An Idea for how I would do the PvE vs PvP issues

This has come up alot recently, and I have had a fair bit of conversations about this issue as of late, in various forms and I keep getting dragged back into a solution that looks so simple to me - so I figure I'd post it out here.

This issue and reasoning for the solution I think would be so much more obvious is FDev would also post somewhere (or I have not seen or heard of it) about how much of the current playerbase is using particular game modes, because I believe the actual difference between Open/Group/Solo play is quite staggering.

It is ironic, because I would like to think most players that try to get into this game is in it for the player interactions - but are often put out or almost forced to play other game modes because of various experiences with people looking for that PvP interaction - yet those poor folk that get dragged into it don't want it at that time. So to a degree I earnestly think less than 20% of the active playerbase is in Open, while the rest are split between Private or Solo play to avoid encounters that they do not enjoy. The issues with Mobius as of late come to mind.

So here's how I would change things in this game, and hopefully make it a bit more bearable;

First is the instancing fixes. But that's another problem too...

The beginning of it needs a basic overhaul of the game choices. That whole Open vs Solo/Group issue needs to be put to rest, and a simple way to do it is to make it so it is just Open play for most of it.

I would remove Private Groups entierly as I would think that the only reasoning to have it at all is that instancing issue, and there really should be no reason for it if that is fixed.

Solo I would simply overhaul into an Offline mode. The basic rules being that Offline cannot affect the background sim, minor factions or powerplay - and it would only update with patch changes or update systems on Thursdays basically. It would be there for the intent of players want that Solo game experience - without causing adverse affects on other Open online player games. Or those that suffer from poor internet but still want to insist on playing this game.

Open I would rename into an Online mode. This is where the background sim is dynamic and changing daily, your in powerplay and that exploration outside the bubble can put your name on the map.


Beyond that, the real fix for the PvE vs PvP gamestyles is a gamemode toggle in the functions pannel.
Gamemode: PvE could toggle to PvP if you want to be able to shoot players.
Everyone begins in PvE mode. This basic setup would remove the ability of players from physically harming other players by misfires, weapons or ramming. But would leave some exceptions to still allows player interactions in other means. You could interdict other players, and attack to remove shields of players - or rebuild how limpets work and allowing things like Hatch-Breaker limpets to affect ships with the shields up. The intent is to continue to allow disruptive gamestyles without leaving the whole of the experience out, yet limit it so it is not quite so negative to newer players. Say you are doing a Powerplay fortification run, another player could still interdict, remove your shields and break your cargo hatch open with a limpet to prevent the Powerplay effect. Yet the PvE toggle would prevent him from outright killing your ship. This change would allow players to interact without the extreme effect of that ship-loss that often puts players out.
The major exception would be akin to the rules Mobius set up. You couild go into instances where it is PvP like Conflict zones, where being on opposite sides makes it possible to attack and destroy players that are in PvE modes.

PvP when toggled would be an all-in risk for a reward. Other games I have played have set it up so those willing to play and risk PvP gain some form of basic reward of increased returns for the time invested. This way there is a reason to tempt PvP for that reward of increased returns. With the removing of Private Groups and separating Solo/Offline mode, this PvP toggle could have the effect of doubling credit/reputation/merit rewards while playing in PvP to compensate for the lack of doubling effects of mission stacking that is used currently to speed up the game grind. This allows an incentive to be in PvP to speed the game, while making it so it is not required.

Some of the basic toggle rules would be along the lines that you can't toggle PvP on in a way to prevent an instant ganking option too. Have it so the toggle can only be turned on inside a Dock, and that toggle remains on in PvP until you end up dying in the game, where the mode is reset back into PvE - that way there isn't an easy way out of a problem you may have started. Another game I have played had it so the PvP toggle does not turn off until an enemy faction kills you, so it could be done in a way that only enemy Players or Powerplay factions are the only way to remove the PvP by fighting you.


The whole of the idea is to make it so we get back into the Online community effect of interacting with other players, but allowing it to be an easier feel for players - especially newer ones to this kind of game. Yet still leave an incentive and reason to play in PvP and have that risk for that reward. Of course this idea is far from refined, but the core of it is there in that simple toggle, and I would like to think it is possible to have that option here in the game so people could have and enjoy that option.
 
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