PvP The PvE <-> PvP Rift

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What did he say?

D.O.E.S. N.O.T. C.O.M.P.U.T.E

Followed with a single shared state rant and smoke coming out of the sub section of the forums.

Malfunctioning_Eddie.jpg


Kinda looked like that.
 
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Most player faction have recruitments across all consoles. Make the game the same across the board would mean our guys could defend just the same on PC. This is hardly an excuse.

FWIW, I personally would not mind if PowerPlay was redesigned to be Open-only. It's not uncommon for a PvE game to have PvP-exclusive content - ESO comes to mind. In fact, I wish ED was much more like ESO, where PvE and PvP content overlapped, so we all could play in open and yet not have the problems of PvPers 'forcing themselves' on PvE players. Lore-wise, weapons could have intelligent "friendly fire" locks that prohibit one Pilot's Federation member from firing on another unless the FOF transponder is turned off (thus allowing consensual PvP) or ships are in anarchy systems (the equivalent to ESO's Cyrodiil), a HAZRES, etc, or ships are pledged to a power, which can 'adjust' FF locks to allow enemy powers to be fired on. If such a system existed (and Frontier did it right), I would embrace both Open and Power Play.
 
FWIW, I personally would not mind if PowerPlay was redesigned to be Open-only. It's not uncommon for a PvE game to have PvP-exclusive content - ESO comes to mind. In fact, I wish ED was much more like ESO, where PvE and PvP content overlapped, so we all could play in open and yet not have the problems of PvPers 'forcing themselves' on PvE players. Lore-wise, weapons could have intelligent "friendly fire" locks that prohibit one Pilot's Federation member from firing on another unless the FOF transponder is turned off (thus allowing consensual PvP) or ships are in anarchy systems (the equivalent to ESO's Cyrodiil), a HAZRES, etc, or ships are pledged to a power, which can 'adjust' FF locks to allow enemy powers to be fired on. If such a system existed (and Frontier did it right), I would embrace both Open and Power Play.

I whole hardheartedly agree. At least there would be some understanding.
Would screw up some forms of piracy. But even those could work with flagged systems.

I think Flagged systems is the answer here. Either restricted per mode. Or modes merged together for the overlapping.

Flagged people wont work. but flagged systems will.
 
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Give it up bub. If players want/are able to solo wing assassination missions in their Vipers, then let them. Let me repeat myself: it's a game. You can have all the challenge you could ever need in Open Mode, but for some reason you insist on imposing your personal difficulty preference on an entire game? So if FD made NPCs too hard for you, then what? Omnipotence much?

Can't rep you again so +1 CMDR
 
FWIW, I personally would not mind if PowerPlay was redesigned to be Open-only. It's not uncommon for a PvE game to have PvP-exclusive content - ESO comes to mind. In fact, I wish ED was much more like ESO, where PvE and PvP content overlapped, so we all could play in open and yet not have the problems of PvPers 'forcing themselves' on PvE players. Lore-wise, weapons could have intelligent "friendly fire" locks that prohibit one Pilot's Federation member from firing on another unless the FOF transponder is turned off (thus allowing consensual PvP) or ships are in anarchy systems (the equivalent to ESO's Cyrodiil), a HAZRES, etc, or ships are pledged to a power, which can 'adjust' FF locks to allow enemy powers to be fired on. If such a system existed (and Frontier did it right), I would embrace both Open and Power Play.

I couldn't. I can't stand the performance in Open. Seeing ships skipping across space like stones on a pond just doesn't work for me - unless they want to run latency checking and exclude everyone with anything less than a 50 x 10 connection, and prohibit connections across VPN's.
 
...EDIT: Oh and combat logging. Even if it is 15 seconds. Its still a buncha nonsense.

OK, you got me started. How about high waking out to another system in an interdicted combat situation. Is that combat logging?

It's a 15 sec delay just like the approved interdiction mini-game 15 sec delay timer to the main menu. Imagine that being exactly the same like it was designed on purpose...Hmm. It's also the same result as menu logout if the player then jumps to a second system with another 15 sec FSD delay after a short cool down. You'll never find him with a wake scanner. Dedicated PvPers would have to get rid of both to keep their target in the instance which across all styles of play isn't going to happen. It is a compromise.

I of course know what you want. A longer delay on the menu logout timer. Then if you can take out the FSD within 15 seconds you can leisurely go in for the final kill. Anyone not close to your ship engineering and combat skills is a fly on the windshield. Thus more live player kills faster making new players even less interested in PvP. Add in more complaints about not enough live players in Open mode.

I think that Frontier figured this out. Players who cannot defend well have an option. Disgusting players who club seals but then exit when they are losing have an option. Players who are honorable and stay in the fight to the end are the goal for excellent PvP play and should be respected. Those who communicate and agree on combat before engaging say first one to 10 percent hull loses then end have my highest respect. I'll fly with honorable PvPers in combat any day losing until I can start winning. That would be productive and I will learn something. As I get much better my opponent will learn something. Note that there are groups on Inara that do exactly this.

If Combat Elite is the goal get a great ship and hit the Hi REZ and CZ's instead of clubbing seals. If killing live players as fast as possible is your goal and entertainment then nothing I've said really applies does it.

Regards
 
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PvP combat between PvP and PvE players often is asymmetric. One side a player who might be experienced, even running a fully engineered ship but has no idea about PvP ship meta and lacking the special advanced pilot skills, the other side a player who invested 99% of his time engineering to the top and practising FAO and what else is required.

On top some PvP players - personally I wouldn't consider them players cause they misuse their knowledge and skill - destroying newbies and/or attacking 4 vs. 1. Would there be a PvP code of honour I would expect these kind of activities to be stigmatised and persecuted. That way the true PvPers not just seeking for a prey could help getting an idea accepted.

Why not playing with open cards? Why do you (PvPers) not start a kind of PvP academy? Educating and training PvE players who later on might be willing to engage into PvP as well. If you are seeking for a fair challenge give your adversary a fair chance.
Otherwise it's just trying to entrap a few fools into a game with loaded dice.

o7
 
You got me started. How about high waking out to another system in an interdicted combat situation. Is that combat logging?

It's a 15 sec delay just like the approved interdiction mini-game 15 sec delay timer to the main menu. Imagine that being exactly the same like it was designed on purpose...Hmm. It's also the same result as menu logout if the player then jumps to a second system with another 15 sec FSD delay after a short cool down. You'll never find him with a wake scanner. Dedicated PvPers would have to get rid of both to keep their target in the instance which across all styles of play isn't going to happen. It is a compromise.

I of course know what you want. A longer delay on the menu logout timer. Then if you can take out the FSD within 15 seconds you can leisurely go in for the final kill. Thus anyone not close to your ship engineering and combat skills is a fly on the windshield. Thus more live player kills faster making new players even less interested in PvP. Add in more complaints about not enough live players in Open mode.

I think that Frontier figured this out. Players who cannot defend well have an option. Disgusting players who club seals but then exit when they are losing have an option. Players who are honorable and stay in the fight to the end are the goal for excellent PvP play and should be respected. Those who communicate and agree on combat before engaging say first one to 10 percent hull loses then end have my highest respect. I'll fly with honorable PvPers any day losing until I can start winning.

If Combat Elite is the goal get a great ship and hit the Hi REZ and CZ's instead of clubbing seals. If killing live players as fast as possible is your goal and entertainment then nothing I've said really applies does it.

Regards

Clubbing seals. And stopping your adversaries are two different things number 1.

Highwaking is acceptable. Even though some give other pvprs a hard time. It is what a trader was supposed to do.

Did you know there is a quote somewhere lying around from sandro that said submitting and highwaking for lower cool down was not intended. But it ended up staying anyways.

They want people interacting this way my dude. They want the player interaction.

I do think both the timers should be adjusted you nailed it.

But it's hardly clubbing seals killing a trader. That trader is the one making the impact in the bgs and power Play against you.

Killing new people that don't understand the game is clubbing seals. Killing people THAT DO understand the game is not.

This seriously needs to be defined from fdev here.

So people like you understand.
 
I agree with the OP in that there should be more challenges at the difficulty level of the current Thargoid encounters or harder. Things that are worth doing that require you to show up with honed skills that take time to learn. Things that require more than you simply having a bigger gun and stronger shields.

SJA did it right the first time a couple of years ago when she first made NPCs hard to kill and sometimes quick to run away. They were good then, but the community got them nerfed, largely because while smarter, there was no bounty increase for the trouble so people's CR/h took a nosedive (which is a reasonable concern). Instead of increasing the value of each ship kill to balance out the increase in time commitment, they just lobotomized the NPCs once again. Outside of the Thargoids, the situation is the same across the game if you're flying an engineered ship.

Ideally we would have more content that gets truly difficult as you scale up in rank (though lower ranked enemies are always available for easier killing). Where scanning and checking the rank of an enemy NPC is something you do then contemplate for a moment before opening fire because it actually matters. And where the payoff for taking on the most challenging rank of NPCs are worth the time and effort.

Where you CAN kill and Elite NPC FdL in a Viper...if you're good enough at flying to stay out its crosshairs. But maybe not a wing of them, sorry.

Doing so gives the game texture. It gives it layers. Things to aspire to. Goals to shoot for. Skills that demand refinement to access the highest tier of NPC combat. The highest tiers of exploration and trade. All skills when honed should deliver a more complex overall experience.

Right now, simply buying bigger guns and engineering them is sufficient and our gameplay boils down to "am I strong enough to simply overpower them without increasing my actual skill? If so, fight. If not, farm." I'd love for FDev to shoot for the layering and complexity that we see in games like Path of Exile or even common and popular games like Fortnite, Hearthstone, Dota 2, Street Fighter 5, and Monster Hunter World. These are games that are easy to pick up but hard to master...all of which have content that you can find enjoyable when you're clueless, but have a whole new level of game complexity and appreciation when you become (or watch) an experienced player or master. Even games like Destiny 2 and WoW have challenging raids and special rewards for endgame gameplay.

Elite Dangerous is -- with enough external resources -- easy enough to pick up and learn its systems. The issue is once those systems are learned, there is no further complexity to experience. It's purely repetition until whatever your personal goals are reached. No additional depth for those who are dedicated enough to become skilled players can put those skills to the test. Outside of Thargoids and PvP. But even then, once you learn the basic mechanics and have a sufficiently equipped ship, those can be farmed as well.

Just some thoughts. Difficulty creates texture by forcing people to learn new and better techniques if they want to access and emerge victorious against the hardest in-game content. And while simply melting every enemy ship may fulfill a temporary power fantasy, it's not very good for long-term game engagement.

But I'm sure all of you knew that already. Especially if you're playing any modern loot or GaaS games like any of the aforementioned.
 
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Thats right. And watch me.

As long as players are intentionally attacking other player faction through the BGS. Thats the moment PVE becomes PVP. Even if it is PVE. You should have the right to defend against them like any other game with PVP to protect your NPC's just like towers in Guildwars 2 with bosses inside of them. Just like minion waves in League. All PVE elements, but the ability to stop the aggressor.

The different types of game dont matter here. Its the context on how PVP is applied here.

Too bad if people dont like it. Shouldnt be attacking another player faction if you dont want to PVP in the first place.

As my mom said, tough y.

PvP has no influence on the BGS. It's just a bit of fun when it happens, but that's not how BGS wars are won, and never have been.

There are at least 9 modes in the game: Open, Private, Solo, each on PC, XB and PS. And even if you fly in Open, instancing will likely mean you don't encounter each other even then.

BGS is PvE. The modes don't matter.
 
PvP has no influence on the BGS. It's just a bit of fun when it happens, but that's not how BGS wars are won, and never have been.

There are at least 9 modes in the game: Open, Private, Solo, each on PC, XB and PS. And even if you fly in Open, instancing will likely mean you don't encounter each other even then.

BGS is PvE. The modes don't matter.

Indeed, the most boring mmo war system ever devised..
 
PvP has no influence on the BGS. It's just a bit of fun when it happens, but that's not how BGS wars are won, and never have been.

There are at least 9 modes in the game: Open, Private, Solo, each on PC, XB and PS. And even if you fly in Open, instancing will likely mean you don't encounter each other even then.

BGS is PvE. The modes don't matter.

K go stack 20 missions. Watch you rebuy. Influence with said faction. And time get wasted.

Let alone bounties you may have accumulated or data to turn in.

Then tell me PvP in bgs has no place.
 
I couldn't. I can't stand the performance in Open. Seeing ships skipping across space like stones on a pond just doesn't work for me - unless they want to run latency checking and exclude everyone with anything less than a 50 x 10 connection, and prohibit connections across VPN's.

Wold be nice to have a manual latency filter. Maximum accepted latency for instancing.

Don't think the bandwidth causes much issue though. It's all about the ping.
 
Did you know there is a quote somewhere lying around from sandro that said submitting and highwaking for lower cool down was not intended. But it ended up staying anyways.

No, I didn't know that. But I guess that they had a group meeting and decided the result.

They want people interacting this way my dude. They want the player interaction.

I totally agree and would love to see it happen as well with every player enjoying Open mode versus too many fearing it.

I do think both the timers should be adjusted you nailed it.

What is the defense for those who take advantage of it? It's that darn balance problem again. But hey, start a thread prompting it and see if Frontier responds with the next update. Get Frenotx to assist as he researches an issue, complies the data then makes an excellent case to promote an idea. The best I've seen in years. When Frontier makes a decision I'll go with it.

But it's hardly clubbing seals killing a trader. That trader is the one making the impact in the bgs and power Play against you.

Yes, that is a different story and I totally agree. If one is going into harm's way with Power Play or Community Goals bring on their best game play face. I also don't like circumventing CGs with Group or Solo but that's another discussion in another thread. I suspect it is balance for new players joining in but derails the purpose for experienced players. I don't see a Frontier solution.

Killing new people that don't understand the game is clubbing seals. Killing people THAT DO understand the game is not.

You basically summarized my post with one sentence. Thanks.

This seriously needs to be defined from fdev here. So people like you understand.

People like me? Now you are getting personal. Darn and we were agreeing on many points doing so well...Must be that typing a text message can be taken 10 different ways. I should have used more emoticons.

Best Regards
 
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Why is it impossible? What needs to change to make it possible?

Because you can't 'lock things to modes', because there are no modes!


You can't add or take something away from modes...because there are no modes.

Modes do not exist. The only thing that exists is a single tapestry, that everyone runs around on, we call the galaxy. Modes are irrelevant to it...just as PVP is irrelevant to it!

Monty-Python-Dead-Parrot-600x326.png


What would need to change is the whole design of the game...from scratch...a rewrite...completely. Everything.
 
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