How could players be encouraged to put themselves into dangerous pvp scenarios, even when they don't have to?

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Given that all of the Elite ranks are effectively long service awards (same in this version of the game as in the previous versions), I doubt that Frontier would be likely to skill-gate particular gear such that players could not acquire it eventually.

So while some consider skill gating to be "the way" is doesn't seem to be the way that Frontier are going. Noting that allowing skilled players to acquire gear that others can't would give those players with the gear an even easier time against game content (and other players) than those players without the unattainable (for them) gear - which is hardly likely to encourage those players without the gear to play in Open.
The whole "gear vs content" shouldn't work the way it does.

Normally, you have a level of content that requires a certain level of gear, and to do advanced content you need better gear.

Gear is a gate for content. Every level of gear gives you access to harder content that you otherwise wouldn't be able to complete.

Note, I'm not saying 'different', I'm saying 'harder'

In this game everyone is entitled to all the gear, so gear cannot be a gateway for difficulty.
 
There would still be those that told those people they needed to git gud. :p

Although its generally not a good idea to bring real world analogies into discussions like this. It is after all just a game.
To be fair, it was that same sort of real world equivalence I was responding to and pointing out the sort of absurdities that make such comparisons a really bad idea.
 
Not talking about OPEN only, just incentivizing CMDRs to play in OPEN. More risk = more reward.
Lol, no.
Here's a small reminder:
 
There are probably games to play with connectivity that reduce the chance of instancing with others as well.

Honestly getting people into open just to have more rewards doing the same isolated activities they can accomplish in solo seems to miss the point anyways and only encourage spreading to more remote locations even ignoring other means. I think a better approach would be to make any gains more social in nature but also more accessible than current.
 
One question comes to mind is "Did we ever find out how the Thargoid's became immune to all our weapons", Back in Elite we could kill Thargoids upto mothership size with a pulse laser now they show up after we splash em with mycoids and now they are immune to everything apart from AX and Guardian weapons?

In my opinion it was this skill wall which killed off Thargoid hunting for 80% of the player base that remembers killing them with standard weapons.
 
It was just and endless interdiction loop with no defence as soon as I got away it would just happen again. What type of “gameplay” would you define that as? I’ve been interdicted hundreds of times by players some legit pirates and some just melted me on the spot, such is Open encounters which I expect and accept those outcomes. I mean iI don’t usually high wake and that probably would have been the only defence that could have possibly saveed me. I was literally hugging the planet at this point I’m surprised I didn’t wack myself out of SC trying to do something that would end it…I totally admit it wa# the first time I ever combat logged but It was pretty much just harassment after 4 subsequent interdictions, that i #uccefully got out just long enough to get interdicited ad nauseam….

When a griefer catches you in a interdiction loop it's because you didn't high wake. You can low wake, but as soon as you enter SC you should drop back out into normal space immediately, start boosting, select a system to high wake to, and jump system. The griefer has to drop into your instance and start looking for you, giving you time to high wake without the hassle of the interdiction loop. When you get to the new system, you can block or switch to Solo (so you can finish your mission without being pestered) as you desire.

The way the mechanics are currently, the game gives the FSD and FSD Interdictor a similar cooldown (if you submit) for "fairness' sake", across all modes of play. Whether it's actually fair in Open PvP is debatable. I'm more inclined to agree with those who say that the FSD Interdictor needs a longer cooldown, simply because interdiction loops are dumb.
 
In the opinion of some.

Gear facilitates access to content - the gear itself is not skill gated.
What's your opinion though?
You can point out that 'someone' disagrees with just about every single opinion out there.
You could point out that it'd just my opinion.

Neither of those are compelling arguments for why one should adopt one opinion or the other

So, what do you think, and why do you think it?
 
When a griefer catches you in a interdiction loop it's because you didn't high wake. You can low wake, but as soon as you enter SC you should drop back out into normal space immediately, start boosting, select a system to high wake to, and jump system. The griefer has to drop into your instance and start looking for you, giving you time to high wake without the hassle of the interdiction loop. When you get to the new system, you can block or switch to Solo (so you can finish your mission without being pestered) as you desire.
I feel like this fits right into bad counterplay. Where your options are reset the activity to escape or block to prevent instancing.
 

Robert Maynard

Volunteer Moderator
What's your opinion though?
Frontier got it right when they placed gear behind gameplay, e.g. unlocking Engineers through actually playing the game; visiting Guardian sites, rather than arbitrarily limiting access to skilled players.

Same with the complete optionality of PvP - noting that they well know that not all players agree with their stance and have done for years.
 
Frontier got it right when they placed gear behind gameplay, e.g. unlocking Engineers through actually playing the game; visiting Guardian sites, rather than arbitrarily limiting access to skilled players.

Same with the complete optionality of PvP - noting that they well know that not all players agree with their stance and have done for years.
I agree with the idea but think there could have been more flexibility in the implementation to allow more personal preference if trade was going to be a hard no.
 
I feel like this fits right into bad counterplay. Where your options are reset the activity to escape or block to prevent instancing.
You mean you don't like a challenge where winning is worse than not taking the challenge?

What can I do to encourage you to remove your spam filter?
 
Frontier got it right when they placed gear behind gameplay, e.g. unlocking Engineers through actually playing the game; visiting Guardian sites, rather than arbitrarily limiting access to skilled players.

Same with the complete optionality of PvP - noting that they well know that not all players agree with their stance and have done for years.
By "gameplay" you mean completely unrelated low skill time sinks?
 
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