvp content in Elite? Do you have something to fight over? or something to fight for? Is there anything to gain from pvp other than salt, tears, and laughs?
Does the game need more incentives for pvp? Loot droped from player ships? Control over a market, station or system? Post your thoughts below.
 
I fight to see the bureaucracy, aristocracy and the plutocracy irrelevant or dead. Finding Raxxla will help me do this, and PvP is training and intelligence gathering in preparation for the day of reckoning.
 
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Does the game need more incentives for pvp? Loot droped from player ships? Control over a market, station or system? Post your thoughts below.
If you played the part of a pirate rather than a murderer you would find loot dropping from ships ... exploding them takes out all cargo (by design)
 
The same way people play Dota 2 or CS Go. You fight, you kill, you destroy it's all for fun, for your own enjoyment. You compete with other people, and when you win, you feel happy about it. Well at least that's how I view PVP/PVE in games
 
I've been told it's because I'm sociopathic brick wall by my lovely forum members.

I think it's because I like seeing loot drop from ships. Even though it doesn't make much money (at all) there is some thrill in the chase, until they suddenly disapear due to a sudden power cut that is.

I am not sure why Frontier keep saying this is both a PvP and PvE game when the gameplay mechanics say it's a PvE co-op game.

Not much reason to pirate or murder other than it's fun and there is no reason to kill pirates and murders other than it's fun.

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If you played the part of a pirate rather than a murderer you would find loot dropping from ships ... exploding them takes out all cargo (by design)

Yea, if only that wasn't pretty hard and paid close nothing. Most people simply say it's too much effort for too little reward.

Unless you want to pirate really badly there is no point in keeping on trying. If you try out PvP piracy figure out it's pretty bad you either go to bounty hunting or murdering. Especialy if you just want to play the bad guy there is also no point in choosing piracy over murdering.
 
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Here are 2 games of a few I have PvPed in (I have added a few reasons why I PvPed):


Battlefield 1942

- To be part of a team (of generally unknown casual players)
- Using tactics to attempt to defeat an unpredictable opponent team
- Learning new ideas, tips and tricks and fails from other players
- Mastering a profession / class to feel important, and needed
- Large scale battles
- The adrenaline rush of wining and loosing

Battlezone 2

- To be part of a team (including friends)
- Using Global chat to challenge or complement other players
- Resource management strategies
- Diverse ships and increasingly specialized functions
- Player control over crafting, facilitating repeatable build experimentation
- Complex team formations and tactics - harmonizing with crafting variants
- Community and gamer reputation develop ingame lore - adding win/fear loosing motivation against more difficult and famous opponents
- Trust and Respect from both enemies and team mates


These are some great aspects of PvP - but Elite does not have a very good ingame platform for PvP - and the motivation for it is quite weak.
 
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cue the "back in my day" post


Back in my day, we all fought over something, we were pretty hard into roleplay, we got mentions by President Hudson, we had reasons to fight, and CG's were tied to powerplay, everyone got into the backstory of the game. Merchant Marines, comprised of a bunch of noobs, we always got our butts handed to us by the younger crowd, i didnt really like getting whooped day in and day out, so i left. About that time where i left, everything seemed to fall apart. Groups no longer roleplayed, all they cared about was their minor faction. They got free stations and started looking after their own group instead of teaming up with others to fight under a common flag. AA pulled out of powerplay, Code also did, all the empire factions dropped one by one. And before you know it, PvP was almost dead.

I joined a couple player groups since then, i bounced from Dark Echo to Code, i eventually settled down in Smiling Dog Crew.

SDC was special to me, the only drive they had was to be the very best, no morals, no laws, just kill, i liked it. I expressed my past experience and shortly proved my worth to be one of the head FC's, and it's working well. I have an extremely beneficial relationship with most of the members, made up of highly skilled pilots, i lead them, and i learn how to be good from them. Before that i was pretty bad, but my knowledge was the only thing i had. Sundae took a big gamble letting me in, someone with little to no actual pilot skill, but it made me better.

I drifted from groups, i led fleets, i conquered systems, i fought because i am just competitive, and i strive to be in the top of what i do.
 
Why do I fight?

Because who doesn't enjoy watching nerdfights?

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Pvp was never the primary focus for this game regardless of how many people cry foul, and there really is no way to increase pvp opportunities further without forcing players into feeling they have to take part. The pvp community carry as much blame as the devs for the current levels of participation, because frankly many are too polarised in their views and resort to insulting pve players putting them off ever trying open.

There are also a disproportionate number of "pvpers" and I use the term very loosely, who only fight when they have an overwhelming advantage, and this typically means ganking traders and new players.

The only way to increase participation in the current game model is through encouragement. Further, developing player bounty hunting could help shift the pvp balance away from gankers to a system that rewards hunting them down. If pve players felt they had some sort of recourse, or a mechanic to call in help or retribution against those who would attack them, then they may be more inclined to take part in open play, and that is the first step in getting them invovled in pvp.
 
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I have been seeing less and less combat lately at the CG's. I thought it was because players take a brake before a big update but now I'm not so sure. I wanted to ask the question "Why do you fight" to get an idea about why players stop fighting and why the CG's have been so empty.
 
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