Sounds like a lot of presumption from a singular data point.
Sounds like a lot of presumption from a singular data point.
Yes but having participated very thoroughly in two failed Beta attempts to nerf booster-stacked shields (2.2.3 and 2.3) I can say that almost every single PvP contributor to those forums was demanding hp reduction whereas the PvE contributions were more mixed.
Not 100% against, not by any means, but more mixed. There was a clear difference in breakdown (% for, % against) by whether PvP or PvE was the contributor's preferred playstyle. This was not inference, in one Dev-stickied thread we actually had to state our playstyle in a questionnaire format and the differences were clear.
Sounds like a lot of presumption from a singular data point.
If the information you're relying on is one of the aggregate results (that it was more PvEers) then that one topic's result is one data point. I've realised it should also take into account the natural proportions of each - sadly only FDev really knowThousands of 'data points'.
If the information you're relying on is one of the aggregate results (that it was more PvEers) then that one topic's result is one data point. I've realised it should also take into account the natural proportions of each - sadly only FDev really know
I absolutely agree - that's always going to be missing from our information as we argue away here so other than some broad data that we have been told we're all people shouting "it looks flat from here"...largely art, not science.
Where the current system seems to fail is with potential resistance levels and potential maximum hit points (be it shield or hull).Before shield booster and SCBs were introduced, my first thought would have been "what's wrong with the current shields". My preferred solution most likely would have been to buff shields in general, maybe altered by a formula that takes ship size and/or weight into account. From my uneducated point of view it just looks as if someone would have taken the easy route of obfuscating the balance instead of properly calculate them.
IMO from playing and modding various games similar to ED over the years there is nothing wrong with your viewpoint. However, choice if done right can rebalance things without fundamentally changing the original balance. However, if you take the necessary steps to do that you inevitably get differences in opinion.I'm sure there's something wrong with these thoughts of a simple mind, but maybe some of the combat specialists could try to enlighten me? The only answer I won't accept is "more choices is always a good thing" as you can't fix balancing issues with just "more choices". First the balance fix, then the choices. Any other order is calling for the mess we're facing right now.
Yes but having participated very thoroughly in two failed Beta attempts to nerf booster-stacked shields (2.2.3 and 2.3) I can say that almost every single PvP contributor to those forums was demanding hp reduction whereas the PvE contributions were more mixed.
Not 100% against, not by any means, but more mixed. There was a clear difference in breakdown (% for, % against) by whether PvP or PvE was the contributor's preferred playstyle. This was not inference, in one Dev-stickied thread we actually had to state our playstyle in a questionnaire format and the differences were clear.
Yeah, I see your point. It probably is futile since Fdev seems set in their ways on this issue. I guess it's just kindof a "Do not go gentle into the night" thing with me.You are definitely right. I've read your post twice and agree with every word of it.
The reality though is that Frontier have decided to work towards a solution that leaves the Solo/PG PvE guys unaffected (even though some, I know, would actually agree with changes - but many would not).
I agree that this design decision means that the shield by-passes that will hit Open will have some strange consequences. But I think Frontier's position is clear. I occasionally put a lot of personal capital into trying to change balance issues affecting PvP but I'm not going to try to change this one. I can see it would be futile.
That is not entirely true, while in a combat context I think an "effective" shield strength (according to Coriolis) of approx. 3k (Engineered 1.5k Boosted Bi-Weave with good resistances) is borderline OP (wrt the bigger ships I can see good reason for people in a non-combat context wanting/needing 3+k of absolute shields for high-G planetary landings in those ships. A c. 1.5k absolute (c. 3k effective) shield strength big ship can take 40% or more shield damage in lower end High-G planetary landing circumstances.The majority of PvE players that aren't all that focused on combat, didn't care either way.
That is not entirely true, while in a combat context I think an "effective" shield strength (according to Coriolis) of approx. 3k (Engineered 1.5k Boosted Bi-Weave with good resistances) is borderline OP (wrt the bigger ships I can see good reason for people in a non-combat context wanting/needing 3+k of absolute shields for high-G planetary landings in those ships. A c. 1.5k absolute (c. 3k effective) shield strength big ship can take 40% or more shield damage in lower end High-G planetary landing circumstances.
It is a myth that shields only matter in a combat context.
In order to achieve 3+k of absolute shield strength you need to run 6-8 boosters in reality, which was my point. This can be justified for high gravity surface operations in larger ships.Sure, but those builds were hardly hurt by the suggested nerf to SBs.
Builds with three or fewer boosters didn’t lose much.
Those that complained and had the changes stoped, ran 6-8 boosters.
That's how it is already Wydocq. We don't see the vast majority of NPC traffic it's just presumed in the background.
If you want a "you see every single ship in game and can play total control" game you want The Other Space Game With All The Spreadsheets - this game doesn't cater to that sorta play.
Truth. But in this "Other Space Game With All The Spreadsheets" you dont have control over your ship :] Otherwise more people would play it.
I’ve been trying to understand why the vast majority of people are not interested in PvP in Elite Dangerous.
I’d like your thoughts on it, here are my thoughts.
For me, I like the adventure of discovering ‘what is out there’ now I know content is slim at the moment but the fact remains. I will NEVER get in a spaceship and explore the universe/galaxy in my lifetime as much as would love to. ED gives me the opportunity to do that, find weird systems and sometime amazing glitches that add to the experience.
I’ve never seen Elite as an opportunity to sit in my backyard and shoot other players, the galaxy is too big to waste time with that in my opinion.
There are thousands of games out there where the purpose is to shoot each other and do it very well. ED gives me a Galaxy to explore, why on earth would I want to do peew pew when there is a Galaxy to discover? (I’ll repeat at this point that I am aware content is thin on the ground for exploring) But at least I can find cool places to re-visit when content is added.
TLDR?
Summary – Most players purchased ED to wonder at our galaxy in their own time in their own way. For them PvP is just a waste of time and effort.
Thoughts?
Nutter
O7
For at least some, even once is bad enough - Zero tolerance for bullying of any form is not hysteria, and griefing is a form of bullying. That being said, griefing is not the only behavioural concern some have over PvP although it is perhaps the one of the few PvP behaviours that is explicitly prohibited by code of conduct covenants in on-line games.First of all I don't think that it is the *VAST Majority* that are against PvP, although there certainly does seem to be an anti-pvp hardcore on these forums, There also seems to be a fair amount of hysteria on these forums regarding PvP and so called griefers, which imo is completely unjustified as after playing this game from beta i've only ever been griefed once....
In at least some players' books, "attacking without in-game reason" is tantamount to griefing (if not explicitly griefing). Whether this is actually the case or not is a bit moot. Further more, as PC characters do not drop cargo, materials, or modules on death - proper piracy which involves a player being attacked should involve a demand for cargo. If there is no demand for cargo, then it is not proper piracy IMO.For me Elite is a game where PvP sometimes happens, but it is not a game that is *about* PvP, when it happens its fun but for me it's only fun when there is a game reason for it, for example a pirate player attacking a trader player for his cargo... When it's becomes about attacking another player simple because they are there then for me it spoils it.
For at least some, even once is bad enough - Zero tolerance for bullying of any form is not hysteria, and griefing is a form of bullying. That being said, griefing is not the only behavioural concern some have over PvP although it is perhaps the one of the few PvP behaviours that is explicitly prohibited by code of conduct covenants in on-line games.
Further more, due to the instanced-peer-to-peer and expansive-play-space nature of ED there are random factors that mean one person's personal experience does not define how frequently any particular type of incident is likely to happen to anyone else regardless of how long they have played.
In at least some players' books, "attacking without in-game reason" is tantamount to griefing (if not explicitly griefing). Whether this is actually the case or not is a bit moot. Further more, as PC characters do not drop cargo, materials, or modules on death - proper piracy which involves a player being attacked should involve a demand for cargo. If there is no demand for cargo, then it is not proper piracy IMO.