PvP The PvE <-> PvP Rift

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This thread is still going on? Heck most of it is posts arguing with each other. Frontier has looked at it for any useful comments and moved on. Any more posts won't make a difference other than trying to have the last word in a futile text argument. Move on perhaps with more time actually playing the game. Just a suggestion.
 
This thread is still going on? Heck most of it is posts arguing with each other. Frontier has looked at it for any useful comments and moved on. Any more posts won't make a difference other than trying to have the last word in a futile text argument. Move on perhaps with more time actually playing the game. Just a suggestion.

So, basically the same as almost any thread around here :D
 
Npcs are incompetent both at piracy and at murder so no risk to run into those issues in SOLO.
I disagree but I do concede that once a player passes a certain level of proficiency the NPC Pirates can be a minor concern (depending on the build).

OPEN is not hard mode, OPEN mode is a choice to play with a risk of griefers and gankers as it currently stands (not saying all PvPers are griefers or gankers though).
 
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Pvp bucket implementation sounds good. The only thing is that it has to be worthwhile to be involved in PvP and not worthwhile to jump to SOLO and grind from there.

Just change the proportions, PvP kill should equate to lets say 10 npcs or some other number. Players are tougher than any npc even top elite conda. The payment should be proportioned to the work done thats all.

You'll just exploit the kills with your mates, so why should they use valuable dev time on you.
 
You'll just exploit the kills with your mates, so why should they use valuable dev time on you.

Yeah, unfortunately would be all to easy to game the system.

You could make it so that the effect is proportional to the rebuy cost, but some people have so much money these days they could afford hundreds of deaths in an Anaconda and not feel it.

Also, if we are talking about the BGS, then without the ability to pledge to a minor faction, how would such a system work anyway? Which faction should get the benefit or negative effect of the kill/death?
 
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I think the PvPers are concentrating too much on the meaningful part and not enough on the rare aspect.

As it currently stands, it can be argued that PvP is currently rare and meaningful.

All this talk about adding value (e.g. BGS impact, PP impact, or increasing Bounty rewards) for PvP kills would fly in the face of the "rare" part.

Bounty Hunting currently is the only meaningful PvP, Piracy could be more meaningful in both a PvP and a PvE context but the tools to execute it need to be improved. The ability to issue cargo demands for example would ideally not require the player to type the demand via text message but issue a demand via a menu which could then be translated into the target player's language or interpreted by the target NPC's AI.

Such a change for Piracy would be of at least some benefit to PvP Piracy and would make player initiated PvE piracy more viable.
 
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ALGOMATIC

Banned
I disagree but I do concede that once a player passes a certain level of proficiency the NPC Pirates can be a minor concern (depending on the build).

OPEN is not hard mode, OPEN mode is a choice to play with a risk of griefers and gankers as it currently stands (not saying all PvPers are griefers or gankers though).

Yes it is the hard mode because facing a PvP built ship is like facing 10npcs at once.
 
Makes you wonder why this wasn't included in the base design, right? Couldn't be the devs do not really want to support PVP, could it? Five years into the development and counting?
I get the feeling that they did want to support PVP, but on the narrow-focused and naive terms that they talked about in the early development days. As soon as PVP "got away from them" after the barebones launch, as many warned it would, they sort of washed their hands of it.

They do support it in practical terms. The actual mechanics of real-time shooty-in-the-face. Lots of balancing over the years, lots of new weapons, a whole bunch of Engineering modifications that were geared towards building alpha-strike weapons platforms, or bolstering the defences against them. But as for actual strategic gameplay built around PVP? Beyond tweaks to the way Powerplay interacts with C&P, I suspect this is most unlikely now.
 

verminstar

Banned
Yes it is the hard mode because facing a PvP built ship is like facing 10npcs at once.

Not one of those ten npc will tell ye they hope yer mother dies from cancer...but a player has that potential...just sayin that sometimes its not the pvp itself that is what some people avoid...its the toxicity. How do ye fix that or is having a thick skin just another part of ¨gittin gudder¨?

This thread still going? Wow...just wow haha no more rooms at the inn, try the stables...

Hard mode is playing alone and jumping thousands of light years across the vastness with nobody to talk to or banter with and staying awake...thats real hard mode. PVP is just a rich mans hobby...ye even said it yerself that most pvprs are literally swimming in credits, so how does that entice those who arent good at pvp and are struggling with the grind?

To be hunted down by a bunch of rich kids? Thats not hard mode, thats converting to being a lemming while the rich pvprs now have easy mode because they dont have to hunt as much when theres more targets to shoot at.

Hard mode haha...dont make me laugh, pvp is nothing more than having meta ships go toe to toe. PVP is hunting down those who cant fight back and shoving 3 vettes down someones throat and laughing about it. Facing that isnt hard mode...its pointless mode, boring mode, inane mode...and thats why yer never gonna win this so called debate. Yer like that old king who went down the beach and demanded the tide not come in...yer fighting a battle that simply cannot be won in a thread very few care about in a sub forum that most regulars consider a dumping ground where threads go to die...and somehow still think that pvp is in some way relevant to most players.

And I already play in open...most the time its dead...can go fer days not so much as seeing another soul which is both a curse and a blessing. This is because on average, 4 times outta 5 everytime ye do meet another player, they will do either of two things...attack ye or run from ye...even if ye dont make any moves towards them. People dont socialize anymore because their experience is the exact same when ye occasionally do get talking to them...they learned the hard way that open is nothing more than a pvp playground, but like me, they crave something more, something better than just pvp pew pew all the time which is why they stay in open. None of the players Ive spoken to said anything about being there because they particularly enjoyed the pvp or because open was hardcore mode.

Personally, I think its quite sad because that says to me that players like you have already tainted the well...the damage has already been done and this...this is now not so much about making open a better place, its about damage limitation. The only way open becomes a better place is by removing players like you entirely from it so ye cant spread yer poison around anymore than ye already have.

Cos Ill tell ye what...if open players recieve more incentives to play in open to appease the minority, Ill just move back to solo because Ill be simply side stepping the feeding frenzy that would ensue. And just about everyone here would know that such a thing wouldnt last long...feeding frenzys was what caused this snowball to start rolling few years back, so all thats actually happening is history repeating itself. The fallout from that would almost certainly destroy whats left of pvp as the migration out of open this time would be final.

Ye can actually see a small slice of what happens in one friends list...lots of people playing and none but me and one other in open...and hes only there cos hes in the middle of flipping the boards. So the players are there...just not in open and it will stay that way until something very profound changes within the game. None of the proposals put forwrad by pvprs get even a second look as its all designed to achive one thing...more targets...and while some players might not be the brightest pennies, they really aint dumb enough to fall fer what you guys are suggesting ^
 
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Yes it is the hard mode because facing a PvP built ship is like facing 10npcs at once.
Only where habitual gankers and griefers are concerned. :rolleyes:

Even then that is only because of cheat level/OP god builds rather than ability. ;)
 
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I've explored.
Traded.
Fought.

Became triple Elite. Blazed my trail.

In Solo/Group. Happens there too, FYI.

I'm Triple Elite too, I did it in Open and it wasn't any harder for it. I'm a solo player (in the sense that I work alone, I have a few friends but we don't share objectives) but one of the very rare occasions I felt I needed help from another player was returning to the bubble with exploration data in a particularly vulnerable ship.

I wasn't concerned about players, that risk is easy enough to mitigate by choosing your location & time of day. I needed an escort to protect me from NPCs.

My best experience in ED was returning to the bubble to cash in my data following a loop around the core. That sentence alone makes it seem a mundane task but there was a little more to it.

When I started the game I promised myself I would re-earn my Acornsoft badge (see my avatar pic), earned for reaching Elite in the original game. IIRC you had to do it within the first year, & send off a postcard (included in the box) with a code the game supplied.

I started on 13th Jan 2015, and by August was Combat Elite, so I gave myself a stretch target of reaching Triple Elite before the 13th Jan 2016.
By Mid December 2015 I got my Trade Elite & was about half way through Pioneer for Exploration. I had time for one big trip, needed a little over 40mCr and on a previous trip to SagA* I'd earned 30m (mostly honking & scooping) so I knew what it was going to take, and roughly how long it would take.

With hindsight I didn't have to go to such extremes, but I wanted the fastest ship in the game, just to make sure I could get back from wherever I went in time.

I looped around the outer core (the really bright bit), mostly searching for black holes and O&B class stars until I realised that I wasn't sure how much cash I'd earned & if it wasn't enough I needed to allow time for another trip, so I called a friend for help. It's the only time in my ED 'career' I've ever felt I couldn't do something alone, but a lot was riding on this, I had to make it back in one piece, I had to have enough and I couldn't wait.

I was in a 40ly Conda with a 1d distro & a 3a PP. No weapons, minimal shield, fastest ship in the game (this was before engineers) If I got attacked by a single NPC there would be nothing I could do but put four pips to shields & wait for the FSD to charge.

I needed a wingmate. Considering what I had riding on that trip I wanted an armarda but I have a few PvP buddies & one agreed to fly out to an agreed rendezvous system outside the bubble, in a fully equipped PvP Python.

I travelled 10,000ly in the time it took for him to get his solid hunk of metal out to meet me, I'm pretty sure it's the only time I've ever impressed a PvPer with just how much ground it was possible to cover.

We met up in supercruise, winged up & jumped into the destination system where I had left my gunrunner Cobra MkIII (the other fastest ship in the game, weaponless but unkillable) & travelled the most uneventful 500ls, sweat literally pouring off my brow, my wingmate wondering what all the fuss was about

I made it into dock, switched ships & bid my buddy thanks & farewell as I left his Python far behind.

As best experiences go I imagine I'm unlikely to top that.
Originally posted here:
https://forums.frontier.co.uk/showthread.php/323906-Best-experience-in-Elite?p=5046202&viewfull=1#post5046202
 

ALGOMATIC

Banned
Only where habitual gankers and griefers are concerned. :rolleyes:

Even then that is only because of cheat level/OP god builds rather than ability. ;)

Lolwut?

Which OP cheat level god builds, what on earth are you taking about?

If we are taking about meaningful PVP there will be around 1 or 2 systems involved in a war, PF vs PF or PP contested vs undermining. Basically the war will not take place in every system in the bubble. It will be similar to a CG. Everyone are congested in the same place so you will see the opposition.
 
Lolwut?

Which OP cheat level god builds, what on earth are you taking about?

If we are taking about meaningful PVP there will be around 1 or 2 systems involved in a war, PF vs PF or PP contested vs undermining. Basically the war will not take place in every system in the bubble. It will be similar to a CG. Everyone are congested in the same place so you will see the opposition.

2/3 of all players in any mode has cheat level(better than NPCs) builds

That’s the way the game was designed.
 
2/3 of all players in any mode has cheat level(better than NPCs) builds

That’s the way the game was designed.
There are some players that exploit stacking mechanics to the extreme though, FD tried to address it directly but in the wrong way (IMO) and met resistance from at least some quarters - whether mainly PvE or PvP is highly subjective and moot in the main. FD seem to be trying to address the underlying problems via indirect means but I suspect the fundamental root cause(s) will never go away.
 
How's that cheating?

And that is why OPEN mode provides more challange. You just said it yourself.
Hardly... I would not call it a challenge, I would call it tolerating unacceptable anti-social behaviours in general. Luckily, none of us are forced to. ;)

Ultimately, those after a PvP centric experience are not after compliance with ED's tag line of "rare and meaningful PvP". :rolleyes:
 
I think the resistance against modifying shield stacking values comes from the Cutter/Corvette crowd, and probably crosses the lines between PvE and PvP tbh. Regardless of whether you engage NPC's or human's, the entire point for the Vette/Cutter pilot is to be 100% insulated from danger. For the record, my two main ships are a Gunship with 310 mj's & a Chieftain with 410 mj's.

Which, in a weird way, brings us back to the OP's point which hasn't been revisited in nearly 90-100 pages.
 
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I think the resistance against modifying shield stacking values comes from the Cutter/Corvette crowd, and probably crosses the lines between PvE and PvP tbh. Regardless of whether you engage NPC's or human's, the entire point for the Vette/Cutter pilot is to be 100% insulated from danger. For the record, my two main ships are a Gunship with 310 mj's & a Chieftain with 410 mj's.

Which, in a weird way, brings us back to the OP's point which hasn't been revisited in nearly 90-100 pages.

All that time. All that grind. All that money and effort to build a battleship that can withstand anything... Yeah, I get the desire for it to be invincible, but good piloting and outfitting makes it that. It's not the ship itself, which so many Corvette and Cutter pilots want - that instant 'I win' button.

This is why I like hunting them with my friends - to remind them they are not the apex predators. ;)

Anyway, the one's with the skills to back up the ship are really fun to behold (and fly with!). Bumping up NPC difficulty, like Fren said all those moons ago, would absolutely be a boon in every way.
 
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