PvP Competitive PvP and rankings system

What are peoples thoughts on a system implemented in game, where you are given a ranking or rating based on controlled PvP encounters?

Could be a 1v1's and 4v4 Ranking.

You could join a queue much like the Multi crew system, which would put you in an instance with a similarly ranked player once one was found. The system could use a ELO system.

You could join the queue in any ship you wanted. There would be leader boards located somewhere with players or teams standings.

Depending on the number of people joining, you could have Vanilla queues and Engineered queues. You could also have queues based on landing pad size / some other categories for balance, so you're not having a Viper up against a Cutter.

Dieing or jumping out of the instance would count as a loss.

Could be rewards for sitting at the top of the leader board, with rating decay for the top x amount of players.

Thoughts?
 
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ALGOMATIC

Banned
No, the whole point of this game is the open world feeling, where you can go anywhere, attack anyone at any time.

What you suggest is some restricted arcade a la CQC.

Multicrew failed, this suggestion will fail as well.

None of this capture the flag, jump into instances etx. No, just no.

It should move more towards EVE in terms of PvP content, with wings and war over terretory/resources.
 
What are peoples thoughts on a system implemented in game, where you are given a ranking or rating based on controlled PvP encounters?

Could be a 1v1's and 4v4 Ranking.

You could join a queue much like the Multi crew system, which would put you in an instance with a similarly ranked player once one was found. The system could use a ELO system.

You could join the queue in any ship you wanted. There would be leader boards located somewhere with players or teams standings.

Depending on the number of people joining, you could have Vanilla queues and Engineered queues. You could also have queues based on landing pad size / some other categories for balance, so you're not having a Viper up against a Cutter.

Dieing or jumping out of the instance would count as a loss.

Could be rewards for sitting at the top of the leader board, with rating decay for the top x amount of players.

Thoughts?

The PvP League brainstormed several iterations of an ELO system internally - just to keep a vibrant score/rank system. The RoA guys have a great bot that collects data after you upload it - the tools are kinda there already to keep track of things. There are a lot of ways to do this external to FD. If you look at basic scoreboards like SC has... it ain' rocket science.

But instancing queues based off rank/ engi's etc.... ewww. Dunno about that one man. Seems like a lot of work on FD's side. There are just so many variables. It's like instancing based off rank and you get put against pipko with his low combat rank lol.

But back to just scoreboards... a huge number of the pvp groups all use RoA's bot. It's very simplistic in nature due to the limitations in what data can be captured from FD. But you'd need Lou (what a guy) to speak to the technical side of that. Join the GCI discord.... or any of the individual pvp group discords that Lou has set things up on, and check out the command functions. That's the grassroots community based starting point to all of this. FD honestly just isn't that interested in this side of the game to the best of my knowledge.

But again... good god again... FD look at the hub idea that keeps coming up. We'll use our own bots and buy/ build our own websites to make this a thing. I know it came up several times in this thread.
 
There needs to be in game/open PVP tourneys with a worthwhile prize thats handle/controlled by in game mechanics.

A table showing the highest earners, kills etc from these weekly tourneys published via galnet.

An alternative to PVPs murdering in CGs need to be in place. CQC was not that alternative.
 
There needs to be in game/open PVP tourneys with a worthwhile prize thats handle/controlled by in game mechanics.

A table showing the highest earners, kills etc from these weekly tourneys published via galnet.

An alternative to PVPs murdering in CGs need to be in place. CQC was not that alternative.

For once I agree with you... CQC was not the answer.
 

ALGOMATIC

Banned
this. Open play in elite is broken, its feel like solo.

Yes, pretty much.

You are playing in a multiplayer game, with other people, but there is absolutely nothing to do with them except shooting at them. If they shoot back its a duel, if not you are a griefer apparently.
 
The infrastructure and networking of ED just will not facilitate a model like EvE sadly. Not ideally wishing to dwell on the EvE comparison, and with an understanding the two games are necessarily distinct (and so they ought to be), there are a number of points in which EvE-Online has excelled and done things "right" - in terms of functionality and fitness for purpose. Specifically with regards to PC v PC, EvE online does not dictate a playstyle. The player individual freedom is fully realised. This benefits the PCvPC advocacy as well as delineating clearly for the 'carebear' mentality.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Secondly, EvE encourages and in some ways necessitates cooperative play. The interaction whether antagonistic or supportive is absolutely unavoidable and is a major proportion of the essence of gameplay at all levels. The mention of 'all levels' is also critical and whilst less PCvPC relatd, is perhaps EvE's greatest success - that the gameplay, challenge and in-world ambition is scaled. The scalability is possible challenge is measured against the combination of ship, loadout, skillbooks and the combinations of players available. It's a well understood staple in MMO games to require certain specialties (i.e. Tank, DD etc.) in combination for a "quest".. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Elite lacks all of these factors. Sure one could loadout a given ship for a task, but let's face it, where PvP comes in, there's very little variety in terms of maximising. There is a concept of "best option", which is restrictive, naive and unimaginative and largely highlights a serious flaw in the freeform intention._At heart, PC v PC is working, though. Especially popualr trade routes, publicised streaming and CG's tend to serve the PCvPC enthusiasm and bring more into participation - sadly, it's just rather empty.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .There remains the contrary 'carebear' mentality of some who play in Open but resent the opportunities presented by challenges from others - those others typically being forced into this as the only available avenue for PC v PC conflict interaction, since there is no structure nor support to encourage the less incentivised into embracing the conflict model. Otherwise, the only options are to organise (I'm reminded of football hooliganism) Pc v PC combat via external solutions and then those involved can dogfight in the agreed space, the multiplayer and instancing limitations notwithstanding. This is bland and whilst provides some distraction from the PCvNPC (PvE) or grind monotony, it feels too artificial and inorganic. Almost as a substitute for CQC/Arena - when really, that is a model best left to die. The casual pilots that welcome and enjoy unpredictable potentials of interaction with other players, for whom an exciting PCvPC bout can end with a cheerful "thanks for the good fight!" but do not seek to spend efforts pre-arranging organised bouts or competitions and still try to maintain some 'immersion over game' where possible are left with nothing - those who seek top interact with more different player types rather than the familiar PCvPC veterans as usual are also left wanting. Only the 'carebear' types that refuse to play in Private, yet explode vociferously when "unsolicited" comflict occurs seem to e served - this is detrimental. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .The game, its systems, the development and the philosophy/conceptualisation behind the implementations leading to its direction, with regards to player character interactions needs to be INCLUSIVE rather than EXCLUSIVE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Proposals such as the one above merely attempt to redefine a PCvPC club, with the same members and the same problems.Traders need to be incentivised to take risks bringing cargo into hotspots, multiplayer organisation and networking needs to support an ability to form effective wings both for antagonists and ideally, vigilante bounty hunters too - funnny how I see many posts where individuals cry because they were ganked by a group - they wouldn’t be ganked by a solo pilot. Surely then, the response would be to organise a wing for justice/revenge. Why is it the players who work hard to organise, bond and work within the community towards a common goal are 'demonised', whilst those who wish to play essentially isolated and unwelcoming of interaction with others (unless it's as a chat interface or when it hypocritically suits them in ganking say, a Thargoid) are so convinced of their righteousness?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .The mentality needs to be that player interaction is a ‘good thing’, and for a MMO ought to be a core principle.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Sadly, Braben wanted to make Elite (1984) but with modern tech and with other players, but just as the interaction with other ships in Elite was limited, so too is player interaction.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .They created CQXC arena, but that was awful - Why separate PCvPC conflict from the main game? If they didn't want pilot federation pilots shooting each other, they could simply prevent such in the codebase and invent some inworld explanation that involved some magic technology inherent in the guns of PF ships – it’s no different from how miraculously every single ship can be instantly ID’d and criminality detected yet there’s no blackmarket operation for mechnics to pull out the detection and anonymise criminal ships – a respray if you will.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .They tried PP but that failed because it was overly confusing at launch and the RP-fuel reasons paled compared to the bare grind mechanical rewards which son turned out to be not largely worth it compared to other options. Nobody really cared for the factionalism aspect. Finally, they tried multicrew - a way to sit there bored less whilst someone else did the exciting stuff (like discos, bugs and no real rewards for either) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .FDev have constantly been trying to wobble on a tightrope between 'game' and 'simulation', and seem unable to make a real choice when it is required - as a result, the essence of the 'game (simulation)' is so undefined that there is a divide in playability and how to actually engage with the product.
 
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Oh my god! It's full of words!The [enter] key is your friend :)
As mentioned numerous times before. Either the website javascript or my browser is not preserving the format controls on content. A recommendation is that you copy the tezt into a word processor and edit it to help you read it in more clarity.
 
As mentioned numerous times before. Either the website javascript or my browser is not preserving the format controls on content. A recommendation is that you copy the tezt into a word processor and edit it to help you read it in more clarity.
Have you reported this to the website admin? I mean, you took a lot of effort in writing that post, and I'm afraid more people will think along the same lines I did, so it would be a shame if that effort goes to waste.
 
The way elite currently works, this can't work. Too much meta, too much rocks - paper - scissors, too much cheese, devs not caring enough. Adding stats and ranking would also create a race to improve them and you'd see a lot more ganking and schemes for this aswell, and you bet frontier isn't going to succeed at polishing this.
 
The way elite currently works, this can't work. Too much meta, too much rocks - paper - scissors, too much cheese, devs not caring enough. Adding stats and ranking would also create a race to improve them and you'd see a lot more ganking and schemes for this aswell, and you bet frontier isn't going to succeed at polishing this.
. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . Every game where there is a potential for PCvPC conflict will have ganking. I don't believe the solution is to try to confront this head on, since it's essentially trying to combat human nature. Itäs also a non.issue. ganking is just where one side of a conflict are bothering to actually organise and PLAY COOPERATIOVELY TO A SHARED GOAL - whereas the other side chooses to play alone and ignore risks.Ganking IS NOT Griefing. Giefing is such a bull non defined word and there are CLEAR RULES regarding HARRASSMENT. . . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . Instead, the focus needs to be on incentivising ways in which such behaviour is not so one-sided and "devastating" for the so-called 'victims', but insted serves as a platform for inclusion and mutual enrichment.. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .. . . . . . . . .It's not the "winning or the losing but the taking part" is an oft repeated phrase in real world sportsmanship, but somehow seems to fall on deaf ears in videogames - EVEN WHEN THOSE GAMES ARE NOT COMPETITIVE. The fact is there's NO winning and NO losing. Sure one might lose some credits that take real-world time - but really, credits are easy enopugh to come by, and thanks to the insurance system, you're never forced out of the game. ____More work on being able to form a solid, capable "wing", being able to coordinate a response to attack --- I would love for there to be a "SOS Beacon" available to nearby supercruise but maybe even station mission boards --- of course, this could be greatly exploited to lay ambushes (as the AI NPC do).Plenty of potential without either mimicking EvE Online or stamping on playstyles. Just facilitating and encouraging interaction with the other players.
 
I want an anarchy system called 'gitgud'.

It will be the unofficial meeeting place for players who are looking for some PVP.

You know, in times where Fdev is like 'lets have a CG in Colonia/Maia'
 
I think that in order to be meaningful, PvP should be fought using the rewards for playing PvE / the main game; to give a sense of purpose to all that grind. A bit like it is now, with a bit less randomization ideally.
This is also why CQC didn't take off.

Perhaps they should take a hint from World of Warcraft; you could queue while you are doing your things, and when a match is available your ship of choice is teleported in this arena where you fight n vs n for prizes and glory, ideally with little rebuy.
I mean, I get that it doesn't make sense, but now that we have multicrew telepresence it's not too much of a stretch to have this too, right?

Also I've been away for a couple of weeks and someone broke the forum's CSS..?
 
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