PvP The PvE <-> PvP Rift

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Been playing on XBOX since it released on that platform. Opened up a PC account a few months ago and was flabbergasted at the number of people playing in Open. Guess what else astounded me? The utter lack of extreme violence.

Y'all are scared of the dark.

You are making an assumption here regarding me, specifically - I don't fear any other pilots :)

I don't want my time to be wasted by someone else, and that is the end result for me regardless of who is the victor. If I want to PvP, then I will load up the game with that express intent, and engage in it.

Otherwise, it's just in my way, and not of interest to me.

Riôt
 
Hands in the air here, I for one could not solo a wing Assassination mission at Elite difficulty in a Cobra. I just don't have that skillset. And here's the main point. I have no interest in learning that skill set. I'm 55 years old, I want to login and do my own thing. If the game [sic] ever gets to that point, they lose a player and customer in their shop.

Clearly there should be content for folks at every skill level. What some of us want more of is more difficult content. That means players who don't want to learn the skill set to play said content, which is fine of course, will have a difficult time if they choose to engage in said content. Nature of the beast, yo. Don't get to play Halo on Legendary if you don't want to learn the Plasma Pistol/Pistol combo!

Basically more hard stuff to go along with the easy stuff. :D

You are making an assumption here regarding me, specifically - I don't fear any other pilots :)

I don't want my time to be wasted by someone else, and that is the end result for me regardless of who is the victor. If I want to PvP, then I will load up the game with that express intent, and engage in it.

Otherwise, it's just in my way, and not of interest to me.

Riôt

You're playing a game. You're already wasting time - so who cares if somebody blows you up? There's a lot of fun to be had in that too.

Regardless, on the bright side, the best time is wasted time.
 
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Mixed PvP / PvE games just don't work. A game has to be one or the other for it to be balanced properly and for mechanics that make it fun and engaging.

They can, but they generally fall into certain niches - remember Quake?

Unreal was a good single-player game that also had some pretty solid multi-player.

For more modern games, Watchdogs 2 has both.

It can be done without one element or the other suffering tremendously, but it requires very specific design intentions.
 
Because what you do in Open matters. You're playing the game in its highest form. Does self respect mean nothing these days?

Besides, moderate increase in survivability? Son, put that DBX in the hands of a pilot who knows how to fly and ain't nothing touching him. Moderate my butt!

On the contrary, what you do in ANY mode matters.

I get it. For you, Open is the only way to play the game. Good for you. Go enjoy it. Ocassionally I do myself.

But, the game doesn't cater solely to you. A lot of players prefer to not deal with the risks of Open, and that is still completely fair. Good for them.

The point I have repeatedly said, which you have ignored, is to make Open rewarding enough to entice players into it. Clearly it isn't at the moment.

Example: 5x payout bonus for exploration data turned in at open starports. Just a straight multiplier on the final cash payout, not affecting rep/inf.

Were something like that in place I would be VERY tempted to run in Open when dropping data. Again, make the rewards good enough to entice players to make the risk.
 
On the contrary, what you do in ANY mode matters.

I get it. For you, Open is the only way to play the game. Good for you. Go enjoy it. Ocassionally I do myself.

But, the game doesn't cater solely to you. A lot of players prefer to not deal with the risks of Open, and that is still completely fair. Good for them.

The point I have repeatedly said, which you have ignored, is to make Open rewarding enough to entice players into it. Clearly it isn't at the moment.

Example: 5x payout bonus for exploration data turned in at open starports. Just a straight multiplier on the final cash payout, not affecting rep/inf.

Were something like that in place I would be VERY tempted to run in Open when dropping data. Again, make the rewards good enough to entice players to make the risk.

I'll take that...fly all the way in using Private, land, switch modes..and voila!

I got a better idea, I'll just secure my router against connections to other PC's, and fly in using Open and turn in!

Better yet, I'll just turn in at some backwater station that no one ever goes to!

Add to this suggestion that no amount of bonuses will bring most PVE players out to PVP...and it really does seem like weak tea.

This kind of stuff just can't be done...the game does not recognize 'modes', since 'modes' are just matchmaking filters/flags.
 
As a PvPer, the attitudes of a lot of PvPers here make me cringe.

All you have to do to not be killed by me, is not wear a federation power play tag.

That said, powerplay objectives should not be able to be accomplished in private groups or solo. Even if it's a PvE activity like hauling, undermining, or conflict zones. In the context of powerplay it is a strategic PvP activity taken against other player groups and shouldn't be able to be done without the possibility of being opposed.
Even if PP were limited to Open, some players would still be able to do those activities "without the possibility of being opposed" due to the issues with instancing. Players who are physically far away probably won't be placed in your "instance", so you'll have no opportunity to oppose them. It's difficult to get in the same instance with friends you want to play with.

As long as ED uses P2P, instead of a true server client system, this will be the case. There's no way they will change this architectural program design choice at this point; they'd need to rewrite huge portions of the code and probably need switch to a monthly subscription fee (in order to pay for the servers).
 
This kind of stuff just can't be done...the game does not recognize 'modes', since 'modes' are just matchmaking filters/flags.

The game does know which mode the player is in. I agree the BGS & Powerplay are an existing part of the game that shouldn't be handed over to PvP, but a new layer could be added where only PvP has influence, and it could be Open only.

What they actually want to fight over is unknown though, ask 20 PvPers & you'll get 20 different answers (I did, and did).
 
The point I have repeatedly said, which you have ignored, is to make Open rewarding enough to entice players into it. Clearly it isn't at the moment.

Example: 5x payout bonus for exploration data turned in at open starports. Just a straight multiplier on the final cash payout, not affecting rep/inf.

Were something like that in place I would be VERY tempted to run in Open when dropping data. Again, make the rewards good enough to entice players to make the risk.
When I'm returning to the bubble with MONTHS of exploration data, I'm not sure any reasonable bonus multiplier would tempt me into Open. I might do it for a 1000x bonus, but then I'd carefully select a lonely outpost somewhere on the fringes of the bubble. It's unlikely I'd meet any player that way and that sort of bonus would probably knock the exploration rewards seriously out of balance.
 
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The range of players is the issue, not the game. I would want modifications that go the other direction. I have a rank-up mission in my power that I can't complete because I have to kill a NPC anaconda with my python. I can't do it. So I have no idea what you are talking about. I have played other games where PVP was the primary game play, and the focus there was always getting the next more powerful upgrade but all the time I knew that I was up against an old salt that had all the upgrades..and had spent hours working out just what upgrades were the most effective, right down to the DPS on one gun vs. another. End result, if you had the wrong loadout, then you lost.

Point is there are all ranges of types and termperment when it comes to players, all all kinds of skill levels. Not everyone has the time to become an old salt that studies every facet of the game, and knows just exactly what loadout works the best on every type of ship. Some just want to drop in, blow up a few NPC's for an hour and then leave. Nothing the developers can do for that broad range of players, except play to the middle. I for one am about to quit the game over the new notoriety with crimes and punishment. I only play PVE. And I'm sick of notoriety, and spending more time clearing my record than having fun in the game.
 
When I'm returning to the bubble with MONTHS of exploration data, I'm not sure any reasonable bonus multiplier would tempt me into Open. I might do it for a 1000x bonus, but then I'd carefully select a lonely outpost somewhere on the fringes of the bubble. It's unlikely I'd meet any player that way and that sort of bonus would probably knock the exploration rewards seriously out of balance.

I arrived in Colonia having never been there before & not knowing what kind of reception I'd get, sold 650mCr worth of data with no trouble at all. I was there for two months, in open, not one shot was fired at me.

I returned to the bubble stopping off at several of the new outposts, again no problems at all and eventually navigated my way from the edge of the bubble half a dozen jumps (deliberately via unpopulated systems, in the early hours of the morning knowing it would be quiet) to my home system, didn't meet a soul. I killed half a dozen Pirate NPCs after the escape pods in my hold, there is the risk to an explorer and that's the same in any mode. I did it all in Open.

The danger from other players in normal play is overegged. If you're the social type that likes to frequent busy systems I'm sure there's real danger, but that's not where you go after an exploration jaunt. Any Open only reward for normal play would just be abused, there's no need for it.

otoh in Solo you can't wing up with a buddy to escort you home ;)
 
When I'm returning to the bubble with MONTHS of exploration data, I'm not sure any reasonable bonus multiplier would tempt me into Open. I might do it for a 1000x bonus, but then I'd carefully select a lonely outpost somewhere on the fringes of the bubble. It's unlikely I'd meet any player that way and that sort of bonus would probably knock the exploration rewards seriously out of balance.

It might be worth noting that this thread was originally about the idea of dialling-up NPCs to approach PvP levels of skill.

This is exactly the sort of scenario where that becomes an issue though.
When you're off minding your own business, meeting up with an NPC psycho' killer in a flying death-machine isn't really going to do a lot to improve anybody's enjoyment of the game.

By all means, let's have some super-NPCs stuck into missions and scenarios that warrant them but if we end up with super-NPCs flying around randomly, waiting to "gank" players who're on their way back from exploring or in the middle of mining it's only ever going to hack people off.

Or force people to build all their ships so they're capable of withstanding an attack from a super-NPC... which is also going to hack people off.
 
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The idea is to reward actual PvP encounters, not the risk of an encounter. To make PvP meaningful, and rewarding, find ways to reward players for doing it. Both the winners and the losers. Rewarding the loser will incentivize the attempt, rather than punish for a defeat. If FD can quantify a disparity in ship strengths, as with the notoriety mechanic, they should be able to quantify PvP encounters.

This could be as simple as a PvP-merit. Which could be turned in for influence. Influence for PP between PP aligned players, or influence between Players associated with a Player Faction. Turned in just as we do Combat Vouchers, or Bounties. If you rewarded both sides of the engagement, with the winner getting the lion's share, you encourage the whole thing.

No one gets excluded from content they have now. PvP gets a meaning, and a reward commensurate with the actual risks involved. Those considering PvP have some benefit from attempting, and progressing. Who could complain about that?
 
The idea is to reward actual PvP encounters, not the risk of an encounter. To make PvP meaningful, and rewarding, find ways to reward players for doing it. Both the winners and the losers.

Agree. I've played other PVP games and it was way less depressing to lose. This game makes you cry depending on the insurance payout of your rig. Other games you just have to spend a minimal repair fee, when you die. Someone else can confirm this, but it just occurred to me that maybe some take this game and it's realism to seriously. Meaning, they want the game to be almost a life simulation.
 
I could be wrong, but that just might cause lots of people to quit playing. I'm all for difficult NPCs but that might be a step too far. Would depend on how competent the NPC pilots are.

Frontier already tried this. 2.1. MoM's changes were strong. People who never considered their ship's survival important (because they had never had to) suddenly did - these changes crossed all modes remeber. AI had an actual rudimental challenge curve; which is normal in every other game I've ever played. The player base, clearly, did not believe "challenge" should exist in Elite. Even when the edge-case engineering garbage was resolved, nope, nerf the AI because they are actually a problem (which they should have always been at times) and this is unacceptable.

Frontier tried an experiment; making the de facto mode a free-for-all. Most other MMO's will actually split PVE and PVP; because this allows both to be better tailored. But that has time and costs associated. It's also not Braben's vision of people experiencing his vision and ignoring each other to just be in awe of the BGS and universe; honestly, David seems a great guy but I can't help but get the impression players are a bit of an impost (some of us probably are, to be fair, including myself). ;)

I'm not sure if the developer was (partly) deluded, or just naive. But this is what we now have; and the odds of that fundimentally changing, well I'd not bet on it. But; for whatever reason, Frontier has this almost flawless knack for sitting on an issue, for so long, when they do eventually decide it's worth progressing a solution for, people have long since adopted the status quo and will therefore resist any change.

There's is a flawed belief that "if AI were just as good as players", it'd solve all the issues. I used to believe that as well. But it's wildly apparent that the player-base is pretty intractable and this sort of change would never last. Frontier are capable of amazing work and I am still, at times, caught by how good a lot of the game is.

But there's one universal constant; Frontier developed a FFA game, then ignored that decision for 4 years; and in fact added their own voice to mocking and deriding open as a bad place to be. In so doing, they cemented the notion that anyone in open is a universal bad egg. When even the developer is a bit guilty of finger-pointing rather than recognise it's a huge area for improvement and actually pledge early on to solve that; it does set a bit of a tone. They mean well. But Frontier, and Elite, is not going to be a good time for a while.

I think 3.0 is their chance to actually, fundimentally reset the game (from a mechanics standpoint) and focus more on the experience. I fear, however, they're once again buried in the minutia, and how important that experience has always been, will once again die on the pyre of "complex solutions to problems no-one actually has" followed by "this isn't working as intended, even though it did last week" and now the new "the mechanics have been disabled whilst we solve the problem" - which has caused quite a lot of grief.

All of which, is happening in live.

There is a lot of good in the new C&P. And there is a lot of good in the challenge curves in the Thargoid and so on. But a lot of that is wasted on how the experience is being eroded in the pursuit of trying to deliver a vision, regardless of whether that's the one the player base shares.

In essence, the OP, Frenotx, is speaking to the experience. It's the one thing Frontier still hasn't got a solid handle on. Instead of the developer embracing it's community and seeking deliver an experience, leveraging solid concepts and reworking clearly repeated trends into the experience, they're too busy playing whack-a-mole and turning stuff off. Because it's not what they want. Commanders agitating is an automatic give-in; but it's still FDev pulling the trigger.

I'm still playing, massively reduced hours tho (I've gone from streaming it pretty much 7 days a week, to about 3-4); but only a few of my friends are; many are moving on. The number one reason? The inconsistent experience, and the willingness for the developer to just crush any creative approaches, rather than maybe consider they could be reworked to provide a better experience. Mostly, I think they are just tired of being the whacked mole.

Frontier's fast-and-loose approach to solving issues with as much dramatic change as possible, has become exhausting. I don't think the op is alone in their thinking. Not by a long shot.

PVP has become a bit of a scape-goat for a lot of the game issues; and I do not believe that's reasonable. AI that offer a challenge curve is universally decried because, literally, "it's not convenient", despite scaled AI and difficulty curves being a typical approach in a great great many other games I've played, let alone in general.

I don't know how Frontier can proceed. I thought I had a handle on that; but I don't. I want to believe it's the experience that's the universal draw-card for people? I don't know. Maybe that's been lost by players too - busy blaming each other, out of frustration perhaps more than anything.

edited.
 
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Frontier already tried this. 2.1. MoM's changes were strong. People who never considered their ship's survival important (because they had never had to) suddenly did - these changes crossed all modes remeber. AI had an actual rudimental challenge curve; which is normal in every other game I've ever played. The player base, clearly, did not believe "challenge" should exist in Elite. Even when the edge-case engineering garbage was resolved, nope, nerf the AI because they are actually a problem (which they should have always been at times) and this is unacceptable.

Frontier tried an experiment; making the de facto mode a free-for-all. Most other MMO's will actually split PVE and PVP; because this allows both to be better tailored. But that has time and costs associated. It's also not Braben's vision of people experiencing his vision and ignoring each other to just be in awe of the BGS and universe; honestly, David seems a great guy but I can't help but get the impression players are a bit of an impost (some of us probably are, to be fair, including myself). ;)

I'm not sure if the developer was (partly) deluded, or just naive. But this is what we now have; and the odds of that fundimentally changing, well I'd not bet on it. But; for whatever reason, Frontier has this almost flawless knack for sitting on an issue, for so long, when they do eventually decide it's worth progressing a solution for, people have long since adopted the status quo and will therefore resist any change.

There's is a flawed belief that "if AI were just as good as players", it'd solve all the issues. I used to believe that as well. But it's wildly apparent that the player-base is pretty intractable and this sort of change would never last. Frontier are capable of amazing work and I am still, at times, caught by how good a lot of the game is.

But there's one universal constant; Frontier developed a FFA game, then ignored that decision for 4 years; and in fact added their own voice to mocking and deriding open as a bad place to be. In so doing, they cemented the notion that anyone in open is a universal bad egg. When even the developer is a bit guilty of finger-pointing rather than recognise it's a huge area for improvement and actually pledge early on to solve that; it does set a bit of a tone. They mean well. But Frontier, and Elite, is not going to be a good time for a while.

I think 3.0 is their chance to actually, fundimentally reset the game (from a mechanics standpoint) and focus more on the experience. I fear, however, they're once again buried in the minutia, and how important that experience has always been, will once again die on the pyre of "complex solutions to problems no-one actually has" followed by "this isn't working as intended, even though it did last week" and now the new "the mechanics have been disabled whilst we solve the problem" - which has caused quite a lot of grief.

All of which, is happening in live.

There is a lot of good in the new C&P. And there is a lot of good in the challenge curves in the Thargoid and so on. But a lot of that is wasted on how the experience is being eroded in the pursuit of trying to deliver a vision, regardless of whether that's the one the player base shares.

In essence, the OP, Frenotx, is speaking to the experience. It's the one thing Frontier still hasn't got a solid handle on. Instead of the developer embracing it's community and seeking deliver an experience, leveraging solid concepts and reworking clearly repeated trends into the experience, they're too busy playing whack-a-mole and turning stuff off. Because it's not what they want. Commanders agitating is an automatic give-in; but it's still FDev pulling the trigger.

I'm still playing, massively reduced hours tho (I've gone from streaming it pretty much 7 days a week, to about 3-4); but only a few of my friends are; many are moving on. The number one reason? The inconsistent experience, and the willingness for the developer to just crush any creative approaches, rather than maybe consider they could be reworked to provide a better experience. Mostly, I think they are just tired of being the whacked mole.

Frontier's fast-and-loose approach to solving issues with as much dramatic change as possible, has become exhausting. I don't think the op is alone in their thinking. Not by a long shot.

FD has lost control of their game. I don't think they even know where it is going.
 
Frontier already tried this. 2.1. MoM's changes were strong. People who never considered their ship's survival important (because they had never had to) suddenly did - these changes crossed all modes remeber. AI had an actual rudimental challenge curve; which is normal in every other game I've ever played. The player base, clearly, did not believe "challenge" should exist in Elite. Even when the edge-case engineering garbage was resolved, nope, nerf the AI because they are actually a problem (which they should have always been at times) and this is unacceptable.

Frontier tried an experiment; making the de facto mode a free-for-all. Most other MMO's will actually split PVE and PVP; because this allows both to be better tailored. But that has time and costs associated. It's also not Braben's vision of people experiencing his vision and ignoring each other to just be in awe of the BGS and universe; honestly, David seems a great guy but I can't help but get the impression players are a bit of an impost (some of us probably are, to be fair, including myself). ;)

I'm not sure if the developer was (partly) deluded, or just naive. But this is what we now have; and the odds of that fundimentally changing, well I'd not bet on it. But; for whatever reason, Frontier has this almost flawless knack for sitting on an issue, for so long, when they do eventually decide it's worth progressing a solution for, people have long since adopted the status quo and will therefore resist any change.

There's is a flawed belief that "if AI were just as good as players", it'd solve all the issues. I used to believe that as well. But it's wildly apparent that the player-base is pretty intractable and this sort of change would never last. Frontier are capable of amazing work and I am still, at times, caught by how good a lot of the game is.

But there's one universal constant; Frontier developed a FFA game, then ignored that decision for 4 years; and in fact added their own voice to mocking and deriding open as a bad place to be. In so doing, they cemented the notion that anyone in open is a universal bad egg. When even the developer is a bit guilty of finger-pointing rather than recognise it's a huge area for improvement and actually pledge early on to solve that; it does set a bit of a tone. They mean well. But Frontier, and Elite, is not going to be a good time for a while.

I think 3.0 is their chance to actually, fundimentally reset the game (from a mechanics standpoint) and focus more on the experience. I fear, however, they're once again buried in the minutia, and how important that experience has always been, will once again die on the pyre of "complex solutions to problems no-one actually has" followed by "this isn't working as intended, even though it did last week" and now the new "the mechanics have been disabled whilst we solve the problem" - which has caused quite a lot of grief.

All of which, is happening in live.

There is a lot of good in the new C&P. And there is a lot of good in the challenge curves in the Thargoid and so on. But a lot of that is wasted on how the experience is being eroded in the pursuit of trying to deliver a vision, regardless of whether that's the one the player base shares.

In essence, the OP, Frenotx, is speaking to the experience. It's the one thing Frontier still hasn't got a solid handle on. Instead of the developer embracing it's community and seeking deliver an experience, leveraging solid concepts and reworking clearly repeated trends into the experience, they're too busy playing whack-a-mole and turning stuff off. Because it's not what they want. Commanders agitating is an automatic give-in; but it's still FDev pulling the trigger.

I'm still playing, massively reduced hours tho (I've gone from streaming it pretty much 7 days a week, to about 3-4); but only a few of my friends are; many are moving on. The number one reason? The inconsistent experience, and the willingness for the developer to just crush any creative approaches, rather than maybe consider they could be reworked to provide a better experience. Mostly, I think they are just tired of being the whacked mole.

Frontier's fast-and-loose approach to solving issues with as much dramatic change as possible, has become exhausting. I don't think the op is alone in their thinking. Not by a long shot.

FD, if you read this persons post and then scroll down to read mine, I just want you to know I support it and agree with it. I quoted it so you could read it again without having to scroll up further, you’re welcome. I hope someone else quotes it below and you read it again and then I hope you begin to understand it.
 
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