Question for Open players who don't like PVP/ganking... help me understand

This is exactly what I mean. You can be the Big Bad Ganker, doing the evil thing, owning it, and be clear about it. You can also 'offer what help you can'. However, you cannot do the former and claim the latter. Shooting down poorly outfitted asps flown by novice pilots is not 'offering what help you can', it is absurd to even pretend otherwise. If you want to truly be the evil cmdr (and again, look at other games if you are unsure what that even means) you accept what inevitably comes with that: people calling you toxic and so forth. If that is problematic to you and you want to prevent that, you are clearly not truly committed to being the Big Bad Evil Ganker. If people aren't saying you yourself are worse than Hitler on a daily basis, you are simply not much of an evil ganker.

Also, there is some irony involved in complaining about others 'inserting themselves into the thread' given the topic.
Well perhaps OP is not Big Bad Ganker, just Ganker trying to be Bad :D
 

Deleted member 192138

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Or you can use common sense and think for 30 seconds yourself. This game is so grossly unbalanced in every conceivable way that preventing being ganked is a no-brainer. You don't need mythical expertise from the Gankers Guild to drop controlled into normal space and hi-wake. And if you do want to be the Chosen One to tell new players this you can do so without blowing them up. Don't have to, but it is an option. Again; dont care what anyone does. It is, after all, not my problem in the slightest. The odds of me being ganked by OP are next to zero, and with my insurance being typically around 200,000 credits he can do so thousands of times without being much more than a mild nuisance. It is all rather academic.



Not sure why you are stating these obvious facts.
Then where's your fuss that someone can be both a ganker and someone that offers advice for surviving ganks? You have an exceptional level of emotional investment demonstrating your disgust of someone if you recognise that the gains and losses of the game are fleeting.
 
I'm sorry if I've ruined your immersion, CMDR.

But you have once again failed to convince me of your counterargument. If you would care to share with us what you are seeking from Open, besides white knighting on behalf of the noobs in an apparent campaign to have all gankers be literally worse than Hitler, and fit into your neat categorization of the world, where everything is either black or white, square pegs go only into square holes, etc.

Before I respond, I suggest you re-read my previous post again. A bit more carefully this time. You didn't 'ruin my immersion', I am not 'white knighting on behalf of noobs' and am not pretending 'gankers are worse than Hitler'. You completely misread what I typed, probably partly due to pre-conceived notions you have about me. This is also not the first time this has happened in this topic.

In any case, let me go back a bit more to provide some context. Maybe that will clarify a few things. I started flying on the day ED launched, which is getting close to six years ago. Back then things were quite different from how it was when you started a little while ago. Explaining all the differences would be a bit too much for this post, but let me at least point out some essential differences:

1) Credits were earned much slower. As in orders of magnitude slower. As a result, many cmdrs (including me) started the game with the idea that ships like the conda were simply never a realistic goal. This had as a secondary effect that losing a ship also had considerably more consequences given how long one had to grind for the insurance, and that many people frequently flew without rebuy despite their better judgement. In short: getting anywhere was harder, and losses were more meaningful.

2) At the same time, the game was considerably more... rough. There was no minimum speed near stations; if some sidewinder crashed into your conda and blew up, that was on you. A viper with dumbfires would machine-gun-salvo through your conda;s shields and hull in seconds. NPC cops had virtually no AI whatsoever. Shield boosters, SCBs, mods, HRP, MRP; none of it existed. There were no godshields.

At this time, griefing was among the most hotly debated topics. No surprise, really, considering how fragile your ship was and how much you lost when it happened to you. All the way back then I took the same position as I do today; Open means everyone gets to do whatever they want as long as it is within the rules. If the rules are unfair: tough luck. It is your job to be mindful of possible ramming-winders near stations, check if other ships have dumbfires and so on. If something goes wrong you can moan about it on the forum or you can spend that time getting back on your horse. Gankers are just another thing you have to deal with as a responsible cmdr of your virtual spaceship.

Now back to the present day. Credits are virtually showered upon you, shields can easily be turned into invincible machines and all kinds of safety nets have been created by FD to further protect the player. In short, progress is easy and lossess are nearly meaningless. Simultaneously, the Big Bad Griefers have likewise regressed to the point of wishy-washy dress-up-dolls mumbling about 'helping others' and 'being appreciated by other players' while worrying about 'being perceived as toxic'.

So, for the umpteenth time: I don't care what you do. Not my circus, not my monkeys. But what you are doing now is the griefer-equivalent of I can't believe it is not real butter. And I hate to admit it, but I can taste the difference quite easily.
 
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If you would care to share with us what you are seeking from Open, besides white knighting on behalf of the noobs in an apparent campaign to have all gankers be literally worse than Hitler, and fit into your neat categorization of the world, where everything is either black or white, square pegs go only into square holes, etc.
None of what you've written here would seem to apply to Ian Skippy, the actual words that he wrote, or his significant involvement in the game and this forum.

edit - comprehensively ninja'd by the man himself.
 
One change I would like to see is NPCs with PvP builds so players trying to get into PvP are not shocked by the difference in difficulty when they try it. Frontier doesn't get it. Not only are players not learning by fighting Swiss Army NPCs but they're also developing bad practices, which makes them more likely to get discouraged when they try PvP.
 
Oh we're at that stage of the thread now yay.

Don't forget the test btw...


I'll get us started...

View attachment 186347

Now if you excuse me I'm off to build some more crap in my minecraft city.

I am Mulan. Oh, wait.

You are 67% Explorer
What Bartle says:

♠ Explorers delight in having the game expose its internal machinations to them. They try progressively esoteric actions in wild, out-of-the-way places, looking for interesting features (ie. bugs) and figuring out how things work. Scoring points may be necessary to enter some next phase of exploration, but it's tedious, and anyone with half a brain can do it. Killing is quicker, and might be a constructive exercise in its own right, but it causes too much hassle in the long run if the deceased return to seek retribution. Socialising can be informative as a source of new ideas to try out, but most of what people say is irrelevant or old hat. The real fun comes only from discovery, and making the most complete set of maps in existence.
You are also:

67% Socialiser
47% Achiever
20% Killer
This result may be abbreviated as ESAK
 
One change I would like to see is NPCs with PvP builds so players trying to get into PvP are not shocked by the difference in difficulty when they try it. Frontier doesn't get it. Not only are players not learning by fighting Swiss Army NPCs but they're also developing bad practices, which makes them more likely to get discouraged when they try PvP.
I don't. Sole reason I did engineering grind for my Cutter was to be able to swat annoying NPC's away. Not to fight 20 mins with scb popping juggernauts....
 
In short: getting anywhere was harder, and losses were more meaningful.

Which made PvP (and the game in general) more meaningful, and for me at least, vastly more enjoyable.

Shield boosters, SCBs, mods, HRP, MRP; none of it existed.

Well, SCBs have been around since Beta 2 (October 2014) and used to have many more charges when they were introduced than they do now. The smaller ones were also proportionally more effective.
 
For sure. Progression curve was also much betterl; you always got some upgrade each session (whoohoo, C-rated thrusters!) and once in a while a ship upgrade. Now you skip 90% of it and mostly only go for A or D-rated. :/
That allows newer players to quickly catch up (in terms of equipment if nothing else) though. I think 1.3/1.4 was probably peak fun for me.
 
I have no dog in this fight
Technically neither do I. I once played solely in PG/Solo. I can understand those who are lone wolves who want no interaction or 'noobs' put off by the idea of griefing. I was warned of the nasty griefers in Open so I stayed away for well over a year. That all changed mostly when I started playing with like minded individuals doing BGS stuff. Doing BGS stuff, while able to do so in Solo/PG, took some of the experience of interaction with enemy (PC) players away. I've come to enjoy my experience to include my self sacrifice (at the hands of others) to the Rebuy Gods.
While there is little that can be done in the way of direct punishment to griefers, you do have options. People don't have to like them but to suggest this game doesn't cater to one side or the other is nonsensical in my eyes. While individual 'A' might want to play in open and forego the PvP stuff, the reality is they either git gud or git away because PvP exists in Open. Then in the hot spots I wonder where the Law Dawgs are? The coalition of do gooders that claim to anti gank, the ones that are flying their beat and liberating the civilized systems from the uncouth lawless savages? My opinion of them is they're gankers that have put on a virtual badge with their self appointment. Because as it has been noted by one notorious ganker, they, the ganker go unchallenged in these hot spots.

I just happened to pick a side. One where I do play or associate with gankers. That's their RP as anarchists. They also face the consequences of being ganked by not only other gankers but the self appointed Elite Justiciars. They don't complain about it. What they have complained about is the inability to separate the person behind the computer or liberating people in AND out of game. But that's for a whole other discussion.

So whether it was harder eons ago or easy now is irrelevant to the discussion in my opinion.

Bottom line, while I can't entirely speak to why players who want to play in open but don't like PvP/ganking, but to me the answer is simple. Occam's Razor- they want player interaction without the possibility of player consequence (ganking or PvP). Or the idiom of having one's cake and eating it too. This entire thread has devolved into some bizarre game morality debate.
 
No they don't, that's just your misinterpretation. Go back have a re-read, maybe you'll get it.

ETA here's a good description:




Selfish behavioir isn't really all that subjective either, if you are acting on a person that's a different thing to interacting with them. There is no hard divide of course, but the difference is usually pretty obvious.

I draw the line at the point where the other player has something to gain in-game. OK, that's subjective; not everyone will agree that criterion, but I believe it's a natural one and it's an appeal to "the rules of the game". I'm basically asking, "Are they playing ED with me, or trying to stop me playing it?"

E.g. if someone blows me up because I have a bounty, I'm pledged to a PP opponent or I'm in a CZ on the opposite side: valid gameplay.​
If someone blows me up because it makes them feel superior, or they hope I'll be upset, or they want to spoil my leisure time: selfish behaviour; RL obnoxiousness; they're not someone I want to play with.​

The distinction is almost always obvious, but in the rare case that someone has a non-obvious in-game motivation, I think it's up to them to tell me about it.
 
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