Are PvP and PvE mutually exclusive in game design? Thoughts on the 2.1 update...

The only problem I see is that I typically equip my craft for PvE, which invariably means as and when I get attacked by another CMDR (set up for PvP), I'm typically on the back foot setup wise, and most likely will have to run...

How much nicer would it be if the game balance/design meant instead, an interesting combat situation could end up with an interesting fight, instead of, "Hah! Paper beats stone, off you go then!"

The moment the design team chose to have fixed and gimbals, this problem started to grow, and with every new module type and now crafting side effects, it continues, "Hah! Spock beats lizard, off you go then!"

I've sort of given up ever expecting anything but this from ED, and can't see a way back now. So although it's not what I'd hoped for, I'm sort of beyond caring now TBH

To demonstrate this...


At the moment in the community goal CZs, most players are there with a mixed setup, aimed at surviving in the CZ and earning in the combat zone...

Then we have individuals turning up in a very different setup for a very different purpose... For example in FAS kitted up perfectly for PvP. They'll turn up, see if there's any players, join the other side and attack them... Strangely the players geared up for the CZ's tend to have to run...

It's frustrating and demonstrates the fracture down the middle of the game...
 
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