Collective idea to make PvP better

One of my threads got me thinking...

Let's work out the best possible system for PvP in the game, then suggest it to FDevs. As far as I can tell, they can listen to reason, but there are not many well thought-out solutions that players give.

This post will be updated with ideas gathered by commanders in the thread.

There is a divide between players that like to kill and players that don't.
Simplest solution is to create two servers. One where PvP is possible, the other where it is not, but that is not the goal here.
The idea is to create ONE server, where players can interact/pirate/fight with each other in a healthy and fun manner.
Private play is not the solution, so please refrain from "Go private". Yes, we all know that private exists.

I am no PvP player, so I cannot say much.
If I missed something or made some obvious mistakes, please correct me, I will update.

From what I can tell it's about:
-fighting 1v1 as a competition of build and skill
-playing BGS and attacking/defending territory
-ganking as a group for fun and profit
-killing for the sake of killing

Always keep in mind that players will exploit whatever they can. If there is a loophole to get more money/mats/merits/rank, players will grind it dry.
Complicated systems are hard to balance because of that .
Then the first question should be: how can it be exploited by 1/10/100 players working together?
Next: is it fun?


Steps to PVP:

1. Background
Basically the reason of the fight.
What changes if a fight is:
-a duel?
-a bounty hunt?
-BGS opposing/hostile factions?
-act of pirating?
-act of treason/revenge?
-act of killing for fun?
2. Initiation
How the fight is started?
-interdiction?
(submitted or was trying to escape?)
-ambush in normal space?
-one of the opposing sides in a conflict?
3. Combat
Fight has started.
I have no idea if there is a reason to change anything after lasers start shooting.

Maybe communicaton of:
"I yield!" - causing a small change in combat rank both for winner and loser?
4. Aftermath
What happens after the fight?
-attacker won/lost/escaped?
-what do they gain/lose?
-defender won/lost/escaped?
-what do they gain/lose?
-was there a combat log/menu log?
-is that a repeating pattern?
-was the fight result of chase or a submission?
-basically, was it an act of duelling/pirating/fighting for resources or just killing?
-can pirated player do something to get back their goods/revenge?
-can killed player do something to get their goods/revenge?


-try to satisfy casuals players, explorers, traders, PvP lovers, bounty hunters, pirates(hard to do, but we have a lot of brainpower)
-try not be overcomplicated (some complication is fine, as with everything in the game)
-try to be easy to implement (ideally by not adding new gameplay/menu elements, but by using existing assets and mechanics, otherwise Fdevs will just shrug it off)

Constructive and well-thought input is very welcome.


Idea # 1 - interdicting combined with choosing intention before shooting.
scenario.jpg




1. Background
-intentions of both sides are clear
-easy to add scenario for almost every part of the interdiction, whether bounty hunting or just killing

2. Initiation
-when defending side decides to fight - interdiction ends and both sides are facing each other with FSD's disabled for a given time (1min, 5min?).
-when defending side decides to submit, their engines are automatically turned off and negotiations start. Being killed is always a possibility, but then consequences for a killer should be a lot more severe. Think 5 stars notoriety in GTA or defender may employ a specops in the interstellar factor to exact his revenge.
-when defending side chooses to run away, FSD is blocked for a given time, both high wake and interstellar jump

3. Combat
There are only a few possible scenarios:
-both sides want to fight
-defender want to submit
-defender want to run
-attacker wants to prevent PP undermining
-attacker want to kill someone

Choice shoud give some minor advantages/disadvantages to defender and attacker.
For example: When focusing on escaping, defender and attacker would be both boosting as soon as low-waked, but FSD for defender would take longer to wind up.


4. Aftermath
-clear gains and losses, both sides have to decide if risks are worth the rewards
-game can easily measure both intention and outcome
-lower notoriety for stealing cargo, higher for killing submitting player (anarchy and nonhuman space excluded obviously)
-may open possibility for defender to continue with interaction, either by chasing the player themselves later, or by employing some NPCs to do the dirty work



Advantages of this approach:
-clear intention.
-clear scenario and interaction
-bypass language barrier
-griefing/logging easier to track and punish
-using assets and mechanics already within the game

Disadvantages:
-there may be more that 2 sides to a conflict.
-good only when interdicting, what if 20 people low wake to the same place?


How would I exploit this?
-by choosing something different than my real intention, like choosing to fight when real intention is to run away.
Prevented by giving small advantages/disavantages in different scenarios.
-by choosing to pirate someone then killing defenseless player with thrusters off
Prevented by restricting shooting / a lot harsher punishment than other cases

How would 10 players exploit this?
-by low-waking after successful interdiction and doing completely different thing than attacker/defender intended

How would 100 players exploit this?
-same as above

What do you think about it?
 
Last edited:
Two ideas/issues from the other griefer thread:

Make CQC part of the main game, with main ships, in certain arenas, basically a legitimized San Tu in game.
Bonus points for making it actually in San Tu.

Make thargoid combat doable with normal (engineered) weapons. That divide prevents
  • AX on pvper attacks
  • pvper attacks thargoids
  • pvper getting a good fight because he can't gank a competent AX build and the AXer will jump away, because he can't fight back
 

Craith

Volunteer Moderator
Two ideas/issues from the other griefer thread:

Make CQC part of the main game, with main ships, in certain arenas, basically a legitimized San Tu in game.
Bonus points for making it actually in San Tu.

Make thargoid combat doable with normal (engineered) weapons. That divide prevents
  • AX on pvper attacks
  • pvper attacks thargoids
  • pvper getting a good fight because he can't gank a competent AX build and the AXer will jump away, because he can't fight back

and remove the damage penalty of AX weapons vs. human ships.
 
Or, make Powerplay Open (accepting the game engines limitations) and have a proper team game that encourages PvP in a self contained, optional feature?

Then you have

1:1 CQC PvP
Open Powerplay for group PvP (with blocking rule changes)
Opportunistic PvP in game (which is optional via modes but has normal blocking rules)
The rest of the game via all modes (BGS etc).
 
Two ideas/issues from the other griefer thread:

Make CQC part of the main game, with main ships, in certain arenas, basically a legitimized San Tu in game.
Bonus points for making it actually in San Tu.

Make thargoid combat doable with normal (engineered) weapons. That divide prevents
  • AX on pvper attacks
  • pvper attacks thargoids
  • pvper getting a good fight because he can't gank a competent AX build and the AXer will jump away, because he can't fight back
A heck yeah to the in-game CQC. I asked for that three plus years ago!
 
I don't try to play armchair dev, as someone said.

I am trying to think of a good solution to current problem.
What is wrong with that?

Threads about clogging, PvP, and PP things are popping up all the time, and they are useless for the devs and for the players.
They only show that there is something wrong with the current design.

Devs are not gods, they are limited by deadlines/roadmaps/money.
I worked with some few-hundred people organisation (not as a game-dev, but as a factory-dev) and good feedback/suggestion was both precious and hard to come by.
Especially from machine operators, who were closest to the working product.


Why not spend time on thinking about a good way to tackle this problem instead of arguing?


If one person can make a suggestion, then a community of players also can make one, but it needs to be well thought-out, not some "give me best ship so no one can kill me".
Upkeep of FCs was change because of community outcry.
Why don't we work on a suggestion that will try to satisfy most of the sides? If it will be good I am sure it will be at least noticed. If it will be very good maybe it will be implemented.

But that takes more than: "CqC suck, you need to make it better"
Good suggestion takes community needs and exploits into account.

If I was hunted/pirated/killed in a good context, that would add a lot of flavor to the game.
So far it leaves me with a bad taste.
And my post is based on that - trying to think of a better solution with possibly little effort from the devs.

That is why I am asking for input from a lot of people.
I want to work on that, polish it, and then suggest it to the devs.

So, can anyone tell me what is wrong with my proposal in OP?
What limitations/exploits/drawbacks do you see?
 
First of all, you need to consider an ordinary player on the same level as an ordinary NPC. That is, within the conventions of the game, the destruction of a player should not have a higher significance than the destruction of an NPC.
 
First of all, you need to consider an ordinary player on the same level as an ordinary NPC. That is, within the conventions of the game, the destruction of a player should not have a higher significance than the destruction of an NPC.

Agree, if risks/rewards by killing NPCs or players were different, people would start to farm one over the others.

Still, killing an NPC is much less fun than killing live player, so from my point of view they are not equal.
Both as a killer and as a prey.
Risk and reward are increased when facing live player, even when game mechanics stays the same.
Winning vs human > winning vs software that lets me win.

Unfortunately, this is not quantifiable with current technolgy.

Is this something that can be observed within my idea?.
 
Last edited:
Agree, if risks/rewards by killing NPCs or players were different, people would start to farm one over the others.

Still, killing an NPC is much less fun than killing live player, so from my point of view they are not equal.
Both as a killer and as a prey.
Risk and reward are increased when facing live player, even when game mechanics stays the same.
Winning vs human > winning vs software that lets me win.

Unfortunately, this is not quantifiable with current technolgy.

Is this something that can be observed within my idea?.


A live player is a more experienced NPC. NPC pilots are present in the galaxy not as "ants" in the human world, but as people like us. They also trade, participate in wars, extract minerals, transport passengers, and so on. Perhaps the significance of destroying a player can be higher if the player has a rank in some political power, but I don't see any more reason for the player to be more superior to the NPC within the conventions of the game.

I fully agree that destroying an experienced combat pilot is harder and more fun, but not all players are combat pilots in the first place. And secondly, for an inexperienced player on a merchant ship, killing an NPC on an Alliance Chieftain with the Elite rank is also not the easiest thing, right?
 
Last edited:
A live player is a more experienced NPC. NPC pilots are present in the galaxy not as "ants" in the human world, but as people like us. They also trade, participate in wars, extract minerals, transport passengers, and so on. Perhaps the significance of destroying a player can be higher if the player has a rank in some political power, but I don't see any more reason for the player to be more superior to the NPC within the conventions of the game.

I fully agree that destroying an experienced combat pilot is harder and more fun, but not all players are combat pilots in the first place. And secondly, for an inexperienced player on a merchant ship, killing an NPC on an Alliance Chieftain with the Elite rank is also not the easiest thing, right?

All you said is true.

Does my original idea somehow differentiate between players and NPCs?
If yes, please point it out to me, I can't see it. Do you have any suggestion on how to prevent that?
 
Get rid of solo, and make it a PVE instance instead.

Socializers get to socialize. Pvpers are forced to play with like-minded players. (oh no) And the truly anti-social can just form a private group. Everyone wins?
 
Get rid of solo and PG and learn to build your ship better and highwake?
:rolleyes:
Sheesh, that wasn't helpful

Why should a player build his ship "better" and waste his time high waking? There are far more efficient options.

Also why not just have pvp and pve servers? It's common sense for just about every other game out there.
 
Back
Top Bottom