I’d like more commanders in the Open

And yet its been the gankers argument on this thread to this point, couldn't agree more, it is laughable.



Ahhh, so you think everyone should do what you did not what they want. This is gonna be a huge problem for you both in game and in real life, people wont do what you want or what you think coz they have their own minds.

Basically everyone should play ion Open, everyone should build a combat ship - and yet you keep saying repeatedly you aren't imposing your playstyle on anyone?



I haven't seen a single suggestion of an improvement, seriously. All you have said is 'give me more players to gank, give me more PVP' Why should fdev give you more PVP when you cant even organise it yourself and every improvements for PVP is used in Deciat to grief noobs.

If youre too immature to create your own game in a sandbox that doesn't involve targeting another player or their game, ie if you cant build you can only destroy, then don't play the game that isn't designed for you.

Alternatively, please list these supposed suggestions and brilliant ideas that we all must have missed, heres a clue, 'bring back CGs so I can act against the community and have more players to gank isn't it'
If youre trying to turn a reformed ganker back to ganking, youre doing a great job.

ED is a sandbox game where the only things you can build are ships, and save a handful of scanners, most everything else you can put on them is designed to destroy or evade destruction. With these ships you exist in a galaxy which has thousands of concurrent wars going on, and Powers which are perpetually 'hostile' to each other, which is highlighted in red on the GUI dont forget. Yes. It is players who want to reflect that in their play who are the ones not playing the game made for them. sigh
 
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Robert Maynard

Volunteer Moderator
But most of all they need to add something to the game which forces unorganised pvp conflict since this entire game is pretty much 95% PvE and the BGC should have this forced PvP but instead it’s just another PvE grind
Frontier chose long ago to give every player a choice of which game mode they wish to play in on a session by session basis - PvP cannot, in the long term, be forced on any player.

Frontier have also restated who the BGS is for, some six years after their game design was published, i.e. all players on all platforms and in all game modes.
 
Don’t ask gankers for ideas, they might bring some!!!

Outside of doom and gloom and insult each other stuff, there were a few nice ideas since the beginning of this thread, all of them roughly divided into two categories: increase the difficulty of ganking or the mystical - more pvp “content”. A private military corporation wielding substantial and very reactive forces at the engineer systems was the one suggestion, which resonated with me. Thus expanding newb bubble a little further and forcing griefers to grow in skill and craftiness, while trying to deal with their problems. Surely, griefers would like more people in Open, like me, for different reasons though :). But numbers are not increasing, as the game is naturally losing in popularity and people are pushed into solo/PG by “conservationists”. Apart from few pvp hotspots, there isn’t too much variety in interaction emerging in the black, the lion’s share of commanders prefer to stay hidden out of fear of being eaten. And there is no apparent solution aside from griefers eventually succeeding in destroying their own gameplay. Which will be a fun watch, but a little hard on their victims.

I wonder what people mean when they say “we want more pvp content”? Tournaments? Scripted missions? Something else? Genuine curiosity..
 

Robert Maynard

Volunteer Moderator
Totally agree: those anarchy systems should be DANGEROUS, and you shouldn't have to go looking for danger it should come to you, otherwise it isn't danger. For example NPC interdictions should be like player interdictions, at least in low sec/anarchy systems and an elite combat player should get his handed to him on occasion.

Perhaps that might recalibrate peoples' view of PvP (might)
.... or it may just make those who eschew combat in general and PvP in particular resent the subset of players who demanded a global difficulty change for the game.

Which is probably why new, more challenging content has been implemented in a manner where it is effectively opt-in. Opt-in increased difficulty for those who want it - the rest of the game remains the same for those who want that.
 
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I wonder what people mean when they say “we want more pvp content”? Tournaments? Scripted missions? Something else? Genuine curiosity..
Careful, you delve too greedily..
Watch it, you'll get me started on open-ony power play if you're not careful (now I've gone and done it :) )
Drums, drums in the deep..

Organic PvP arising from necessity, from player-driven conflict and cooperation. Alliances are forged and broken, battles won against the odds, through guile and damn fine flying. Once daunting forces, driven to oblivion. Everything Powerplay was always supposed to be, in other words. Not playtime at dawn, where everyone gets together at an agreed time & place, and goes for a pint (or a gank) at the cantina afterwards.
 
Careful, you delve too greedily..

Drums, drums in the deep..

Organic PvP arising from necessity, from player-driven conflict and cooperation. Alliances are forged and broken, battles won against the odds, through guile and damn fine flying. Once daunting forces, driven to oblivion. Everything Powerplay was always supposed to be, in other words. Not playtime at dawn, where everyone gets together at an agreed time & place, and goes for a pint (or a gank) at the cantina afterwards.

5deb33737c79d9c193791c66be2a006b006df47e_hq.gif
 
.... or it may just make those who eschew combat in general and PvP in particular resent the subset of players who demanded a global difficulty change for the game.
Because those two subsets currently send each other flowers & best wishes.

The only thing that's ever put both sides on the same page is Fleet Carriers They both hate them equally.
 

Robert Maynard

Volunteer Moderator
Because those two subsets currently send each other flowers & best wishes.
Quite. However, noting that players can only set the difficulty level for their opponents when they instance with them, I expect that a global difficulty increase is quite unlikely.
The only thing that's ever put both sides on the same page is Fleet Carriers They both hate them equally.
Ship transfers too, maybe.

Anyway, apart from upkeep, I'm quite pleased with the Carrier implementation - they are tools that I expect that the community will be inventive as ever in using (hopefully once the disquiet over upkeep has diminished).
 
Whatever. Don't let me start with EVE, I sense a lot of former, disgruntled EVE player bringing this nonsense forward on any next occasion. I mean, PvP content in ED, that could be taken seriously (besides some arranged tourneys or duells) is simply not going to happen with the 3 modes.
That CQC has one mode only should ring a bell to everyone who's still dreaming...
Y’all don’t understand that we don’t want a PvP careeer oath or some Cqc style tracking or whatever. We want something like powerplay where the conflict happens organically as a result of normal play.

And no, everyone shouldn’t have to build a combat ship. But everyone should build a ship capable of surviving an attack from a combat ship long enough for them to escape.

Case and point. Oldie but a goodie.
YT video
 
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I made this request in another thread, but I'll put it here as well since it's topical. If you are normally a solo player because you are tired of griefers, and you enjoy mining (especially at hotspots like Borann), then please consider supercruising in Solo but actually mining in Open. As a proper pirate (I never kill my "prey"), I really enjoy the hunt, which unfortunately only happens in normal space. Conversely I think most griefers prefer the "easy mode" of supercruise, where everyone is easily identified on radar regardless of range, and where interdictions almost always favor the aggressor. In other words, most griefers don't bother hunting in rings.

What's in it for you? The potential thrill of encountering a proper roleplaying pirate! Player pirates (real ones, not griefers in pirate's clothing) are much more fun to interact with. I've been both on the receiving side and the "giving" side of player piracy, and it can be a radically different (and better) experience than PvE piracy. But for any of us to enjoy this form of gameplay, we need to be in Open. Since griefers have ruined supercruise in Open for many, perhaps at least some of you will consider my alternative and give it a try! If so, maybe I'll see you in Borann :D
 
.... or it may just make those who eschew combat in general and PvP in particular resent the subset of players who demanded a global difficulty change for the game.
That one is easy. The people who request those changes, don't care about the subset of players you're talking about. In turn, as a member of that subset, I will not care about the subset of players who make these requests.

Meanwhile, I have the status quo on my side, while they are the ones who need those changes.

I can live with that.
 
And no, everyone shouldn’t have to build a combat ship. But everyone should build a ship capable of surviving an attack from a combat ship long enough for them to escape.
My T-7 can survive any attack from an NPC opponent
This thread isn't about pro pvp people.

It is about anti pvp people wanting to play in open instead of the mode they have been given to play the way they want.

Along with wanting escort mechanics in the game.
Open isn't PvP mode.
 

Robert Maynard

Volunteer Moderator
You should have your modes but open shouldn't tell you who is human and who isn't. Remove any identifying aspects that would give it away easily and then who's to say you got owned by an npc or a human in open. Or killed an npc or human in open. Unless they open comms and communicate it to you, why not leave it open to real chance.
I'd deal with this differently - those who regularly destroy players could lose the privilege of hollow/solid scanner marker differentiation between players and NPCs for a time.

Those destroyed by other players could have an enhanced version of the scanner marker that highlights those hollow markers that are regularly destroying players.
playing in open isn't always more difficult, since it's still almost 99% pve in open. But you do have that 1% chance (probably less) of being surprised by a player who can actually kill you. Something you dont have at all in solo.
Indeed - which is why some players choose to play in Solo - as they don't find the frisson of that 1% (or less) chance of random destruction by another player to be a "fun" prospect.
 
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