It's the way of things it seems. No surprise as you get the same comments in actual PvP games so it would follow in a game which is merely PvP enabled.This thread has itself been ganked by the last four or five posts as far as I can see. Why is it so difficult to partake in direct competition with other people without it getting so bitter? There are so many ways to avoid it, and yet what little there is gets consistently destroyed on this forum.
It is rigged in the favor of the offender.
Simply because even if i manage to escape from a gank, i still wasted my gaming time on an interaction that i dont really need nor want.
The interdiction itself is rigged for the interdictor - one needs a ship with higher supercruise maneuverability and way better skills at the minigame to evade the interdiction
I'm not sure what you mean by my High Meta Chariot. I take it to be some straw man argument to avoid the simple fact that it isn't rigged in the sense of cheating which is how I take it from your perspective. Maybe branching out to other games where ED isn't unique when it comes to interactions on an open worlds style map to broaden the perspective.It certainly is rigged. It just looks all the same to you from your high meta chariot. It was always rigged but engineers put a whole new level of rigging to it.
The fight is uneven, not through the lack of available options for shield and hull on your ship, but from player education and protection.Because the fight is so uneven
If both parties actually want to compete through the medium of PvP combat it should not be difficult - however it seems that what often happens is that one player decides to attack another player with no guarantee that the other player welcomes the attack. As the attacker is under no obligation to make the encounter "fun" for the target so the target is under no obligation to make an unwanted encounter "fun" for the attacker.Why is it so difficult to partake in direct competition with other people without it getting so bitter?
This is a massive misuse of statistics and assumes that all commanders put themselves into equally dangerous potential PvP scenarios.an attacker is significantly more likely (of the order of 10x according to the Inara data) to attack a player who doesn't engage in PvP than one who does.
How so?This is a massive misuse of statistics and assumes that all commanders put themselves into equally dangerous potential PvP scenarios.
Link to post.Artie said:As this thread was brought to my attention and I was curious about it, some numbers from Inara (all game modes, last 30 days, sample size of tens of thousands of commanders). Expressed as percentage of the sample size:
It worth to be noted those numbers also include consensual PvP. Otherwise, interpret it as you wish.
- 6% - players that were killed in PvP
- 4.5% - players that killed somebody in PvP
- 8.6% - players that were interdicted by another player
- 3.3% - players that interdicted another player
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well, a naive analysis assumes that people are attacking players selected entirely random from the pool of the entire playerbase - even if they're selecting randomly from the people in the same systems they frequent, that sample is going to skew more towards pvpers than the playerbase as a whole would suggest.How so?
And of course a PvP kilboat has much less to lose (just the rebuy cost) than someone doing other activities (cargo, stacked missions, rebuy & lost time).Because an engineered killboat will destroy almost anything unless the pilot is new/inept.
And that's the rub. Most travel in hybrids with lite armour cargo low crap hulls n shields. G5 isn't the norm.
That's why gankers are hated. Because the fight is so uneven
Good point - which might suggest that there's even less likelihood of encountering a player who engages in PvP outwith particular systems.well, a naive analysis assumes that people are attacking players selected entirely random from the pool of the entire playerbase - even if they're selecting randomly from the people in the same systems they frequent, that sample is going to skew more towards pvpers than the playerbase as a whole would suggest.
If a PvPer is in San Tu, for instance, and they pick a hollow pip entirely at random, there's an elevated chance that that hollow pip is another PvPer because why the hell else would you go to San Tu in open
That is the case in practice as many have said many times before. Outside of Founders & a few other hotspot systems the chances of being randomly attacked are pretty minimal.Good point - which might suggest that there's even less likelihood of encountering a player who engages in PvP outwith particular systems.
Which means that those who choose to attack other players outwith those areas are pretty safe in that they are highly likely to be attacking players who don't engage in PvP.That is the case in practice as many have said many times before. Outside of Founders & a few other hotspot systems the chances of being randomly attacked are pretty minimal.
Which means that those who choose to attack other players outwith those areas are pretty safe in that they are highly likely to be attacking players who don't engage in PvP.
By definition those who are being attacked are engaging in PvP. It may not be consensual of course.Which means that those who choose to attack other players outwith those areas are pretty safe in that they are highly likely to be attacking players who don't engage in PvP.
By which definition? To engage in PvP one presumably not only has to have weapons installed on ones ship but also use at least attempt to use them.By definition those who are being attacked are engaging in PvP. It may not be consensual of course.
That some players like easy targets that pose little to no risk to their ship. See Distant Ganks II as one example.Well yes. Is that not self evident?
What's the point you're making, if any?