How Opals have nearly made space great again

Deleted member 115407

D
A problem with PvP piracy is that it needs willing targets - and players choose who they play among on a session by session basis and what role they undertake. If piracy sees a significant increase in practitioners it's entirely possible that the preferred targets may be targeted too often (for their long term profitability) and choose to play in a different mode. The fundamental question is: who is going to play as the pirate's prey?

Huh? The whole point of piracy is that the target is unwilling to give.

If the target is willing to give it's called charity.

To elaborate - you can be unwilling to give over your cargo, but still accept the risk of doing so. Players, including me, do it all the time. I even do it when I'm playing pirate!

There are a lot of people who play in open not because they want to be blown up or stolen from, but because accepting the risk of being blown up or stolen from makes the whole thing a richer experience for them.
 
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Robert Maynard

Volunteer Moderator
Personal Progression is perfectly acceptable here and optional in any mode. As it should be.

Just as experiencing and affecting the BGS, etc. is perfectly acceptable. It's not really optional in any mode though (as it actions can "accidentally" affect Factions, in passing) - by design.

We've had the recent re-statement of what the BGS is and who it is for (i.e. no change from the initial design), then we've had the re-working of the advertising on elitedangerous.com ("or just hunt other commanders" has been removed, as one example). Not sure if the steam description has changed though - but it includes:

A Unique Connected Game Experience
Governments fall, battles are lost and won, and humanity’s frontier is reshaped, all by players’ actions. In an age of galactic superpowers and interstellar war, every player’s personal story influences the connected galaxy and handcrafted evolving narrative.

.... right next to the "Single-player; Multi-player; MMO; Co-op" panel.
 

Robert Maynard

Volunteer Moderator
Legal combat will have no police investigating an insurance claim
and you could add, that the factions supporting the clients
has connections to the insurance companies, which in return
receive taxes from the factions based on a contract.

Legal combat isn't something breaking the insurance here.
But self destructing on a whim is akin to leaving your car's
window open, making it easy for the criminal breaking in,
leading to wars of paperwork.

Insurance should include that.

Initiating an attack on a ship that can swat yours like a bug, legal or no, should be assessed in the same manner as self-destruct, if the assessment of self-destruct in relation to insurance was to be changed.
 
Initiating an attack on a ship that can swat yours like a bug, legal or no, should be assessed in the same manner as self-destruct, if the assessment of self-destruct in relation to insurance was to be changed.

That depends if the faction you are working for tasked you to do so,
or does incentivize such activities.
 
I am going to agree with the OP. No-one has interdicted me and tried to rub my tummy since 3.0 and C & P changes.

I reset accounts a lot, starter systems (Well Horizons ones) were safe, even engineering bases were safe. So no interdiction attempts for a year. All changed last year. Triple Elite Chieften went for my materials Cobra at a Raw Material Trader in my competent account. Reminded me I am really rusty at running, only 540 boost saved me! After restarting the account an Expert Viper III entered my Low wake (where my sidewinder failed to finish off an Eagle before it jumped), and had a go. in Eridan

So all good, a bit of PvP challenge returned to open, time for me to dust off my escape tactics again. OK to be fair both of these incidents were people trying to blow up my ship, but its nice to see mining bringing some reasons for PvP again. About the only one I could think of before 3.3, was anti-anti-xeno for BGS purposes, to let the station burn (thinking of the DF home system as an example).

Now we have the baddies going in the right direction, all we need are the nice commanders actually responding to hails again. People duck and avoid comms these days, was not like that back in the good old days.

Simon
 
Which is still nothing to do with insurance - that's universal, not Faction related.

Currently? Yes.
Does that make sense? No.

When a faction has you on the payroll,
the contract should have them cover the insurance,
or part of it, to the point the normal insurance we see is applied.

That of course is not paid when you self destruct, which is logged in the black box.
 
Just goes to show that even threads that are praising FDEV for a good update can be shut down by some over zealous mod abusing his powers because of a vague mention of open. We get you don't like open and hate it that other people do, but maybe you could at least y'know grow up or something.

He's not shutting it down though? He takes part in a discussion and has all rights to do so?
 
To not derail further, the addition of the BGS state
of "pirate attack" was a great move, as that not only
indicates presence of assault infractions, but also
makes everything more expensive, leading to better
times for traders, miners and us 'rats.

Now why not also improve PvE and simulate
NPC miners also following the market explosions?
It is a shame, that this is not developed parallel,
yet has to be asked to be added on a later basis.

The fact, that investment state triggers a lot of
Private Courier Services to spawn is a boon,
yet their cargo has been simply devaluated
by how much the Opals go for, and thus are
not a tasty target.

Also, where are the megaships following the rush
carrying valuable cargo tied in to the economic expansion
to make a tidy sum?

The latest additions and scenarios create great tools
for fun gameplay, but please CONNECT the whole gameplay.
That creates meaning and makes it enjoyable.
 
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Deleted member 115407

D
Well here is where you need to learn about ship builds.

A pirate ship is not a meta ship.

<snip>

This.

Unless you're simply going for strong-arm extortion, if a pirate is going to keep his options open he requires tools that take up internal space, and has to compromise against combat oriented modules.

You can make a tough pirate ship, but against a pure PvP combat build it's gonna be relatively squishy.
 
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Devs should really think about giving piracy and trade a big overhaul

I agree, but issues with travel/escape and the economy are what underlay both.

Travel has been trivialized by massive jump ranges and too short drop out distances, while limiting a target's ability to immediately escape has always been very difficult.

The economy is still MIA...it's been a placeholder the entire life of the game, and doesn't even apply to a tenth of what it should.

A problem with PvP piracy is that it needs willing targets

Yes.

This is because there it's far easier to escape and evade than it is to pursue and corner. There are also minimal consequences for destroying a ship, or allowing your own ship to be destroyed...and these are often not even enforced.

And the obvious answer is that the pirates should be willing to take turns playing as pirate victims.

No one should want to be a piracy victim, but it should be possible to pirate someone, even if they are fighting tooth an nail against it, if they are wise, skilled, or lucky enough.

The old smuggling missions where you had, like, 20 NPCs on your case after every jump were great fun and high risk for the high reward.

They were repetitive tedium of near zero risk and absurdly inflated rewards.

The only CMDRs that were at any risk from the NPCs these missions spawed were on the same level of competence as those who can be unwilling victims of piracy now...novices or abject fools.

The reality is that in ED if you want to play as a pirate, you need willing players to play the other role. There's no other way.

You cannot have real piracy with willing victims, that's as big an oxymoron as consensual .

It's just a kinky fetish or a second layer of role-play where in-game CMDRs decide to LARP with each other because they are bored.

Why is this even an issue?

Because, like it or not, it's a persistent multi-player only game and always has been.

It's virtually impossible to do anything without impacting another players game in some fashion. We are all eachother's content, even if it's limited to miniscule BGS contributions.

relogging into the base non-horizons game for
planetary problems.

Something that should be considered cheating via exploit unless it's to work around a clear bug.

Agreed. From a piracy point of view, would some cargo still be left in the wreckage? I remember a Cmdr telling me it would, that was many years ago.

It should be, but it's not. Any cargo you see is because some was dropped before ship destruction.

Of course, there should be ways to rig cargo to self destruct or otherwise be rendered unusable if it's ownership is not transfered via proper procedures.

Exactly - and there's nothing to force players to play among players who like to pirate - hence the need for the target to be willing to select Open when playing the game at all.

My CMDR isn't the one clicking open.

If I wasn't accepting of the risk as a player I wouldn't click Open. This hardly means my CMDR is going to be willing to surrender his cargo to a pirate...chances are he'll escape, cargo intact, and come back five minutes later with an apex PvP vessel to hound the pirates, either by shooting them down directly, or, if my CMDR it out matched, destroying/driving off their would be victims before they can profit from them.

So yeah, I can be completely accepting of all play styles that don't involve cheating, as a player, while playing a CMDR who has nothing but scorn for the activities many other CMDRs engage in.
 
I think the Op has it about right, whether by accident or design (probably a bit of both) we have the core of a pretty good setup evolving. I've been mining and flying valuable stuff into Massimino dock last two days in the hopes of someone trying to pirate me. I'm actually building the ship with the possibility of gutting the smaller less experienced pirates as well as retaining the ability to outrun the ones who know what they are doing. It's a tricky balance to pull of, but currently I believe it is attainable - that's all I've wanted from day one - I'm by nature a smuggler - you might get me and my stuff or you might get more than you baragined for ;)

Edit - just to add after reading Morbad's post above - back in beta we used to drop a lot further out from the station than now - I would rather that was still the case, as it seems the more natural point to attempt a heist.
 
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Congrats on the new patch. Apart from the PVP mass lock bug and the server stability, it has been a pretty well received.
You guys nearly got it so right… It's nearly there…
For the first time in a while, there is a real buzz about space careers. This hasn’t happened since the early days and if you make a few game redirections soon, you could be onto something great.

Let me explain.

For your sandbox to function, there needs to be a circle of life. *Nants ingonyama bagithi Baba*



In the early days this worked great for 3 of the 5 main roles ( Trader, Criminal, White knight, Explorer, Miner )

Traders made the money.
Pirates stole the money.
Bounty hunters made the money from killing pirates.
Explorers honked and took screen grabs.
Miners wondered why Braben hated them so much.

No one knew about high wake, so this worked well. ( But that is for another thread )
The cost of a ship felt real and for the vast majority, the money making exploits were unknown and even the cash cows involved an amount of work t,o make you appreciate a rebuy.

In essence you had balance

Now this has steadily broken with each patch and each badly tested release to the point that credits for like rain. Sadly, you can literally go from nothing to Elite trader billionaire within a couple of days.

Negativity aside.

The mining Opals has made space great again.

Miners have something to do and are very highly rewarded for their time.
Pirates have really valuable targets to go after, that they do not want to explode because the rewards are worth taking smaller chunks.
White knights now have ships to defend and criminals to chase off.

Very similar to the good old days and for the first the time in a long time, there is a real buzz and some community in Open.

So what needs to be improved? I know you are eager for my insight.

Traders need a way to trade these new found space wealth’s, this brings traders and trade ships back into existing.
The billionaire players needs credit sinks. Simple as that.
This new found circle can only exist as long as all parts have a reason to do so. Otherwise, as examples: once you have a miner with 10billion in assets and every ship under the sun, he/she/zi is pretty much done. Billionaire criminals and even the WhiteKnights will turn to ganking. Toxicity returns.

The early kick starter promises and Braben blog promises have already been ripped to shreds, so now is the time to make the moves to keep the momentum going.

Now is not the time for space legs
( Also please remove engineers )

Powerpanic
The Voice of Griefing

All of which is predicated on people actually doing this stuff in Open.

Haven't really been devoting a lot of time to this mining malarkey but I do have a couple of mining AspX's around the bubble and I've moved them to Painite/LTD/Alexandrite/Void Opal hotspots for a bit of a session of mining.
In each case, the station's traffic report tells me there's been hundreds of ships visiting the system over the last 24 hours and the traffic reports at the delivery stations tell me there have been thousands of ships visiting.

How many other players have I seen, either at mining hotspots or in Phedka/Jardonerre? None, nada, zip, zilch.
 
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