Collective idea to make PvP better

Make sure they know the rules (no pvp), now if only there was a pg group out there that offered this.:unsure:

Player made rules still doesn't make it a pve server, especially if it can be infiltrated and have the rules broken. Why are you so against having dedicated pvp and pve servers?
 
One of my threads got me thinking...

Let's work out the best possible system for PvP in the game, then suggest it to FDevs. As far as I can tell, they can listen to reason, but there are not many well thought-out solutions that players give.

This post will be updated with ideas gathered by commanders in the thread.

There is a divide between players that like to kill and players that don't.
Simplest solution is to create two servers. One where PvP is possible, the other where it is not, but that is not the goal here.
The idea is to create ONE server, where players can interact/pirate/fight with each other in a healthy and fun manner.
Private play is not the solution, so please refrain from "Go private". Yes, we all know that private exists.

I am no PvP player, so I cannot say much.
If I missed something or made some obvious mistakes, please correct me, I will update.

From what I can tell it's about:
-fighting 1v1 as a competition of build and skill
-playing BGS and attacking/defending territory
-ganking as a group for fun and profit
-killing for the sake of killing

Always keep in mind that players will exploit whatever they can. If there is a loophole to get more money/mats/merits/rank, players will grind it dry.
Complicated systems are hard to balance because of that .
Then the first question should be: how can it be exploited by 1/10/100 players working together?
Next: is it fun?


Steps to PVP:

1. Background
Basically the reason of the fight.
What changes if a fight is:
-a duel?
-a bounty hunt?
-BGS opposing/hostile factions?
-act of pirating?
-act of treason/revenge?
-act of killing for fun?
2. Initiation
How the fight is started?
-interdiction?
(submitted or was trying to escape?)
-ambush in normal space?
-one of the opposing sides in a conflict?
3. Combat
Fight has started.
I have no idea if there is a reason to change anything after lasers start shooting.

Maybe communicaton of:
"I yield!" - causing a small change in combat rank both for winner and loser?
4. Aftermath
What happens after the fight?
-attacker won/lost/escaped?
-what do they gain/lose?
-defender won/lost/escaped?
-what do they gain/lose?
-was there a combat log/menu log?
-is that a repeating pattern?
-was the fight result of chase or a submission?
-basically, was it an act of duelling/pirating/fighting for resources or just killing?
-can pirated player do something to get back their goods/revenge?
-can killed player do something to get their goods/revenge?


-try to satisfy casuals players, explorers, traders, PvP lovers, bounty hunters, pirates(hard to do, but we have a lot of brainpower)
-try not be overcomplicated (some complication is fine, as with everything in the game)
-try to be easy to implement (ideally by not adding new gameplay/menu elements, but by using existing assets and mechanics, otherwise Fdevs will just shrug it off)

Constructive and well-thought input is very welcome.


Idea # 1 - interdicting combined with choosing intention before shooting.
View attachment 175097



1. Background
-intentions of both sides are clear
-easy to add scenario for almost every part of the interdiction, whether bounty hunting or just killing

2. Initiation
-when defending side decides to fight - interdiction ends and both sides are facing each other with FSD's disabled for a given time (1min, 5min?).
-when defending side decides to submit, their engines are automatically turned off and negotiations start. Being killed is always a possibility, but then consequences for a killer should be a lot more severe. Think 5 stars notoriety in GTA or defender may employ a specops in the interstellar factor to exact his revenge.
-when defending side chooses to run away, FSD is blocked for a given time, both high wake and interstellar jump

3. Combat
There are only a few possible scenarios:
-both sides want to fight
-defender want to submit
-defender want to run
-attacker wants to prevent PP undermining
-attacker want to kill someone

Choice shoud give some minor advantages/disadvantages to defender and attacker.
For example: When focusing on escaping, defender and attacker would be both boosting as soon as low-waked, but FSD for defender would take longer to wind up.


4. Aftermath
-clear gains and losses, both sides have to decide if risks are worth the rewards
-game can easily measure both intention and outcome
-lower notoriety for stealing cargo, higher for killing submitting player (anarchy and nonhuman space excluded obviously)
-may open possibility for defender to continue with interaction, either by chasing the player themselves later, or by employing some NPCs to do the dirty work



Advantages of this approach:
-clear intention.
-clear scenario and interaction
-bypass language barrier
-griefing/logging easier to track and punish
-using assets and mechanics already within the game

Disadvantages:
-there may be more that 2 sides to a conflict.
-good only when interdicting, what if 20 people low wake to the same place?


How would I exploit this?
-by choosing something different than my real intention, like choosing to fight when real intention is to run away.
Prevented by giving small advantages/disavantages in different scenarios.
-by choosing to pirate someone then killing defenseless player with thrusters off
Prevented by restricting shooting / a lot harsher punishment than other cases

How would 10 players exploit this?
-by low-waking after successful interdiction and doing completely different thing than attacker/defender intended

How would 100 players exploit this?
-same as above

What do you think about it?
Doesn't solve the combat loggers situation, even if there was pve mode, there would still be people logging in the pvp one.
 
All you said is true.

Does my original idea somehow differentiate between players and NPCs?
If yes, please point it out to me, I can't see it. Do you have any suggestion on how to prevent that?

I just stated one of the fundamental facts for a fair open game)

Also why not just have pvp and pve servers? It's common sense for just about every other game out there.

This is not a solution.

Why should a player build his ship "better" and waste his time high waking?

100% agree with this. The goal of creating a powerful, fast ship should not be the main one. Just as in life, many people have a car, but only some have the goal of making it a super car, so in galaxy ED, your ship should not be the only focus of attention.

You also need to give meaning to what is already in the game. I already wrote earlier about how two Empire pilots were quietly located in one of the Federal capitals (Rhea) and completely without hindrance destroyed the Federation vessels. In reality, the Minister of defense and the Minister of the interior would have lost their heads for this long ago.
 
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Player made rules still doesn't make it a pve server, especially if it can be infiltrated and have the rules broken. Why are you so against having dedicated pvp and pve servers?
I'm not that fussed to be honest, if it happened I wouldn't cry about it but I do think it would take something away from the game.

That feeling of the unknown, is this person friend or foe!?

Can I trust them?

Should I fear them?

If I'm in a pvp only server it will always be the latter.

Pve, who cares? If they're not friendly they'll just go about their business.

To me that'll make space a little less interesting.
 
I'm not that fussed to be honest, if it happened I wouldn't cry about it but I do think it would take something away from the game.

That feeling of the unknown, is this person friend or foe!?

Can I trust them?

Should I fear them?

If I'm in a pvp only server it will always be the latter.

Pve, who cares? If they're not friendly they'll just go about their business.

To me that'll make space a little less interesting.

I've played on PVP servers in various games where players ignore each other and carry on with their business. I think they play on pvp servers for much the same reason, not necessarily to fight everyone they see, but just be tickled by the constant possibility of it. It would probably work the same way in Elite.
 
Get rid of solo, and make it a PVE instance instead.

Socializers get to socialize. Pvpers are forced to play with like-minded players. (oh no) And the truly anti-social can just form a private group. Everyone wins?
Yeah let's separate the playerbase even further. You poor thing.
giphy - 2020-06-01T005707.523.gif
 
Yeah let's separate the playerbase even further. You poor thing.

That might be a valid argument if anyone was proposing a system of having 40 pvp servers and 40 pve servers each for the US/EU/Pacific regions.

Players would actually be less fractured, since nobody would be playing in solo anymore. A bunch of the players stuck in increasingly deserted PGs would head into the PVE shard as well.
 
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People, please.

It's about making one game enjoyable both for the attacker and the defender. I believe it is possible in ED with a bit of effort and using current tools that game engine offers.
It's not about arguing, there are enough threads.

You also need to give meaning to what is already in the game. I already wrote earlier about how two Empire pilots were quietly located in one of the Federal capitals (Rhea) and completely without hindrance destroyed the Federation vessels. In reality, the Minister of defense and the Minister of the interior would have lost their heads for this long ago.

Game does not offer political dependencies and nuances, unfortunately.
Also, let's focus on making the combat better.

So far, beside my idea there is:
-git gud
-make 2 dedicated servers for PvE and PvP

So not much.

Is there anything wrong with what I presented in OP?
How would you do it better?
 
I might consider playing in a mode where there exists other players to interact (talk, co-op missions, etc.) with, but not if they can just attack me without my consent. Elite Dangerous is a rank, not a game state. Or so I read here somewhere a long time ago.

See, I'm not interested in being someone else's 'content' unless I wish to be. If someone wants to steal a players cargo, go find someone who wants to play your game. I'm not interested. Now if I meet someone and I'm interested in a little player-on-player action, there should be a specific area where we can go in a system to allow this. That's cool. We could even have completely lawless systems where anything goes. I'm OK with that as well.

Until such time as something like this exists, I'll stay in Mobius or Solo thanks. :)
 
People, please.

It's about making one game enjoyable both for the attacker and the defender. I believe it is possible in ED with a bit of effort and using current tools that game engine offers.
It's not about arguing, there are enough threads.



Game does not offer political dependencies and nuances, unfortunately.
Also, let's focus on making the combat better.

So far, beside my idea there is:
-git gud
-make 2 dedicated servers for PvE and PvP

So not much.

Is there anything wrong with what I presented in OP?
How would you do it better?

The fight is already normal. In combat, there is always the weak and the strong, the experienced and the novice, the majority and the minority. It is not the fight itself that needs to be changed, but its meaning and consequences.

I might consider playing in a mode where there exists other players to interact (talk, co-op missions, etc.) with, but not if they can just attack me without my consent. Elite Dangerous is a rank, not a game state. Or so I read here somewhere a long time ago.

See, I'm not interested in being someone else's 'content' unless I wish to be. If someone wants to steal a players cargo, go find someone who wants to play your game. I'm not interested. Now if I meet someone and I'm interested in a little player-on-player action, there should be a specific area where we can go in a system to allow this. That's cool. We could even have completely lawless systems where anything goes. I'm OK with that as well.

Until such time as something like this exists, I'll stay in Mobius or Solo thanks. :)

Interestingly, even when playing solo, the merchant player is a victim for the NPC pirate, just a weak NPC. If you create powerful NPCs, players in "solo" will get the same problems as in"open". So it's fun for me to read reviews of solo game fans.
 
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We need
  • less difference in builds, a PvP build shouldn't be umpteen gazillion times better then a vanilla ship (rebalance)
  • a useful C&P with more consequences
  • system security that has a meaning
  • persistent ATR or other police actually policing
  • anarchy giving meaningful advantages to notorious players and a reason to go there
  • realtime bounty boards so players can actually hunt wanted players
  • the same in anarchy to hunt lawfuls
  • a removal of the bounty cap, money is so out of whack this is ridiculous anyways

One thing should be clear though: you can't stop a gank. Ever.
Give it meaningful consequences, make the ganker hunted.
But there should never be total security. We don't have that in real life either...
 
Get rid of solo, and make it a PVE instance instead.

Socializers get to socialize. Pvpers are forced to play with like-minded players. (oh no) And the truly anti-social can just form a private group. Everyone wins?
All for a PvE mode, but getting rid of solo would not be a great idea. Console players have to pay for online play. And some people just don't want to play with others at all so leave it in.
 
It would also be interesting to make the FSD interception system more complex, as well as to counter such interceptions. It can be jamming modules, electronic warfare, which when going on a super cruise for a while created interference for FSD interceptors, but at the same time overloaded the power plant (for example).
 
All for a PvE mode, but getting rid of solo would not be a great idea. Console players have to pay for online play. And some people just don't want to play with others at all so leave it in.

Keep solo on console for sure. But keeping the options limited on PC would be the best method for herding people into the larger pools of players, ensuring as little fracturing as possible. Those on PC that want to remain solo or play with friends can still opt for private groups, so I don't see much need for solo on PC.
 
Yes, exactly!) You need to make all NPCs more difficult in "solo" mode, make them more powerful, more capable and experienced. Then the most important argument of solo players "I don't want to play with other live players" will not be violated, but they will not be in a more favorable position relative to open players.
 
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