Modes Elite Dangerous PvE vs PvP and who needs a Solo play if you had PvE server

ALGOMATIC

Banned
That's not a PP player. That is someone who is doing PP simply to get a benefit. Next time try quoting someone who is dedicated to a power. There ARE PvPers who dedicate themselves to a power. Archon Fury i think is quite famous for this.

Lol he spent 40 weeks undermining, read again.

Archon fury uses PP as an excuse to kill PVE players in his sidey/dbx
 
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Archon fury uses PP as an excuse to kill PVE players in his sidey/dbx

But isn't this what you want, to use PP as an excuse to shoot up soft targets?

Because there is no other reason to lock content to one mode apart from that.

(Don't get me wrong, an in game excuse to kill people is awesome (like when they made CMDRs class for kill missions). But you seem to phrase it in a way that makes it seem you disprove)
 

ALGOMATIC

Banned
But isn't this what you want, to use PP as an excuse to shoot up soft targets?

Because there is no other reason to lock content to one mode apart from that.

(Don't get me wrong, an in game excuse to kill people is awesome (like when they made CMDRs class for kill missions). But you seem to phrase it in a way that makes it seem you disprove)

He doesnt play PP as far as I know, he just pledges top Archon Delaine and his RP is to kill anyone above competent who pledged to a different power, this is not the content I am talking about, he just does regular PVP and uses PP as an excuse to gank incompetent pilots. Nothing wrong with this but thats not PP.
 
He doesnt play PP as far as I know, he just pledges top Archon Delaine and his RP is to kill anyone above competent who pledged to a different power, this is not the content I am talking about, he just does regular PVP and uses PP as an excuse to gank incompetent pilots. Nothing wrong with this but thats not PP.

So what exactly do you think Power Play is?

Because as far as I can tell after playing it, it comes down to 2 things;

1) Push PvE tokens about, the power with the most folks pushing the tokens wins

2) Use it as a RP excuse to shoot people in the face (as there is no other reason to shoot people in PP).

Solo players clearly can only do number 1.
Private Groups depend on the rule set people are playing in the group
Open has both options available.

No idea how Multi crew or Engineers impacts it, as I don't do RNGneers and I only Multi crew with r/l friends in a PG.
But for me personally, I'm not impressed with Power Play. Though the PP Sub forum is busy and the folks there seem to enjoy it, so fair play to them.
 
He doesnt play PP as far as I know, he just pledges top Archon Delaine and his RP is to kill anyone above competent who pledged to a different power, this is not the content I am talking about, he just does regular PVP and uses PP as an excuse to gank incompetent pilots. Nothing wrong with this but thats not PP.
I thought PP was about conquest and conquering space under other the control of other powers, and doing so through killing pilots (NPC and players) aligned with the other powers. Could you explain to me what PP is supposed to be about, because I'm a bit confused and I have never used PP but thinking about joining a force, so I'd like to know what PP is really about and how to do it right.

I have no issues with content being added to the game either - as long as it isn't mining. I hate mining.
Mining can be quite relaxing actually. I like it, but not all the time.
 

ALGOMATIC

Banned
So what exactly do you think Power Play is?

Because as far as I can tell after playing it, it comes down to 2 things;

1) Push PvE tokens about, the power with the most folks pushing the tokens wins

2) Use it as a RP excuse to shoot people in the face (as there is no other reason to shoot people in PP).

Solo players clearly can only do number 1.
Private Groups depend on the rule set people are playing in the group
Open has both options available.

No idea how Multi crew or Engineers impacts it, as I don't do RNGneers and I only Multi crew with r/l friends in a PG.
But for me personally, I'm not impressed with Power Play. Though the PP Sub forum is busy and the folks there seem to enjoy it, so fair play to them.

You are not the only one who is not impressed.

It should be a collaboration and fighting over territory without opting out of PVP combat. There are PVE elements there, sure, delivering PP items etc.
There are many discords servers of people trying to make it work, ask any of them and they will tell you its poorly done, mainly because of private modes.

Right now its just another form of BGS manipulation, we already have BGS on the local factions, whats the point having another layer in the form of super power leaders with a face.
Asiling Duval can have federal local factions in her controlling space, same for Zachary Hudson, he might have a pirate or an imperial aligned faction in his space. Its a mess, it doesnt make sense and its completely pointless with a pathetic pay. If you remove the PVP element out of it, all is left is "deliever x items to system y" or "kill x enenmy ships in system y", where "y" changes every cycle and "x" means what level you are on (level 3 - kill 20 ships, level 4 - 1000 etc).

I thought PP was about conquest and conquering space under other the control of other powers, and doing so through killing pilots (NPC and players) aligned with the other powers. Could you explain to me what PP is supposed to be about, because I'm a bit confused and I have never used PP but thinking about joining a force, so I'd like to know what PP is really about and how to do it right.


Mining can be quite relaxing actually. I like it, but not all the time.

my reply above
 
It should be a collaboration and fighting over territory without opting out of PVP combat. There are PVE elements there, sure, delivering PP items etc.
There are many discords servers of people trying to make it work, ask any of them and they will tell you its poorly done, mainly because of private modes.

So, to paraphrase; you're fine with how PP works, you just want all the cargo ships etc to be available for PvP players to shoot.
 
You are not the only one who is not impressed.

It should be a collaboration and fighting over territory without opting out of PVP combat.

See, as the entire premise of the game is consensual PvP, this is where we will always differ.

However, there are caveats to that as far as I'm concerned;

If you commit a crime in a mode (or PG), you should be locked to that mode (PG) until your name is clear.
This would give people a chance to get revenge and stop people doing half an hour newbie ganking then running away in Solo when the player bounty hunters turn up.

What ever mode (or PG) you pick up cargo / missions / PP tokens etc.. is the mode you should complete the mission / deliver the cargo.
Changing mode should empty out everything. Like a fresh login for a fresh session.

These are the core changes I'd make. It doesn't take anything away from anyone, but it does make folks think a bit more over where they are playing and what they are doing while there.

Right now its just another form of BGS manipulation, we already have BGS on the local factions, whats the point having another layer in the form of super power leaders with a face.
Asiling Duval can have federal local factions in her controlling space, same for Zachary Hudson, he might have a pirate or an imperial aligned faction in his space. Its a mess, it doesnt make sense and its completely pointless with a pathetic pay. If you remove the PVP element out of it, all is left is "deliever x items to system y" or "kill x enenmy ships in system y", where "y" changes every cycle and "x" means what level you are on (level 3 - kill 20 ships, level 4 - 1000 etc).

This is also something I found to be odd. PP should be controlling the factions in it's area and overruling normal BGS functions in that area.
If I'm working for the Emperor, in her area, then all the systems in her area should be empire and under her control. Not some weird mix.
(Though the odd neutral system here and there would be okay).
 

ALGOMATIC

Banned
So, to paraphrase; you're fine with how PP works, you just want all the cargo ships etc to be available for PvP players to shoot.

Correct. Now, they should be protected by their own combatants, so I am trying to stop them from delievering items while they try to by pass me with the help of their wing of combat.
We need scouts (speed couriers) as well to see how many enemy ships are ina specific system.

There is alot of RP here for everyone and it requires collaborarion between players, so you have discord / TS to plan your actions. There is depth and meaning, it becomes more than "deliever x to here 100 times", I dont see the reason for all the resistance tbh.
 

ALGOMATIC

Banned
See, as the entire premise of the game is consensual PvP, this is where we will always differ.

However, there are caveats to that as far as I'm concerned;

If you commit a crime in a mode (or PG), you should be locked to that mode (PG) until your name is clear.
This would give people a chance to get revenge and stop people doing half an hour newbie ganking then running away in Solo when the player bounty hunters turn up.

What ever mode (or PG) you pick up cargo / missions / PP tokens etc.. is the mode you should complete the mission / deliver the cargo.
Changing mode should empty out everything. Like a fresh login for a fresh session.

These are the core changes I'd make. It doesn't take anything away from anyone, but it does make folks think a bit more over where they are playing and what they are doing while there.



This is also something I found to be odd. PP should be controlling the factions in it's area and overruling normal BGS functions in that area.
If I'm working for the Emperor, in her area, then all the systems in her area should be empire and under her control. Not some weird mix.
(Though the odd neutral system here and there would be okay).

You just pointed out why piracy and player bounty hunting cannot work, again, the 3 modes killed this content as well.

This game has so much potential for depth its amazing that we are still stuck at "deliever data to system x" or farm 100 npcs in res sites for X credits, rinse and repeat.
 
Correct. Now, they should be protected by their own combatants, so I am trying to stop them from delievering items while they try to by pass me with the help of their wing of combat.
We need scouts (speed couriers) as well to see how many enemy ships are ina specific system.

There is alot of RP here for everyone and it requires collaborarion between players, so you have discord / TS to plan your actions. There is depth and meaning, it becomes more than "deliever x to here 100 times", I dont see the reason for all the resistance tbh.

Ignoring the instancing hurdles to making that kind of gameplay work, why don't all the PvP players get together and make it happen right now? You could take turns hauling cargo. A good time would be had by all, and everybody gets to play their way.

The only potential problem I can see is that the gameplay you're imagining is completely unfun for the people flying non-combat ships. Which would probably result in none of the PvP players being willing to take that role, because who wants to have a miserable time while everybody else has fun at your expense? That in turn would mean your objective here is to force the majority of players into being mere content for a relative handful of PvP players, with no regard whatsoever for their continued enjoyment of the game they paid for.
 
See, as the entire premise of the game is consensual PvP, this is where we will always differ.

However, there are caveats to that as far as I'm concerned;

If you commit a crime in a mode (or PG), you should be locked to that mode (PG) until your name is clear.
This would give people a chance to get revenge and stop people doing half an hour newbie ganking then running away in Solo when the player bounty hunters turn up.

What ever mode (or PG) you pick up cargo / missions / PP tokens etc.. is the mode you should complete the mission / deliver the cargo.
Changing mode should empty out everything. Like a fresh login for a fresh session.

These are the core changes I'd make. It doesn't take anything away from anyone, but it does make folks think a bit more over where they are playing and what they are doing while there.



This is also something I found to be odd. PP should be controlling the factions in it's area and overruling normal BGS functions in that area.
If I'm working for the Emperor, in her area, then all the systems in her area should be empire and under her control. Not some weird mix.
(Though the odd neutral system here and there would be okay).

Some interesting ideas there. Just add a small change to the menu to show what the last mode you logged into was and a text notice that you have active missions and logging into a different mode will wipe those missions. Or in the case of committing crimes, the other modes are locked and a text notice saying you can't log into other modes until the bounty is cleared.
 
Ignoring the instancing hurdles to making that kind of gameplay work, why don't all the PvP players get together and make it happen right now? You could take turns hauling cargo. A good time would be had by all, and everybody gets to play their way.

The only potential problem I can see is that the gameplay you're imagining is completely unfun for the people flying non-combat ships. Which would probably result in none of the PvP players being willing to take that role, because who wants to have a miserable time while everybody else has fun at your expense? That in turn would mean your objective here is to force the majority of players into being mere content for a relative handful of PvP players, with no regard whatsoever for their continued enjoyment of the game they paid for.

Hammer meet nail.
 
Some interesting ideas there. Just add a small change to the menu to show what the last mode you logged into was and a text notice that you have active missions and logging into a different mode will wipe those missions. Or in the case of committing crimes, the other modes are locked and a text notice saying you can't log into other modes until the bounty is cleared.

Great stuff, like it.

Currently mulling another idea over in my head, will post later after I flesh it out a little see what you all think.
 
Correct. Now, they should be protected by their own combatants, so I am trying to stop them from delivering items while they try to by pass me with the help of their wing of combat.
We need scouts (speed couriers) as well to see how many enemy ships are ina specific system.

There is alot of RP here for everyone and it requires collaborarion between players, so you have discord / TS to plan your actions. There is depth and meaning, it becomes more than "deliever x to here 100 times", I dont see the reason for all the resistance tbh.
The reason for resistance is that combat will dictate gameplay. Now you like combat, so you are of course fine with that. I like exploration. So my counter proposal is that before anyone can deliver x to y 100 times, they will need to find an untagged ELW for each time they could deliver x. Then Powerplay factions could contact explorers to deliver their ELW data to their faction. So much RP, very collaboration.

Ignoring the instancing hurdles to making that kind of gameplay work, why don't all the PvP players get together and make it happen right now? You could take turns hauling cargo. A good time would be had by all, and everybody gets to play their way.

The only potential problem I can see is that the gameplay you're imagining is completely unfun for the people flying non-combat ships. Which would probably result in none of the PvP players being willing to take that role, because who wants to have a miserable time while everybody else has fun at your expense? That in turn would mean your objective here is to force the majority of players into being mere content for a relative handful of PvP players, with no regard whatsoever for their continued enjoyment of the game they paid for.
Indeed.

The proposal is: we need some sheep to herd. But the current batch of sheep is unwilling to be herded. What a bunch of tossers.
 
Correct. Now, they should be protected by their own combatants, so I am trying to stop them from delievering items while they try to by pass me with the help of their wing of combat.
We need scouts (speed couriers) as well to see how many enemy ships are ina specific system.

There is alot of RP here for everyone and it requires collaborarion between players, so you have discord / TS to plan your actions. There is depth and meaning, it becomes more than "deliever x to here 100 times", I dont see the reason for all the resistance tbh.

Escort ships are a losing strategy. Using four ships to deliver one ship's worth of tokens isn't as efficient as sending four ships worth of tokens, and accepting that one may intercepted and be destroyed. A good blockade runner is adept enough at Supercruise to avoid interdiction, and a coordinated group of blockade runners could easily scatter to the four winds. Finally, a well designed blockade runner will be designed to keep out of the line of fire long enough for their FSD to charge, while having good enough shields to survive at least one or two hits.

The same goes for system patrols. A ship patrolling a system may be fortunate enough to intercept a few blockade runners, but most of the time they'll escape and deliver anyways. It is effectively doing nothing to aide their chosen Power.

Of course, the Elephant in the room is that you're envisioning this grand game of cat and mouse, with you as the cat. What you fail to accept is that the players who enjoy being the mouse at all (*waves coquettishly*) are already in Open. Those who don't enjoy being the mouse will stop playing completely, and you'll be right back where you started, complaining about the lack of "content", only even less people will now play Powerplay. To actually get the gameplay you want, you'll have to convince most of the players who enjoy being cats to be mice instead.

Good luck with that.
 
Escort ships are a losing strategy. Using four ships to deliver one ship's worth of tokens isn't as efficient as sending four ships worth of tokens, and accepting that one may intercepted and be destroyed. A good blockade runner is adept enough at Supercruise to avoid interdiction, and a coordinated group of blockade runners could easily scatter to the four winds. Finally, a well designed blockade runner will be designed to keep out of the line of fire long enough for their FSD to charge, while having good enough shields to survive at least one or two hits.

The same goes for system patrols. A ship patrolling a system may be fortunate enough to intercept a few blockade runners, but most of the time they'll escape and deliver anyways. It is effectively doing nothing to aide their chosen Power.

Of course, the Elephant in the room is that you're envisioning this grand game of cat and mouse, with you as the cat. What you fail to accept is that the players who enjoy being the mouse at all (*waves coquettishly*) are already in Open. Those who don't enjoy being the mouse will stop playing completely, and you'll be right back where you started, complaining about the lack of "content", only even less people will now play Powerplay. To actually get the gameplay you want, you'll have to convince most of the players who enjoy being cats to be mice instead.

Good luck with that.

There also seems to be an assumption by some that they will get to be the biggest cat in the pond... erm... alley, but as Qui Gon told us, there is always a bigger fish.... erm.. cat.
 
You do realise that console players require a paid account in order to play in open, right?

Since this seems to have been ignored. That ^^^ is a legit reason for Solo mode. Console players who do not buy a Live or PSN+ subscription can still play the game they bought (in Solo Mode).

Another is regarding bandwidth. Solo mode uses a lot less, and has less disconnection issues than Open.
For example when I was in Italy on holiday, one can use a terrible tethered mobile connection to play ED in Solo. Trying the same connection in Open was:
- more expensive (admittedly this was before changes to roaming charges)
- drop outs jumping into systems containing CMDRs
- drop outs trying at access the mission board (i'm guessing added latency or something)
- very slow jump transition screens
I'd say it was essentially unplayable in Open, but adequate in Solo Mode.

So yes i'd argue you would still need a Solo Mode even if a PvE (Open only) server existed.
 
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Ignoring the instancing hurdles to making that kind of gameplay work, why don't all the PvP players get together and make it happen right now? You could take turns hauling cargo. A good time would be had by all, and everybody gets to play their way.

The only potential problem I can see is that the gameplay you're imagining is completely unfun for the people flying non-combat ships. Which would probably result in none of the PvP players being willing to take that role, because who wants to have a miserable time while everybody else has fun at your expense? That in turn would mean your objective here is to force the majority of players into being mere content for a relative handful of PvP players, with no regard whatsoever for their continued enjoyment of the game they paid for.

Love this... :)
 
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