PvP PVP as a 'feature'...

This may well be the best idea I have seen on the forums. Ever.

It certainly fits the low effort bill. But the other idea, the perma-anarchy 2 stations around a 25km thick asteroid field would become a permanent fixture/hub for pvp. I don't know how tough it is to inject an asteroid field that large, but seriously - give us this and we'll adapt the RoA bot to keep our own minigame. Honestly, think about that. A natural hub for pvp. Raids between the stations. Hunting people who are there specifically for that. All along with maximum variation that ED offers in addition to ongoing evolution of the game, i.e. not cqc. This would draw every pvp'er. Put it between the fed/imp territories and the rp pvp'ers have their game too. It'd be a huge draw and the discord linked communities would take care of the rest.
 

ALGOMATIC

Banned
Well I have some ideas of "Unreal" tournaments in mind... but I don't have the will power to make them happen.

One of my ideas is a Flag ship battle 2 anacondas stationary over a distance of 10 Km.
One called "RED one" and the other "BLUE one" each team should be made of 10-20 eagles very single one having a RED or BLUE plus a random number.

And so it goes. the first team that brings the anaconda enemy anaconda to 50% health wins.

NO respawn is available , and engineering for the eagles is Ok..

That would make an AMAZING fightem'up game!

No, ED is a bit deeper then Unreal Tournament. We need something like EVE. PVP wars over territories, Power play whats it was suppose to be, not whats its now -
specific module grind.

Make Federal/Imperial areas mean something, if you fly into imperial space in a FAS, you are automatically an enemy.

If I am aligned to Hudson, I shouldn't be allowed to dock in Ailing's space, unless it lost a PP war and now a Hudson controlled terretory.

Make stations take damage, one guild fighting against another over a station, PVP specifically with less spawning NPCs, more cmdrs.

Also, power play should be open mode only activity... I can come up with 2 more pages of ideas but there is no point, lets just kill some goids or take ASP shots in front of stuff.
 
No, ED is a bit deeper then Unreal Tournament. We need something like EVE. PVP wars over territories, Power play whats it was suppose to be, not whats its now -
specific module grind.

Make Federal/Imperial areas mean something, if you fly into imperial space in a FAS, you are automatically an enemy.

If I am aligned to Hudson, I shouldn't be allowed to dock in Ailing's space, unless it lost a PP war and now a Hudson controlled terretory.

Make stations take damage, one guild fighting against another over a station, PVP specifically with less spawning NPCs, more cmdrs.

Also, power play should be open mode only activity... I can come up with 2 more pages of ideas but there is no point, lets just kill some goids or take ASP shots in front of stuff.

These are 2 difrent things man one is a Competition a "game" that players can make, like races... the other is an actual meaningful war...
 
There is definitely a personal achievement to beating another player...but, honestly, why bother?

Speaking personally, I bother for precisely the same reason that I clocked over 2,000 hours of PvP in Street Fighter II.

(Yep, not just 2,000 hours of SFII. I mean, 2,000 hours of actual PvP.)

Or the same reason people play table tennis. Or tennis. Or box, without money on the line. Basically the same reason that unpaid sport exists.

That said, I do entirely agree with the thrust of this thread, that PvP in ED could be so much more. But I don't personally think any progress in terms of galactic relevance will ever be possible with the mixed modes, shared galaxy model ... which for sure is here to stay.
 
It gives you something to do when you're bored with everything else.

You can only kill so many NPCs before it becomes stale. It gets to the point where other players are your only real threat.

PVP is the ultimate challenge.
 
I still feel like CQC could be turned into a really awesome and meaningful competitive PvP feature.

Re-brand it into a galactic telepresence combat game where anyone can log into it via GalNet. Implement seasons with leaderboards and rewards worth working for. Add bots to fill out the matches during off hours and let MoM go absolutely crazy with the bot AI.

I feel like a real competitive feature like this would not only be great fun but could also sell a lot of game copies, not to mention selling tons of cosmetic items for the CQC mode too.
 
I kinda feel like people commenting that don't pvp are deliberately trying to sabotage pvp with cqc suggestions.

It's simple: CQC does not evolve with the development of the main game, therefore it is dead.
 
If matchmaking would work, I'd totally play it. I'm willing to bet others would, too.

Capture the flag is a blast, assuming you get lucky enough to find a game.
 
I just want a game that doesn't try to distinguish between 'PvP' and 'PvE' content, but instead tries to depict a setting credibly and lets things fall as they may.
 
I'd say the underlying problem is that ED only supports player/player interaction to a rather limited degree. Unfortunately that applies to cooperative and competitive player/player interactions likewise. In part, that is a result of the game 'transfixing' the player into the 'lonesome cowboy' - role. Powerplay would have had the potential to help that situation, only it got implemented in a way that is repetitive (only makes use of a very limited number of player-actions available in game) to the point that it gets boring after just a few weeks.
After playing ED for more than 2.5 years I am now patiently waiting for some fresh air to come into the game...
 
I still feel like CQC could be turned into a really awesome and meaningful competitive PvP feature.
Those ideas are good CQC ideas all of which I'd be very happy to see Frontier implement, but they don't really have any relevance to main game PvP.

By analogy, you wouldn't accept "more varied RES zones" as an idea to improve exploration, even though they're both PvE content, and you could "explore" the new RES zones by going there to see what was in them.

I kinda feel like people commenting that don't pvp are deliberately trying to sabotage pvp with cqc suggestions.
We get people trying to sabotage CQC with PvP suggestions too... I don't think it's (mostly) deliberate - I think it's just generally a lack of knowledge of either, so they see the similarity "shooting at players" and don't see the massive differences (or don't care, for those doing it deliberately).
 
In my not at all humble, entirely subjective and of course biased opinion, there are plenty of good and quite a few bad suggestions to be found on this forum. Many good replies explaining why the poster likes/dislikes the suggestion. Someimtes, however, it's really sad to witness the amount of posts that almost carefully avoid discussing the subject at hand, but rather translate to: 'I dont like your stupid suggestion. And I have a habbit of not talking to stupid!'
 
I kinda feel like people commenting that don't pvp are deliberately trying to sabotage pvp with cqc suggestions.

It's simple: CQC does not evolve with the development of the main game, therefore it is dead.

How is it different than GW2 PVP mode...or any other pure PVP mode in any other game?
 
How is it different than GW2 PVP mode...or any other pure PVP mode in any other game?
The point is that CQC is very different to main game PvP, so suggestions which would be good for one don't necessarily help the other - and changes to one are mostly irrelevant to the other.

CQC:
- light fighters only with limited weapon choices
- modest (though generally balanced) ship customisation
- extremely short TTK
- emphasis on evasion/hit-and-run, positioning
- numerically even fights only, limited scenarios, maximum 8 per fight
- fights are contextless

Main game PvP:
- wide range of combat ships and weapons
- extreme (and often unbalanced) ship customisation
- very long TTK
- emphasis on endurance, manuevrability, outfitting
- wide variation in dynamic combat scenarios, no hard maximum size
- fights can take place as part of a wider context

I quite like both, though since I don't visit the Sol bubble much find it much easier to get a CQC match; some people understandably have strong preferences for one or the other.
 
How is it different than GW2 PVP mode...or any other pure PVP mode in any other game?

Well First because you're using the word PvP wrong anyway....

GW2 is not a PvP , is a TvT MATCH GAME...

Elite is not a Match game so....

I still don't know why I bother responding to you , you are just trying to make flame anyway...
 
The point is that CQC is very different to main game PvP, so suggestions which would be good for one don't necessarily help the other - and changes to one are mostly irrelevant to the other.

CQC:
- light fighters only with limited weapon choices
- modest (though generally balanced) ship customisation
- extremely short TTK
- emphasis on evasion/hit-and-run, positioning
- numerically even fights only, limited scenarios, maximum 8 per fight
- fights are contextless

Main game PvP:
- wide range of combat ships and weapons
- extreme (and often unbalanced) ship customisation
- very long TTK
- emphasis on endurance, manuevrability, outfitting
- wide variation in dynamic combat scenarios, no hard maximum size
- fights can take place as part of a wider context

I quite like both, though since I don't visit the Sol bubble much find it much easier to get a CQC match; some people understandably have strong preferences for one or the other.

Well The only improvements CQC need is MORE levels. and a Private Match(unranked) button. Maybe put the taypan there while at it...

And if possible a capital ship mode...
 
It certainly fits the low effort bill. But the other idea, the perma-anarchy 2 stations around a 25km thick asteroid field would become a permanent fixture/hub for pvp. I don't know how tough it is to inject an asteroid field that large, but seriously - give us this and we'll adapt the RoA bot to keep our own minigame. Honestly, think about that. A natural hub for pvp. Raids between the stations. Hunting people who are there specifically for that. All along with maximum variation that ED offers in addition to ongoing evolution of the game, i.e. not cqc. This would draw every pvp'er. Put it between the fed/imp territories and the rp pvp'ers have their game too. It'd be a huge draw and the discord linked communities would take care of the rest.

Brilliant ideas and I totally agree. Creating the asteroid field you envision, or something similar, would be an incredible asset and would quickly become the fulcrum upon which a lot of new player driven gameplay would arise.
 
To the above chatter (before jason) - FD has stated they aren't putting effort into CQC because it's dead. Let it stay dead and encourage them to work on the main game. If you must insist on cqc not dying, encourage FD to tie it into the main game where it belongs. Diverging development is not what FD needs. The main game is evolving while cqc is not. It's that simple. They can barely handle their own main game - don't split their focus.

And think about it. I'm going to spend umpteen thousand hours getting good at flying an fdl, heck - and a viper for kicks because some of us are weird. Why in the world would I want to jump into a gimmicky game with silly powerups and limited variation in surroundings in ships that are utterly useless in the main game? PvP will always be drawn towards the game that evolves. Evolving features, hopefully evolving diversity too but the linear ship progression is a hurdle here. CQC is inherently limited, I mean, look at it's purpose from the drawing board at FD - it was designed to be limited! Let it die, or if you must, encourage FD to tie it into the main game so it can become a hub of sorts. I mean, if FD gives us that simple asteroid field with 2 stations in perma anarchy that I outlined above, I'm not going to refuse them putting a cqc access point in the same system. PvP needs a hub and the more hubby it can get - sure great. But I'm betting it's too much work to integrate it. Bang for buck folks.

What FD needs for pvp improvements are simple, easy to implement ideas. Anything else is dead in the water.
 
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To the above chatter (before jason) - FD has stated they aren't putting effort into CQC because it's dead. Let it stay dead and encourage them to work on the main game. If you must insist on cqc not dying, encourage FD to tie it into the main game where it belongs. Diverging development is not what FD needs. The main game is evolving while cqc is not. It's that simple. They can barely handle their own main game - don't split their focus.

And think about it. I'm going to spend umpteen thousand hours getting good at flying an fdl, heck - and a viper for kicks because some of us are weird. Why in the world would I want to jump into a gimmicky game with silly powerups and limited variation in surroundings in ships that are utterly useless in the main game? PvP will always be drawn towards the game that evolves. Evolving features, hopefully evolving diversity too but the linear ship progression is a hurdle here. CQC is inherently limited, I mean, look at it's purpose from the drawing board at FD - it was designed to be limited! Let it die, or if you must, encourage FD to tie it into the main game so it can become a hub of sorts. I mean, if FD gives us that simple asteroid field with 2 stations in perma anarchy that I outlined above, I'm not going to refuse them putting a cqc access point in the same system. PvP needs a hub and the more hubby it can get - sure great. But I'm betting it's too much work to integrate it. Bang for buck folks.

What FD needs for pvp improvements are simple, easy to implement ideas. Anything else is dead in the water.

100% true.

Actually why dont we ask for it? via CG?... (ugh!)

I heard the winged hussars are getting a bar that way...

We can ask as a whole comunity to have 2 stations and a CQC asset placed in a non used system for us to play with!
 
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