PGNot really, a proper pve server contains other players.
PGNot really, a proper pve server contains other players.
Make sure they know the rules (no pvp), now if only there was a pg group out there that offered this.Players can be attacked by other players in private groups.
Make sure they know the rules (no pvp), now if only there was a pg group out there that offered this.![]()
Doesn't solve the combat loggers situation, even if there was pve mode, there would still be people logging in the pvp one.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
2. InitiationBasically 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?
3. CombatHow the fight is started?
-interdiction?
(submitted or was trying to escape?)
-ambush in normal space?
-one of the opposing sides in a conflict?
4. AftermathFight 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?
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?
In my defense I finished my last book yesterday and had nothing else to do except chilling in the garden, doing barbecues, drinking cold beer and posting on the forums ☺pvp threads so hot right now.
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?
Also why not just have pvp and pve servers? It's common sense for just about every other game out there.
Why should a player build his ship "better" and waste his time high waking?
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.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.
Yeah let's separate the playerbase even further. You poor thing.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.
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.
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?
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.![]()
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.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?
Fresh meatand what did you have on the bbq?
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.