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

The reason is simple: most of those 'bad guys' spend most of their ingame time trying to git gud (fighting one another, doing organized wingfights) instead of wasting their time on stupid crusades to "defend the weak" (a great deal of whom are not even in need of being defended in the first place while most of the rest don't even deserve it).

Maybe, but also maybe it's just easier to play the bad guy and also it has a lot more appeal attached to it.
No wonder that Sith is the most played class in SW:TOR
 
I know fully well what the outcome would be. Which is why I advocate for it.
You think you do, anyway.

I have no doubt that PvE would be more populated. I do not think PvP would be deserted and, in fact, i know of quite a few people from previous games who wont play this because of the way that high level conflicts between player factions are always most efficiently won by space trucking, not combat (which isnt JUST a problem of solo mode affecting BGS, but the fact that it does makes it a 100% intractable one)
 
You think you do, anyway.

I have no doubt that PvE would be more populated. I do not think PvP would be deserted and, in fact, i know of quite a few people from previous games who wont play this because of the way that high level conflicts between player factions are always most efficiently won by space trucking, not combat (which isnt JUST a problem of solo mode affecting BGS, but the fact that it does makes it a 100% intractable one)
It doesn't matter what I think it would look like, the point is clear- each gets what they want.

And as I said before- "those on top would have earned the right to be there through their mutual acceptance of the dangers they've agreed upon."

You choose PvP, you know what you're getting into. You choose PvE, you know what you're getting into. No question about it.
 
Ok. Perhaps you let me know what point you think i was trying to make, in the context of the discussion.

You said:
I'm not sure if you have the wrong impression of Open - you hardly see anyone most of the time.

...

This means, very, roughly 25% of my play sessions (1 session out of four) I see another CMDRs. Other 75% (3 out of 4 sessions) I don't see another CMDRs.

My experience tells me different. I see other CMDRs every single time (play session) I play in open. Am I doing it wrong?
 
Maybe, but also maybe it's just easier to play the bad guy and also it has a lot more appeal attached to it.
No wonder that Sith is the most played class in SW:TOR
Maybe there are some ppl RPing Darth Vader, but I'm pretty sure that most of those 'bad guys' don't give a hoot about such things, they just genuinely enjoy the flight model and they are only interested in trying to git gud at it because pewpew is fun.
 
Maybe there are some ppl RPing Darth Vader, but I'm pretty sure that most of those 'bad guys' don't give a hoot about such things, they are just genuinely enjoying the flight model and are only interested in trying to git gud at it because pewpew is fun.

That's nice and dandy, but people dont complain about PVP-ers, but about gankers.
There is no way a ganker gits gud from a skillless kill like killing a noob or an explorer or an unarmed trader

It's like using seekers instead of rails to kill someones drives, right? 😇

And usually that's the reasoning beging pvp-flags and open pve.
To allow people to play with their likeminded peers
 
There is no way a ganker gits gud from a skillless kill like killing a noob or an explorer or an unarmed trader
Many PvPers gank now and then, but that's totally not their #1 activity and it's not noobs who fall victim to them typically.

Career gankers exist, but there are only a handful of them who are actually good at what they are doing. The rest of them could easily be shot down even by a medium tier player. The sad truth is that the only reason why they can keep doing their thing successfully is that 90% of the players out there are literally weaker than NPC's. Which absolutely should not be the case, but sadly it is.
 
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In my opinion the only way this stalemate is going to end, is either with open PVE, or a toggle system for flagging.

There really is no alternative. Open is not going to magically grow in population, and private groups aren't going to suddenly improve with no action.

So either the stalemate can continue as it has for years, or Frontier can make improvements to the game. Shrugs
 

Robert Maynard

Volunteer Moderator
The sad truth is that the only reason why they can keep doing their thing successfully is that 90% of the players out there are literally weaker than NPC's. Which absolutely should not be the case, but sadly it is.
When 50% of players are at or below median skill, and when not all players fly combat ships, it's perhaps unsurprising that so many don't put up much opposition to attackers in combat optimised ships.
 
Many PvPers gank now and then, but that's totally not their #1 activity and it's not noobs who fall victim to them typically.

Career gankers exist, but there are only a handful of them who are actually good at what they are doing. The rest of them could easily be shot down even by an medium tier player. The sad truth is that the only reason why they can keep doing their thing successfully is that 90% of the players out there are literally weaker than NPC's. Which absolutely should not be the case, but sadly it is.
IMHO it's all about engineering. Git Gud or not, that's a hypocritical topic. Either you have the time to do the eng grind or not... If searching signal sources for e.g. Imperial shields is a desirable activity at all. Engineering has a far more impact on pvp outcome then skill.
 
When 50% of players are at or below median skill, and when not all players fly combat ships, it's perhaps unsurprising that so many don't put up much opposition to attackers in combat optimised ships.
It's honestly sort of amusing, when I see people blaming the victim.

How do they know that the person they just blew out of the universe didn't just join the game, or how do they determine the other person's skill level to begin with?

"Git gud" is a rather stupid assumption if you think about it. In a mode where everyone has accepted mutual danger, it makes perfect sense. But for someone who isn't expecting the same amount of danger, it's nothing but demoralizing to them.

This dismissive attitude doesn't serve a positive purpose in trying to teach people how to learn how to play the game. If anything it's counter to the purpose of longevity for the game.

Conversely, having an environment where everyone has mutually accepted the same level of danger, it's interpreted differently.

If the point is to get more players to enjoy the game, getting them to quit and frustration isn't going to achieve that result.
 
When 50% of players are at or below median skill, and when not all players fly combat ships, it's perhaps unsurprising that so many don't put up much opposition to attackers in combat optimised ships.

Absolutely false. There's no rule carved in stone anywhere that the median skill should mean "I cannot even pull off the submit-boost past-high wake maneuver".
 
In my opinion the only way this stalemate is going to end, is either with open PVE, or a toggle system for flagging.

There really is no alternative. Open is not going to magically grow in population, and private groups aren't going to suddenly improve with no action.

So either the stalemate can continue as it has for years, or Frontier can make improvements to the game. Shrugs

They would rather have pvp and an empty galaxy , then pve and a full one =-(

Yea, but the game is in it's 7th year.
While i would like to see an Open-PVE mode (or a pvp flagging system) - just to have the option, i dont think it will ever happen 🤷‍♂️
 
Absolutely false. There's no rule carved in stone anywhere that the median skill should mean "I cannot even pull off the submit-boost past-high wake maneuver".
And currently there's no rule that an Elite player cannot blow a Harmless player out of the universe either.

Now that we've established there are no rules carved in stone... What was the point again?
 

Robert Maynard

Volunteer Moderator
Absolutely false. There's no rule carved in stone anywhere that the median skill should mean "I cannot even pull off the submit-boost past-high wake maneuver".
Whether it's false, or not, is a matter of opinion, not fact.

Half of players are below median skill - and the player needs to survive long enough in their ship (likely targeted specifically because it can't put up a fight) to wait for the FSD to start cooling down, the cooldown, then the high-wake - about 30 seconds. A competent combat pilot in their optimised combat ship will likely destroy them before they can jump.

There's also inclination to consider, i.e. whether putting up a fight against the ganker is worth the time - and providing the ganker with "content" likely isn't high on the target's list of priorities.

Some see the ganker mini-game as an incentive to improve combat / evasion skills and the ship's build. Some see it as a reason to choose a different game mode.
 
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Whether it's false, or not, is a matter of opinion, not fact.

Half of players are below median skill - and the player needs to survive long enough in their ship (likely targeted specifically because it can't put up a fight) to wait for the FSD to start cooling down, the cooldown, then the high-wake - about 30 seconds. A competent combat pilot in their optimised combat ship will likely destroy them before they can jump.
Hell I'd go as far as to say half is being modest.

Most of the players I've ever encountered are still trying to figure out how to get into a station and land safely without equipping autopilot.
 
And currently there's no rule that an Elite player cannot blow a Harmless player out of the universe either.
False. It's literally impossible to blow anyone out of the universe. All you can do is send them to the rebuy screen where they can go on their merry way in exchange of a small sum of meaningless credits.

Now that we've established there are no rules carved in stone...
We did not establish that.

What was the point again?
Scroll up a bit and read it.
 
Whether it's false, or not, is a matter of opinion, not fact.

Half of players are below median skill - and the player needs to survive long enough in their ship (likely targeted specifically because it can't put up a fight) to wait for the FSD to start cooling down, the cooldown, then the high-wake - about 30 seconds. A competent combat pilot in their optimised combat ship will likely destroy them before they can jump.

There's also inclination to consider, i.e. whether putting up a fight against the ganker is worth the time - and providing the ganker with "content" likely isn't high on the target's list of priorities.

Some see the ganker mini-game as an incentive to improve combat / evasion skills and the ship's build. Some see it as a reason to choose a different game mode.
Not everything is a matter of opinion.

A competent combat pilot is likely to destroy a weak pilot's ship before they can wake - question is, how large the skill gap should be for that to be possible.
Since it's very easy to escape from these situations in this game by design, the answer is 'very large'.

There's absolutely no such law of nature that players at the median point of the Gaussian curve should still fall into the 'yeah it's possible' category.
 
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