Open PvE Mode

I don't think the Op look at the idea very well. He did not account for players who like to Pirate other players. Note it not PvP. We also have to view Player who are Bounty hunters against players who are Pirates. Are suppose to let them slide? I would think that would be the one time You should be able to destroy a player.

Well... piracy will rather disappear with such method. I mean, as I fly a paper-shield full frag Clipper my piracy-style is 75% based on a weapons show-off ("my gunz are bigger than yourz") [25% left is charm and persuasion :D ].

What kind of threat may I show if damage is close to zero?

Hatch-breakers are an option, ok... as well as all the other nice toolz I can load on my boat (FSD disruptors, etc) but at the end of the day I am there for the cargo not to engage in PvP... and if a bounty hunter is after me, I run.
 
Well... piracy will rather disappear with such method. I mean, as I fly a paper-shield full frag Clipper my piracy-style is 75% based on a weapons show-off ("my gunz are bigger than yourz") [25% left is charm and persuasion :D ].

What kind of threat may I show if damage is close to zero?

Hatch-breakers are an option, ok... as well as all the other nice toolz I can load on my boat (FSD disruptors, etc) but at the end of the day I am there for the cargo not to engage in PvP... and if a bounty hunter is after me, I run.

I think this right here is the main reason we won't get an open pve mode but it's cool. I respect pvp pirates who actually communicate with their targets and work out a beneficial outcome for both parties even if the victim's benefit is not seeing the rebuy screen, however, there are some that are overly sensitive towards "negative" pvp interactions even if they are well played out and not just a murderer trying to rack up as much damage as possible. If we had no player damage at all then it would ruin those interactions, which while could be considered "negative" are actually not as bad as an npc pirate who will still destroy you even if you do drop the cargo they want. I've done some random testing and discovered that even if you do calculate the credit cost of what an npc demands and drop it, they still harass you, making this the expected norm for any pirate related actions. perhaps if we could work on the npc pirates a bit, pvp piracy wouldn't be as frowned upon.
 
I'd like to see just one game mode for everybody with the option to PvP or PvE, and/or areas that are reserved for PvP. Other games have been doing it for years.
 
I propose Open-PvE to be an extra choice at login, in addition to Open, Private Group and Solo.

A 4th mode? Don't think this is a good idea, as it would split up the playerbase even more.

I don't support the proposed change, but if such a thing was ever implemented I would prefer it to be less convoluted and to bring players together instead of dividing them...

- We only need 2 modes... Open (with the ability to toggle a PvP flag) and Solo.
- The instancing server should try to put players with the same PvP-setting into the same instance. If no other players with the same setting are present, it can then match PvP with non PvP-players (who would be unable to attack each other).

Simple and effective.
 
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Well... piracy will rather disappear with such method. I mean, as I fly a paper-shield full frag Clipper my piracy-style is 75% based on a weapons show-off ("my gunz are bigger than yourz") [25% left is charm and persuasion :D ].

What kind of threat may I show if damage is close to zero?

Hatch-breakers are an option, ok... as well as all the other nice toolz I can load on my boat (FSD disruptors, etc) but at the end of the day I am there for the cargo not to engage in PvP... and if a bounty hunter is after me, I run.

I think this is irrelevant. Surely it's obvious that piracy between players is a PvP activity and therefore it wouldn't be possible in an Open-PvE mode? Player pirates would therefore continue to operate in Open.

Maybe the fear is that there won't be enough targets for them in Open? In that case all I can say is, if someone's play-style depends on having unwilling victims, there's a problem. But it's their problem and no-one else is responsible for offering them a solution.
 
I think this is irrelevant. Surely it's obvious that piracy between players is a PvP activity and therefore it wouldn't be possible in an Open-PvE mode? Player pirates would therefore continue to operate in Open.

Maybe the fear is that there won't be enough targets for them in Open? In that case all I can say is, if someone's play-style depends on having unwilling victims, there's a problem. But it's their problem and no-one else is responsible for offering them a solution.



Which is exactly the game they intended, so such a change is unlikely imo.
 
I support this, but for me it's not high on the very long list of things wrong with this game. Mobius mostly works fine for me.

I'd bet my left arm that the two player groups that Frontier want to upset the least are screenshot takers and gankers.

The screenshot takers are mostly far, far away, trying to get the angle between their Asp and yet another identical ball of ice exactly right, so they aren't really affected by unconsensual PVP in the first place (except when they organise themselves into nice tidy convoys and post their precise whereabouts on every available platform, obviously).

The gankers would literally have no game to play at all if you put in a Main Menu option that took away all the seals for them to club.

So I don't see Frontier rushing to put this in place.
 
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I support this, but for me it's not high on the very long list of things wrong with this game. Mobius mostly works fine for me.

I'd bet my left arm that the two player groups that Frontier want to upset the least are screenshot takers and gankers.

The screenshot takers are mostly far, far away, trying to get the angle between their Asp and yet another identical ball of ice exactly right, so they aren't really affected by unconsensual PVP in the first place (except when they organise themselves into nice tidy convoys and post their precise whereabouts on every available platform, obviously).

The gankers would literally have no game to play at all if you put in a Main Menu option that took away all the seals for them to club.


So I don't see Frontier rushing to put this in place.


There are two, yet open is still the most popular choice.
Go figure right?
 
I think this is irrelevant. Surely it's obvious that piracy between players is a PvP activity and therefore it wouldn't be possible in an Open-PvE mode? Player pirates would therefore continue to operate in Open.

Maybe the fear is that there won't be enough targets for them in Open? In that case all I can say is, if someone's play-style depends on having unwilling victims, there's a problem. But it's their problem and no-one else is responsible for offering them a solution.

Wait!

I was referring to the Fallout-like method (am I wrong?) where a no-PvP-flagged CMDR (who's not shooting back) gets a big damage debuff if being light up by a phew-phew-yes CMDR.

I meant, we can still troll traders with FSD disruptors and fire hatch breakers... but sincerely I am in love with parley and gunz-showoff.
 
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Private/Solo is not Coop
The cry that if you don't want PvP then you should play Solo is a fallacy. Most of the people calling for another mode are those who want to continue interacting with players in a coop game. Those who don't want coop already play in Solo and aren't calling for any changes.

The problem with unconsensual PvP
The biggest outcry is the "gank" style of game play - where Player A is wanting to do a non-PvP activity and is attacked by Player B, who wants to kill humans. In this scenario it is likely that Player A has a PvE orientated ship, something that has been crafted to work within the game mechanic to be effective at playing against the AI - which comprises most of the game. Player B on the other hand has something built focused for killing player ships.

Since engineers, dispatching stock or unarmed ships takes a matter of moments. There isn't any viable option to fight back short from bringing a pretty well defended ship - this is at odds with the rest of the game that does not require this. It's a minority of players who like praying on non-PvP equipped ships.

Addressing the inbalance
Prior to the introduction of a Coop mode, I would rather see the inbalance in the game rectified. This would mean several things:
  1. NPC ships should pose a similar threat as humans. If we're saying that explorers need to be equipped to fight, then this needs to play out uniformly, not just from a few humans.
  2. There needs to be a defence against zerg mechanics where a wing of multiple players provide an unbalanced fight to a lone player.
  3. Gameplay mechanics that allow for all ships to defend themselves against unbalanced attacks.
  4. Consideration to the time available to players - so called "gankers" are usually a part of a clan or similar and frequently are able to invest significant more time into casual players who want to play cooperatively.

Promoting consensual PvP
At the same time, there needs to be some PvP love. At the very minimum CQC needs to be folded into the main game, we need to be able to rent/borrow fighters from a station/mothership and engage in battles around stations and planets without having to invest heavily in PvP builds.

This shouldn't replace PvP in our large ships, but at least provide an easier way in for people.

Mixed modes
I've always been a fan of the idea frequently suggested of enabling PvP in the current Open - it isn't fool proof as pointed out, and there will still be method for people to trick the system in order to get people to crash. I don't think this though is unreasonable, and as with things like speeding and point defence turrets, there is usually a tweak that can be made to make these attacks unfeasible.

I also don't seem it unreasonable that in this mode, indirect fire (such as a ship being destroyed by another player nearby causing damage) could still coexist. It's not an effective or sustainable method to cause so much grief.

Cooperative (i.e. PvP off) could still be a menu mode instead of an in-game mode, which would prevent players for switching off and on rapidly mid-fight. If you want to be invulnerable to direct player damage then you need to log back in again.

The fundamental goal
There is only one way to safely play in open and get involved with community events, and that is to come in a PvP equipped wing. I am interdicted without fail by PvP'ers, some role playing pirates and some swarms who just want to get the kill (no comms etc). In a fairly engineers PvE Anaconda, I don't stand a chance against the latter group. How anybody is expected to survive in a Stock Cobra is beyond me. I also have the luxury of having a fairly big rebuy buffer - this wasn't always the case.

FD need to be able to provide an environment of sportsmanship and playing fair. The current game is in noway set up to cater for this, which I believe is the cause of the consternation from Coop supporters.
 
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With reworking the NPC ships to be as threatening as players also comes the need to completely alter bounty hunting and CZ play and rewards. If you can no longer slaughter entire herds of wanted NPCs, the bounty rewards need to be ramped up accordingly, up to multimillion bounties for the toughest ones.
 
In Defence of Open

Private/Solo is not Coop
The cry that if you don't want PvP then you should play Solo is a fallacy. Most of the people calling for another mode are those who want to continue interacting with players in a coop game. Those who don't want coop already play in Solo and aren't calling for any changes.

And those that play in PG? What about them? Does PG not equal Co-Op? The assumption that there are lots of CMDRs who are looking to join up with other CMDRs also needs examining in my opinion. From what I have seen, even in Open, this is not the case. It is true that there are large events that are organised, but these aren't random encounters. If we consider that CMDRs aren't looking for random encounters then PG and Solo already fill this niche, don't they?

The problem with unconsensual PvP
The biggest outcry is the "gank" style of game play - where Player A is wanting to do a non-PvP activity and is attacked by Player B, who wants to kill humans. In this scenario it is likely that Player A has a PvE orientated ship, something that has been crafted to work within the game mechanic to be effective at playing against the AI - which comprises most of the game. Player B on the other hand has something built focused for killing player ships.

Since engineers, dispatching stock or unarmed ships takes a matter of moments. There isn't any viable option to fight back short from bringing a pretty well defended ship - this is at odds with the rest of the game that does not require this. It's a minority of players who like praying on non-PvP equipped ships.

There is always the option to run away, which you haven't included. Of course it's a nonsense to try and fight an Anaconda in a T7. A survivable T7 build is less credits per hour of course but you survive. Could this be phrased as "The Biggest Problem is Unsafe and Dangerous Builds in Open?" It's a matter of perspective.

Addressing the inbalance
Prior to the introduction of a Coop mode, I would rather see the inbalance in the game rectified. This would mean several things:
  1. NPC ships should pose a similar threat as humans. If we're saying that explorers need to be equipped to fight, then this needs to play out uniformly, not just from a few humans.

I'm with you here and will invoke the Riedquat principle. '84ers will be familiar that if you jumped here from Lave in the base ship, unless you were some sort of combat god you were dead. +1 to the old murderdeath NPCs (in appropriate zones)

  1. There needs to be a defence against zerg mechanics where a wing of multiple players provide an unbalanced fight to a lone player
  2. Gameplay mechanics that allow for all ships to defend themselves against unbalanced attacks.

There is defence against zerg mechanics and player wings -
1. Don't tangle with them
2. Good scanner and spatial awareness
3. Run away

Gameplay mechanics to defend against unbalanced attacks:-

1. Run away.

As you can only be interdicted from your 6 o'clock - keep your 6 o'clock clear. If that sounds simplified, it is; but it really is that simple. You cannot be killed if you can high wake escape. You cannot be killed if you cannot be interdicted. You cannot be killed if your opponent cannot get on your six. You cannot be killed if you do not have other CMDRs in your instance.

  1. Consideration to the time available to players - so called "gankers" are usually a part of a clan or similar and frequently are able to invest significant more time into casual players who want to play cooperatively.

As stated above, I don't think people want to play co-operatively with Randoms. In any case CMDRs who play the game more will be better than other CMDRs who have less play time. Fortunately all CMDRs can learn to improve.

Promoting consensual PvP
At the same time, there needs to be some PvP love. At the very minimum CQC needs to be folded into the main game, we need to be able to rent/borrow fighters from a station/mothership and engage in battles around stations and planets without having to invest heavily in PvP builds.

This shouldn't replace PvP in our large ships, but at least provide an easier way in for people.

Ja, ja, all good. PvP doesn't start with uber builds, as not everyone has uber builds, so there are already easier ways in. There's even a CMDR organised fighter club, lots of the Discord communities and most of the legit PvP CMDRs are more than happy to help.

Mixed modes
I've always been a fan of the idea frequently suggested of enabling PvP in the current Open - it isn't fool proof as pointed out, and there will still be method for people to trick the system in order to get people to crash. I don't think this though is unreasonable, and as with things like speeding and point defence turrets, there is usually a tweak that can be made to make these attacks unfeasible.

No, Open is Open is Open. Open means Open. No Open is better than a bad Open. "Open PVE" as a new mode - if we must, but please leave Open as Open. Anything goes, no flags, no safe spaces (I conceded maybe 1 system you can learn the basics in, but once left you can never return)

The fundamental goal
There is only one way to safely play in open and get involved with community events, and that is to come in a PvP equipped wing. I am interdicted without fail by PvP'ers, some role playing pirates and some swarms who just want to get the kill (no comms etc). In a fairly engineers PvE Anaconda, I don't stand a chance against the latter group. How anybody is expected to survive in a Stock Cobra is beyond me. I also have the luxury of having a fairly big rebuy buffer - this wasn't always the case.

FD need to be able to provide an environment of sportsmanship and playing fair. The current game is in noway set up to cater for this, which I believe is the cause of the consternation from Coop supporters.

Define "safely" - do you mean without risk? I ask as it is not the only way to participate in a CG, but there is a sliding scale of risk involved to which you as a player with agency can decide on. You have choice.

Define "fair". But before that what is your objective? Is it realistic? Is it doable?

A stock Cobra is a poor choice - why would you take any stock ship to a CG, for any reason? This would be an example of an unrealistic objective "I want to PvP vs engineered ships in a stock Cobra" It's not impossible, just very very tricky.

I tend to agree it's not fair if you consider only PvP, but it is fairer when you consider countermeasures and evasion techniques anyone can learn to avoid destruction.

Above all, the golden rule applies - do not fly with what you cannot afford to lose, be that data, cargo or ships.

Fly safe, 07.
 
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Private/Solo is not Coop
The cry that if you don't want PvP then you should play Solo is a fallacy. Most of the people calling for another mode are those who want to continue interacting with players in a coop game. Those who don't want coop already play in Solo and aren't calling for any changes.

And those that play in PG? What about them? Does PG not equal Co-Op? The assumption that there are lots of CMDRs who are looking to join up with other CMDRs also needs examining in my opinion. From what I have seen, even in Open, this is not the case. It is true that there are large events that are organised, but these aren't random encounters. If we consider that CMDRs aren't looking for random encounters then PG and Solo already fill this niche, don't they?

I think you illustrate my point quite well - as you say, there is already Private mode for friends to play, yet many people are calling for a Cooperative mode where you don't have to have a prior relationship with people. Whilst you might not personally be interested in this mode of play doesn't discount the number of players who do and the number of players resorting to fudges such as the Mobius groups - which is an administrative overhead on a player(s) to plug a gap left by the game. I wouldn't accept the argument that Mobius fills this need - it's a sticking plaster at best.

I am not suggesting for any moment that Private is removed either. Private fills a very important purpose, people who want to play privately, under whatever guise they want. To think that only PvE takes place in Private is inaccurate. I would imagine major events like DW2 would still arrange private groups for organisational reasons. This though is a bit of a straw man to whether the game should facilitate a cooperative mode between players.

The problem with unconsensual PvP
The biggest outcry is the "gank" style of game play - where Player A is wanting to do a non-PvP activity and is attacked by Player B, who wants to kill humans. In this scenario it is likely that Player A has a PvE orientated ship, something that has been crafted to work within the game mechanic to be effective at playing against the AI - which comprises most of the game. Player B on the other hand has something built focused for killing player ships.

Since engineers, dispatching stock or unarmed ships takes a matter of moments. There isn't any viable option to fight back short from bringing a pretty well defended ship - this is at odds with the rest of the game that does not require this. It's a minority of players who like praying on non-PvP equipped ships.

There is always the option to run away, which you haven't included. Of course it's a nonsense to try and fight an Anaconda in a T7. A survivable T7 build is less credits per hour of course but you survive. Could this be phrased as "The Biggest Problem is Unsafe and Dangerous Builds in Open?" It's a matter of perspective.

I didn't include running away, very deliberately, and that's my critical point about the inbalance - this is not an option for the vast majority of players doing things like exploring - even if they do go shielded. A large ship with unengineered gimbals will destroy an Asp with a 5A shield in about 10 seconds - less if with a PvP engineered build, less with more than one player. Running away once you've been engaged is not an option. Likewise, fighting an interdiction with a smaller massed ship, against multiple assailants is iffy at best.

Your perspective is excluding game players who don't have the credits to build a survivable build from playing with other people unless it's in a pre-arranged private group. This is unfair as it is mandating an unbalanced game player where the power dynamic is unreasonably skewed to the PvP'er.


  • There needs to be a defence against zerg mechanics where a wing of multiple players provide an unbalanced fight to a lone player.
  • Gameplay mechanics that allow for all ships to defend themselves against unbalanced attacks.
  • Consideration to the time available to players - so called "gankers" are usually a part of a clan or similar and frequently are able to invest significant more time into casual players who want to play cooperatively.

There is defence against zerg mechanics and player wings -
1. Don't tangle with them
2. Good scanner and spatial awareness
3. Run away

Gameplay mechanics to defend against unbalanced attacks:-

1. Run away.

As you can only be interdicted from your 6 o'clock - keep your 6 o'clock clear. If that sounds simplified, it is; but it really is that simple. You cannot be killed if you can high wake escape. You cannot be killed if you cannot be interdicted. You cannot be killed if your opponent cannot get on your six. You cannot be killed if you do not have other CMDRs in your instance.

The scenario that is complained the most about isn't the one where solo commanders are taking on PvP wings, it's the one where PvP'er pray on those who aren't interested or equipped. Not tangling is not an option presented, as the PvP'ers have the power in this situation. Spatial awareness will only get you so far, I can keep one PvP'er off my tail all day long, but against a wing I stand no chance as there is no wall to keep my back against. You are quite right that you cannot be killed if there are no other players in your instance, this is called Solo and exactly not what is being asked for by the OP. What is being asked for is a Coop mode where players are in the instance but due to the inbalance of game mechanics there is no way of fending them off apart from leaving.


Mixed modes
I've always been a fan of the idea frequently suggested of enabling PvP in the current Open - it isn't fool proof as pointed out, and there will still be method for people to trick the system in order to get people to crash. I don't think this though is unreasonable, and as with things like speeding and point defence turrets, there is usually a tweak that can be made to make these attacks unfeasible.
No, Open is Open is Open. Open means Open. No Open is better than a bad Open. "Open PVE" as a new mode - if we must, but please leave Open as Open. Anything goes, no flags, no safe spaces (I conceded maybe 1 system you can learn the basics in, but once left you can never return)

Indeed, you've hit the nail on the head, that is what Open is, but what you fail to recognise is that your opinion of what a bad open is differs from many supporters of a coop mode. You haven't actually stated an argument as to why you feel that having some players that you can't kill without consent is a bad warrant.

There are plenty of "fair game" human targets, such as those with bounties in big ships, but in reality, if they don't want to have humans collecting those bounties and run the risk with the NPCs instead, why does that matter so much to you?

The fundamental goal
There is only one way to safely play in open and get involved with community events, and that is to come in a PvP equipped wing. I am interdicted without fail by PvP'ers, some role playing pirates and some swarms who just want to get the kill (no comms etc). In a fairly engineers PvE Anaconda, I don't stand a chance against the latter group. How anybody is expected to survive in a Stock Cobra is beyond me. I also have the luxury of having a fairly big rebuy buffer - this wasn't always the case.

FD need to be able to provide an environment of sportsmanship and playing fair. The current game is in noway set up to cater for this, which I believe is the cause of the consternation from Coop supporters.


Define "safely" - do you mean without risk? I ask as it is not the only way to participate in a CG, but there is a sliding scale of risk involved to which you as a player with agency can decide on. You have choice.

Define "fair". But before that what is your objective? Is it realistic? Is it doable?

A stock Cobra is a poor choice - why would you take any stock ship to a CG, for any reason? This would be an example of an unrealistic objective "I want to PvP vs engineered ships in a stock Cobra" It's not impossible, just very very tricky.

I tend to agree it's not fair if you consider only PvP, but it is fairer when you consider countermeasures and evasion techniques anyone can learn to avoid destruction.

Above all, the golden rule applies - do not fly with what you cannot afford to lose, be that data, cargo or ships.

Fly safe, 07.

Safely is a redundant word in my post, a better way to put it would be - to play on equal ground. There is a sliding scale with the CG, but that needs to scale with the game appropriately. A CG in a high security system should allow for players in a T6 to be involved in Open with minimal risk to their ships, whether that is from NPCs or Humans. In a low security or anarchy system, that should be high risk.

Fair as in free from prejudice, the game in this current state is unbalanced and mixing players who aren't interested with PvP with those who are can never, ever, be favourable to the non-PvP'ers. This is a bad game mechanic. As noted above, there are various things that I feel should be done to improve the state of play in Open to address these, but at this point all these years on, and the drastic changes to the game that would be required (reducing the damage of ships, increasing battle times, nerfing engineering, changing payouts), it would seem to me the easier answer is a Coop mode in the game where human players cannot cause direct damage to other players.

I agree with other statements on this thread that this could be done with a mixed mode, but I did not mandate it as prerequisite to work, I merely raised it to deal with some of the issues that it would cause. A standalone Coop mode would seem to be the most straight forward way of dealing with direct damage. Piracy could continue as hatch breaker limpets don't damage your ship, along with things like Mass Lock (when it's working) this provides a mechanism for piracy to continue whilst keeping the massacre of players that so many people are, I think perfectly reasonably, unhappy with, at bay.
 
I'm with you here and will invoke the Riedquat principle. '84ers will be familiar that if you jumped here from Lave in the base ship, unless you were some sort of combat god you were dead. +1 to the old murderdeath NPCs (in appropriate zones)
This is one of the reasons why, whenever the idea of a PvP flagging system comes up, even as a PVE player through and through, I always want that flag to be disregarded in populated anarchy systems.

Flying to Riedquat should be dangerous, damnit.
 
This is one of the reasons why, whenever the idea of a PvP flagging system comes up, even as a PVE player through and through, I always want that flag to be disregarded in populated anarchy systems.

Flying to Riedquat should be dangerous, damnit.

Yes. Dangerous systems should be dangerous and safe systems should be safe. And, very importantly, the benefits & rewards should scale appropriately, and the game should give you reasons and teases to venture into shark-infested waters.

That should be the case even entirely disregarding PvP involvement.
 
Yes. Dangerous systems should be dangerous and safe systems should be safe. And, very importantly, the benefits & rewards should scale appropriately, and the game should give you reasons and teases to venture into shark-infested waters.

That should be the case even entirely disregarding PvP involvement.

Exactly!


Also players wanting to play as pirate etc, should get the same monetary rewards from taking mission into high security systems. Same with assassinate missions and so on...
 
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