PvP You're probably going to say "duh, it's obvious", but I think I get it now. (PvP dislike)

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I was just reading the FFF, where someone's post struck me.

It said something along the lines of that they don't want to spend time with people who want to fight and destroy them in-game, however, they are happy to have "positive" encounters.

The thing is I can't help but think that "positive" means they have a chance of winning.

Do you guys think this is the cause of the PvP/E divide? People just want to "win" every time, and if they can't for whatever reason then they get upset? Because I'm not sure that's how competitive play works...

I don't think that is meant by "positive" here.
I think what is meant is "non-aggresive".
 
One thing that gets me is when watching top tier PvPers fight it out, its about as interesting as watching paint dry. They take forever to resolve. If this is what PvPers need to aim for.... ugh.

I think Truesilver actually made a post recently about what he thought needed to change to allow PvP fights to be more exciting and less drawn out... correct me if i'm wrong.
 
One thing that gets me is when watching top tier PvPers fight it out, its about as interesting as watching paint dry. They take forever to resolve. If this is what PvPers need to aim for.... ugh.

That's true for duels, which is one of the reasons I don't go out of my way for them, but wing fights are often resolved much more quickly and in a much more exciting manner.
 
To me positive encounters would mean:
1) we both agree to fight, either to the death or via some other means
2) we greet eachother, and either have a nice chat, or move on
3) we decide to wing up to do whatever it is we have a common interest in
4) Someone pirates me but isn't awful about it

Basically as long as I either have fun (and they do too), or it has the potential for an amazing story, I don't really have an issue with it though. But if I were to be constantly interdicted because they simply want to watch me burn (outside of powerplay), I wouldn't very much be enticed to go back to open because it would simply be incredibly frustrating.
 
That's true for duels, which is one of the reasons I don't go out of my way for them, but wing fights are often resolved much more quickly and in a much more exciting manner.

Ah, yes, 1 v 1 is what i've seen the most of. I've seen some 4v4s that have been pretty intense.
 

rootsrat

Volunteer Moderator
I was just reading the FFF, where someone's post struck me.

It said something along the lines of that they don't want to spend time with people who want to fight and destroy them in-game, however, they are happy to have "positive" encounters.

The thing is I can't help but think that "positive" means they have a chance of winning.

Do you guys think this is the cause of the PvP/E divide? People just want to "win" every time, and if they can't for whatever reason then they get upset? Because I'm not sure that's how competitive play works...

No, I don't think that is the case. Losing can also be a positive experience. The fight, the thrill, the close call, the not knowing, all that kind of stuff.
 
No, I don't think that is the case. Losing can also be a positive experience. The fight, the thrill, the close call, the not knowing, all that kind of stuff.
Perhaps that's a few people a few times here and there, but are there people that each time they sit down and log in do so in anticipation of "oh, let's see what battle I can lose today!"

It reminds me of Wimp Lo in Kung Pow! LOL!
[video=youtube;d696t3yALAY]https://www.youtube.com/watch?v=d696t3yALAY[/video]
https://www.youtube.com/watch?v=d696t3yALAY
 
I was just reading the FFF, where someone's post struck me.

It said something along the lines of that they don't want to spend time with people who want to fight and destroy them in-game, however, they are happy to have "positive" encounters.

The thing is I can't help but think that "positive" means they have a chance of winning.

Do you guys think this is the cause of the PvP/E divide? People just want to "win" every time, and if they can't for whatever reason then they get upset? Because I'm not sure that's how competitive play works...

I think there's a lotta different tastes so I can only speak for myself. I just hate the impersonal gank. Dying in an instant and that's the end of it, or maybe "lolnoob" is frustrating, at least in a game that isn't set up for fast-paced pvp. But I don't mind dying if it results in a good social interaction. Basically what it comes down to for me.
 
I think there's a lotta different tastes so I can only speak for myself. I just hate the impersonal gank. Dying in an instant and that's the end of it, or maybe "lolnoob" is frustrating, at least in a game that isn't set up for fast-paced pvp. But I don't mind dying if it results in a good social interaction. Basically what it comes down to for me.

Precisely. Psycho murders are simply disappointing. I try very hard to understand the thinking of someone who treats other players as AI wanted ships, even though they are clean, no threat, and no challenge. The only conclusion that I come to is that they want to irritate someone.

A positive outcome from being ganked would be something like: "...I am the dread pirate xxx, submit and deliver all your cargo or face punishment..." You give over your cargo or not, and consequences happen. Afterwards, you're able to laugh about it whatever the result, share ship builds etc. Maybe team up, who knows.

Or, if they want a proper fight, at least allow my to go fetch something built for a fight.

Having a ship suddenly appear from nowhere, interdict, and then attack immediately with 4 racks of packhounds is just sad. Especially when the muppet doesn't get the kill.
 
It said something along the lines of that they don't want to spend time with people who want to fight and destroy them in-game, however, they are happy to have "positive" encounters.

The thing is I can't help but think that "positive" means they have a chance of winning.

I need more context to answer properly. But the problem also stems from "clicking Open = you want PvP", when many click Open to interact with humans, but not PvP which is far down their list of positive interactions to have.

For example, if i'm being a Fuel Rat, and between cases just chilling about or running data missions, someone interdicting me for PvP is rarely positive. I'm not fitted for combat, so the interaction feels very one-sided and pointless. I'm not saying it's negative, but there's not really notable interaction with a human (vs say a proper pirate role-playing and sending comms), so these random PvP encounters are not what I use Open for (sharing the game-world, and rescuing stranded ships).
I don't dislike PvP per se: it's highly positive when i'm outfitted for it; with a matched opponent; and win or lose (which does not need a ship-explosion) it can be enjoyable.

It's all about context.
 
No, I don't think that is the case. Losing can also be a positive experience. The fight, the thrill, the close call, the not knowing, all that kind of stuff.

A fight with a completely predetermined outcome is no fight at all. The possibility for failure, even if failure itself is undesirable, has to exist for there to be excitement or challenge.

Perhaps that's a few people a few times here and there, but are there people that each time they sit down and log in do so in anticipation of "oh, let's see what battle I can lose today!"

I do my best to win whatever fights I find myself in, but failing to achieve that measure of victory is often more educational, and I value the experience I've gained through every mistake I've ever made. On some level, I even look forward to the next time someone is able to best me, even though I apply great effort (all within the bounds of the rules, of course) attempting to forestall that date to 'never'.

Psycho murders are simply disappointing.

Personally, I consider even these encounters positive. Either I become a victim, have to analyze what mistakes I made, and resolve not to make the same ones again; or I don't, putting conclusions drawn from previous experiences to the test, validating them, and seeing if there are any refinements that need to be made.

I may be annoyed or frustrated in the moment, but not unduly so, and there is nothing to blame the other player for (the CMDR is another matter), unless they were cheating to influence the outcome.
 
Personally, I consider even these encounters positive. Either I become a victim, have to analyze what mistakes I made, and resolve not to make the same ones again; or I don't, putting conclusions drawn from previous experiences to the test, validating them, and seeing if there are any refinements that need to be made.

I may be annoyed or frustrated in the moment, but not unduly so, and there is nothing to blame the other player for (the CMDR is another matter), unless they were cheating to influence the outcome.

That works if the game gives you time to learn, but with power creep, and in Elite Dangerous' case just random "features" (like high waking and no mass lock), you kinda just have to look it up online. I dunno, it's not super-fun to me but I will say Elite is much nicer about this than EVE or MUDs I used to play.
 
I was just reading the FFF, where someone's post struck me.

It said something along the lines of that they don't want to spend time with people who want to fight and destroy them in-game, however, they are happy to have "positive" encounters.

The thing is I can't help but think that "positive" means they have a chance of winning.

Do you guys think this is the cause of the PvP/E divide? People just want to "win" every time, and if they can't for whatever reason then they get upset? Because I'm not sure that's how competitive play works...

By positive I think of a nice chat or joining in a wing.
 
That works if the game gives you time to learn, but with power creep, and in Elite Dangerous' case just random "features" (like high waking and no mass lock), you kinda just have to look it up online. I dunno, it's not super-fun to me but I will say Elite is much nicer about this than EVE or MUDs I used to play.

Being told how things work (or reading it in the manual or online) can put an experience in context, or allow one to better prepare, but it cannot replace actually experiencing something first hand.
 
Being told how things work (or reading it in the manual or online) can put an experience in context, or allow one to better prepare, but it cannot replace actually experiencing something first hand.

No, but reading a guide gives you the build to get the time to actually learn, whereas just diving in gets you dead in time you can't learn anything. That's what annoys me. I can avoid wing ganks now, but no thanks to the game system itself but reading outside stuff. That's just kinda annoying.
 
A fight with a completely predetermined outcome is no fight at all. The possibility for failure, even if failure itself is undesirable, has to exist for there to be excitement or challenge.

So, if I was flying a T9 which has never been defeated in combat but setup for cargo hauling, and then I am interdicted, by a FAS armed with Packhound missiles. I manage to low-wake escape 3 times before being destroyed as I am entering the airlock of a space station. During this encounter I was never scanned for cargo, never trash-talked, in fact there was no discernable reason beyond costing me time. (I wasn't carrying cargo at the time.)

It was no fight, the only outcome was that my ship was going to be destroyed. There was no "fighting back to the best of my ability". It was truly pointless. Hence: Psycho murders are just disappointing.

What is truly disappointing is that someone wants to fill their time with wasting someone elses time. There's no challenge, beyond trying to destroy their ship before they run away.

It's possible that the individual was destroyed by the station, but I think they probably combat logged.

The only positive from that was seeing packhounds in action. Possibly be a bit less patronising in future?
 
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