To Solo Play Players: If You Could Disable PVP, Would You Play in Open Play Mode Instead?

Just anarchies and conflict zones is too limiting IMO. That's why I think it should be possible but difficult to get away scott free (well, only slightly difficult in low sec, very in high).

Maybe for BGS stuff you should be able to declare minor power alignment in more than just conflict zones to give much more limited / no consequences when the minor powers are at war.
Perhaps the latter. My proposal is mostly to heavily steer certain kind of behauviour to systems where that kind of stuff would reasonably be expected.
 

Robert Maynard

Volunteer Moderator
Pristine Rings in Lowsec systems, close to markets paying above the Galactic Average would seem an obvious spot for a portion of that danger would it not...? Pirates have Galnet too.

Also seems like the perfect way for Harmless pilots in their 100 Million CR newly outfitted Type 9's to gather some experience of the practicalities of flying it.
Frontier's approach is more optional than that - if one wants to mine in a RES then there are POIs available - if not then one can drop in to the rings at any point, possibly very far from any POI.

While those who would like to force combat on all players may not like it, Frontier seems to understand that not all players who play this game are particularly interested in combat when engaged in particular non-combat activities.
 
Not while wanted though. Ships are nigh on indestructible if you don't want to be blown up.
There is that catch, what you owe to bank is not tied to cops wanting you. It would be on the books untill you pay it. Basically every time you get from some anarchy backwater to civilised space there will sword of damocles over your head.
 
There is that catch, what you owe to bank is not tied to cops wanting you. It would be on the books untill you pay it. Basically every time you get from some anarchy backwater to civilised space there will sword of damocles over your head.
Really though, if the only accepted way of bringing players together is to have game ending bounties on players, I'm going to have to go back on what I said about open only BGS.

What actually is needed here is 2 servers with complete separation- everyone affecting the same galaxy isn't going to work. We have a PvP enabled galaxy, which is effectively your open only option and a PvE galaxy which has no combat allowed against other players (players are visible but there's no contact, you just clip straigh through). Changes in one (aside from FDev driven narrative) should have no impact on the other - solo can still exist and only impact the PvE galaxy.

This seems to be the only way of maintaining open as players want it whilst giving other players the risk free multiplayer they want.

I wouldn't want to suggest a timescale for when any changes could come about though.
 
Really though, if the only accepted way of bringing players together is to have game ending bounties on players, I'm going to have to go back on what I said about open only BGS.

What actually is needed here is 2 servers with complete separation- everyone affecting the same galaxy isn't going to work. We have a PvP enabled galaxy, which is effectively your open only option and a PvE galaxy which has no combat allowed against other players (players are visible but there's no contact, you just clip straigh through). Changes in one (aside from FDev driven narrative) should have no impact on the other - solo can still exist and only impact the PvE galaxy.

This seems to be the only way of maintaining open as players want it whilst giving other players the risk free multiplayer they want.

I wouldn't want to suggest a timescale for when any changes could come about though.
What? Ganker who ganks somebody does not ask if victim has enough for rebuy. It is about git gud loser. So bankcruptcy and nice new sidey should be okay, have enough rainy day fund to pay what you owe :D

Thats what is wrong anyways, people want basically free hand in destroying others without ANY consequences for themselves, everything is just victims fault. Not flying in proper mode, not flying some meta, not flying good enough, yadda yadda just pay up and don't get salty. When someone offers model that would bring consequences, and consequences being pretty much in-game world believable then starts real saltines. "Game ending" Just earn up credits and get your gankwagon back :D
 

Robert Maynard

Volunteer Moderator
You've a lot of faith in the "Frontier approach" and their understanding of how the game should work...
Indeed - even if I don't agree with all of their decisions.
Forgive me for not reading all 93 pages of replies, but I take it your response to the OP was along similar lines as you've taken above... - "Frontier know what they're doing and you can trust that the current state of the game is good enough to avoid drastic changes such as proposed here. The PG/Solo modes are great for players particularly interested in exploration and trade while the Open/PvP=On mode is great for those who want a little more bite." ... - ... and that you've just been playing Devil's Advocate when responding to my posts.
Nope.
 
So if a player is only interested in building a ship up for trading or exploring and they don't have an interest in engineering shields and weapons it's perfectly ok for you to destroy their ship ????? PvP my .........
You did not really understand what I said, did you.
It's a game. The rules are simple. Build and fly a ship that can survive the environment. Make a mistake and you might end up at the rebuy screen.
Other players, some of whom might be hostile, are just part of the environment in Open. If you find that too difficult for some reason, you can choose an easier mode.
 
What? Ganker who ganks somebody does not ask if victim has enough for rebuy. It is about git gud loser. So bankcruptcy and nice new sidey should be okay, have enough rainy day fund to pay what you owe :D

Thats what is wrong anyways, people want basically free hand in destroying others without ANY consequences for themselves, everything is just victims fault. Not flying in proper mode, not flying some meta, not flying good enough, yadda yadda just pay up and don't get salty. When someone offers model that would bring consequences, and consequences being pretty much in-game world believable then starts real saltines. "Game ending" Just earn up credits and get your gankwagon back :D
I don't think you're following me.

Some people want to play the game you describe. They want to attack and be attacked at will, with your only defence being your piloting skills and ship building knowledge. From a personal point of view, it's very unlikely I'd attack you anyway because personally I need a reason to do so that works for me and you minding your own business zipping about dropping off your cargo or whatever it is you're doing isn't going to do it.

What I object to is the addition of a punishment so high it deters people from attacking me in the first place, this turning the game into a sterile, boring near solo experience (in my opinion). That's not to say that I disagree with consequences being much harsher in high security systems and sys sec desperately need beefing up.

What I'm saying is that if there is to be a change, we need separation between PvP and PvE groups. You and me, we're not wanting to play the same game, whilst playing the same game. What we have now is the best compromise and anything else needs us to have dedicated arenas for what we want to do. Make open PvE is the opposite suggestion to getting rid of solo and PG; implement either one and one us leaves the game.

I'm fine with being a target when I'm wanted, but if I defend myself against a player bounty hunter (ok, admittedly I'm stretching the bounds of reality now), where's the fun for me if any subsequent rebuy bankrupts me?
 
I don't think you're following me.

Some people want to play the game you describe. They want to attack and be attacked at will, with your only defence being your piloting skills and ship building knowledge. From a personal point of view, it's very unlikely I'd attack you anyway because personally I need a reason to do so that works for me and you minding your own business zipping about dropping off your cargo or whatever it is you're doing isn't going to do it.

What I object to is the addition of a punishment so high it deters people from attacking me in the first place, this turning the game into a sterile, boring near solo experience (in my opinion). That's not to say that I disagree with consequences being much harsher in high security systems and sys sec desperately need beefing up.

What I'm saying is that if there is to be a change, we need separation between PvP and PvE groups. You and me, we're not wanting to play the same game, whilst playing the same game. What we have now is the best compromise and anything else needs us to have dedicated arenas for what we want to do. Make open PvE is the opposite suggestion to getting rid of solo and PG; implement either one and one us leaves the game.

I'm fine with being a target when I'm wanted, but if I defend myself against a player bounty hunter (ok, admittedly I'm stretching the bounds of reality now), where's the fun for me if any subsequent rebuy bankrupts me?
Personally what I want is believable in game world. And sadly in that there is no space for psycho murderer roleplayers flying without punishment in say Federation capital system. My system would not completely prevent that kind of gameplay, it would heavily steer that towards places where it is approbriate. If you want people attacking you, set course to nearest inhabited anarchy. Those would be places where you would find that kind of action.

And yes punishments role IS to deter unwanted actions. If it does not it is not effective.
 
there is no space for psycho murderer roleplayers flying without punishment in say Federation capital system
On that point we can agree. At very least, consequences for violent crimes within sight of Mars High should be immediately and overwhelming, if we care about the lore of the game.
If you want people attacking you, set course to nearest inhabited anarchy. Those would be places where you would find that kind of action.
But here's the problem, it's all very well saying that, but unless you're willing to nail your soul to the game, maintaining an anarchy faction in the face of everything in the game is pure futility. You haven't seen grind until you've tried propping one of those up. The other thing is, why would you go to one, apart from clearing a bounty?
 
On that point we can agree. At very least, consequences for violent crimes within sight of Mars High should be immediately and overwhelming, if we care about the lore of the game.

But here's the problem, it's all very well saying that, but unless you're willing to nail your soul to the game, maintaining an anarchy faction in the face of everything in the game is pure futility. You haven't seen grind until you've tried propping one of those up. The other thing is, why would you go to one, apart from clearing a bounty?
Set some bgs stuff, like very lucrative trade opportunities. Like weapons in, cheap drugs out...High profits but high risks too.
 
And by high profits I mean something in scale of current day drug business.
Something that has been asked for by players who enjoy criminal aspects of the game for years now. It does keep coming back to this doesn't it?

Give players a good reason to go (and keep) to anarchies, but put big signs on them saying they're dangerous along with making high security areas a nightmare for criminals and stuff starts making a bit more sense.

I'm not holding my breath though.
 
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