Griefers make open impossible, and how easy the solution is.

No problem with modes.

Using Solo myself right now.

But literally saying "ban PvP players" like the OP...

Sorry. He's being stupid.
I agree.... a player should not be banned from open if they have not used cheats/exploits etc that is an out of game punishment for an ingame action if that makes sense.

However ingame punishments for ingame actions i think are fine.... and allowing a player to become "most wanted" at which point they are open season for everyone and in space regions with security they are shoot on sight with no docking i think is a perfectly plausible reaction for the most hostile of CMDRs.

we have a beacon in our ships which can be used to report crimes, it is not beyond the realms of probability that the pilots federation reserve the right to forcibly remotely activate it to ping our location so that every person and their dog know where they are. PvPers I would imagine should enjoy this as well, after all it would encourage PvP as well because all of a sudden the balance of power is suddently not quite as much in the "bad guys" corner.

TLDR... I do not agree with the OP on specifics, and certainly not on banning from open for blowing ships up... but the sentiment that something should be done i fully support and i think could even be made to be fun.
 
It's a matter of making PvP min-max, stuffed-every-slot-with-defense builds more fragile, while at the same time making I-actually-have-modules-required-to-interact-with-the-game-world builds more durable. Making them meet somewhere in the middle. The key is eliminating the false choice of health or anything-else in optimal slots. Someone just interested in killing other players doesn't really need any other internals besides stressed defense modules. Someone interested in trading, or interacting with the game world in almost any way is REQUIRED to bring certain non-defense modules. With the (ridiculous) way defense modules stack, giving up even a single one of your slots to anything else can have a substantial negative impact on your durability.

Needing to choose between defense and utility looks good on paper, but in practice just really doesn't work out. Hell, even in a single-player context it's questionable. How do you balance the NPCs? Balance them with the assumption the player will want to use any of the myriad utility / functionality modules in the game, and they're a joke to anyone that fully defense stacks their ship. Balance them with the max defense build in mind, and players are effectively forced to ignore all of the other interesting modules in the game if they want to even have the option of reasonable combat.

Making it so that defensive noodles can only go in slots specifically for defensive modules makes the game far easier (i.e. possible) to balance both in PvE and PvP, and makes interesting organic PvP interactions, well, possible. There are still plenty of choices to be made about which/ what balance of defensive modules to bring what utility you want, what weapon arrangement you prefer. Whether or not you want your effective health to be even in the same order of magnitude as any would-be attackers or if you want to have the modules needed to play the rest of the have does not need to be, nor should have to be, a choice the player must make.

I think the point is if a ship has a military slot there is no downside to making it defensive, where as if it is a generic slot then trade min maxers will use it to haul more cargo......... You could argue that that is the risk min maxers take............ and its a valid point, however min max combat ships which a "griefer" will use doesnt make any such compromises, hell some players even drop their FSD (and then whine that jump ranges of specialist combat ships are too low)
So i think giving some trade ships forced defensive slots (be it for armour or SCBs) is perhaps not such a bad shout...... It will also reduce at least in part any "advantage" a player playing in solo or PG has.

I am not really bothered either way, but i do see logic in the idea. Ultimately Engineers took a problem and then dialed it all the way to 11.

Surviving ganks is the least significant part of the balance problems. All you need to do is stack enough defences to be able to survive like 15 seconds and that's about it.

The problem is that if you try to balance around 1v1 encounters, that will totally ruin wingfights. For instance one of the most fun to fly ships, the average 2-booster biweave FDL has about 2000 to 2500 hull HP's underneath less than 600 MJ's of shield. It already depends on heatsinks to survive. The hull is even weaker if you use SCB's (which will be most probably cascaded anyway).

And you can lose hull very quickly under the concentrated fire of multiple opponents, not even mentioning rocks, rams and especially the omnipresent shadowrams (500+ hull HP loss under a fraction of a second). And then we haven't even talked about corrosive and other stupid things like (the generally banned) premium ammo, packhounds and the utterly idiotic canopy mechanism.

So it's not even worth it to think about lowering hull stats until you can fix these things first.
 
Surviving ganks is the least significant part of the balance problems. All you need to do is stack enough defences to be able to survive like 15 seconds and that's about it.

The problem is that if you try to balance around 1v1 encounters, that will totally ruin wingfights. For instance one of the most fun to fly ships, the average 2-booster biweave FDL has about 2000 to 2500 hull HP's underneath less than 600 MJ's of shield. It already depends on heatsinks to survive. The hull is even weaker if you use SCB's (which will be most probably cascaded anyway).

And you can lose hull very quickly under the concentrated fire of multiple opponents, not even mentioning rocks, rams and especially the omnipresent shadowrams (500+ hull HP loss under a fraction of a second). And then we haven't even talked about corrosive and other stupid things like (the generally banned) premium ammo, packhounds and the utterly idiotic canopy mechanism.

So it's not even worth it to think about lowering hull stats until you can fix these things first.

I am biased and accept that.... however personally i think balancing PvP wingfights should be secondary to balancing things in a sensible plausible way for the game.

hypthetically if 3 ships focus fire on 1 target, it makes perfect sense to me that it would go pop pretty damn quickly. IMO the problem with making your example FDL able to survive sustained heavy fire means that 1 v 1 become long drawn out battles of attrition which are totally boring.

Honestly at this point i think it is an impossible task to balance the game between PvP, PvE and wing fights and non wing fights..... I have no answer, in fact i dont think there is an answer.
 
I am biased and accept that.... however personally i think balancing PvP wingfights should be secondary to balancing things in a sensible plausible way for the game.

hypthetically if 3 ships focus fire on 1 target, it makes perfect sense to me that it would go pop pretty damn quickly. IMO the problem with making your example FDL able to survive sustained heavy fire means that 1 v 1 become long drawn out battles of attrition which are totally boring.

Honestly at this point i think it is an impossible task to balance the game between PvP, PvE and wing fights and non wing fights..... I have no answer, in fact i dont think there is an answer.

Random 1v1's will be totally boring rock-paper-scissor games anyway.
 
traders can actually be capable tanks provided you engineer your eyes out and sacrifice some cargo space. offensively not so much but survival, yeah.

it is however true that this power creep, locked behind a grind wall which 97.2% do in solo, while not the actual root of the problem just made it considerably worse.

anyway ...
europa-valeryvasilevskiy-antarctic_22.jpg
Surviving long enough to immediately flee is doable with moderate sacrifice (depending on the ship). Being durable enough where fleeing is A choice, rather than THE choice, is not. For player-to-player interactions to actually have some unpredictably in them and actual risk to the aggressor, all parties need to be able to be able to be fully prepared for a fight without needing to sacrifice the modules needed to do whatever they were doing when the encounter happened. Without that, the only ships a PvP fit will realistically have an actual fight against are other ships fit to do just that, and every other encounter will be a highly predictable, lopsided affair.

One of the best fights I ever had was when I was in my mining multicrew T10, and got attacked by a player anaconda looking to actually pirate, not just kill. Since he need space for cargo, limpets, etc, he couldn't fully defense stack (though that was still a lot of SCB). Since I needed all the crap for mining and fighters, all I had were my military slots. It was a great fight, with many back and forth moments. That sort of unpredictable, anyone-could-win sort of encounter is only possible when both parties are similarly restricted in the number of slots they can dedicate to moar health.
 
Permit lock mass murderers from lawful systems. If a CMDR destroys unwanted CMDRs and NPCs alike for an extended time, the system should have to option to appeal to the Pilot's Federation to shut out a CMDR from that system. Combat zones are excluded from this of course.
 
Every time I try to get into PvP combat in this game, I end up disappointed. Engineering and arcade-like flight models on larger ships totally ruins the sense of scale and immersion for me (especially in VR), and I've done and witnessed enough PvP to find it just as repetitive as my interactions with NPCs. There's no point to it, no objectives, it's just "there".
 
One of the best fights I ever had was when I was in my mining multicrew T10, and got attacked by a player anaconda looking to actually pirate, not just kill. Since he need space for cargo, limpets, etc, he couldn't fully defense stack (though that was still a lot of SCB). Since I needed all the crap for mining and fighters, all I had were my military slots. It was a great fight, with many back and forth moments. That sort of unpredictable, anyone-could-win sort of encounter is only possible when both parties are similarly restricted in the number of slots they can dedicate to moar health.
That was a good fight to watch as well:
Source: https://www.youtube.com/watch?v=5PQUqt4qBWk
 
When it comes down to it, the PvE combat balancing is the far more important part anyway

No, it's not.

But okay, you can balance NPC's, too, if you insist. All you need to do is give them access to all the engineered equipment we have, let them fly FAoff and maybe spice up the braindead AI a little bit and there you go.

Although I'm afraid the forum would go all mental :)
 
Come to Möbius. We have cookies.

Sure it's a shame that after all these years the best solution still is to use a player moderated PG. But as FD seems to lack the competence to act here, it's us players who have to do the job.
I've moved to Mobius for CGs. Not only does it remove these annoying (and useless) griefers, it helps cut down on the overcrowding at the main station. I enjoy encountering random CMDRs, but not two dozen of them at one time clogging up the docking bay. Also, I didn't experience any rubber-banding last night when playing in Mobius. I wonder if this is because Mobius is regional, thus ensuring we instance with people close by with lower latency...
 

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I agree.... a player should not be banned from open if they have not used cheats/exploits etc that is an out of game punishment for an ingame action if that makes sense.

However ingame punishments for ingame actions i think are fine.... and allowing a player to become "most wanted" at which point they are open season for everyone and in space regions with security they are shoot on sight with no docking i think is a perfectly plausible reaction for the most hostile of CMDRs.

we have a beacon in our ships which can be used to report crimes, it is not beyond the realms of probability that the pilots federation reserve the right to forcibly remotely activate it to ping our location so that every person and their dog know where they are. PvPers I would imagine should enjoy this as well, after all it would encourage PvP as well because all of a sudden the balance of power is suddently not quite as much in the "bad guys" corner.

TLDR... I do not agree with the OP on specifics, and certainly not on banning from open for blowing ships up... but the sentiment that something should be done i fully support and i think could even be made to be fun.
In-game consequences are fine. But like I say. OP didn't even touch upon those. He went straight to demanding bans for core gameplay.
 
But okay, you can balance NPC's, too, if you insist. All you need to do is give them access to all the engineered equipment we have, let them fly FAoff and maybe spice up the braindead AI a little bit and there you go.
The AI is fine, actually GOOD, for people not flying G5 FDLs. I've been thoroughly enjoying combat in a standard RES flying a very humble, barely engineered Eagle. In this scenario, the AI is both challenging and realistic.

It's when you give this AI these stupid engineered giant aircraft-carrier size ships that fly like an F16 that causes NPC combat to fall apart. Balancing the game towards PvP is the very thing that has ruined the game! If Frontier were to make NPCs fly and act like griefers, many of us would just quit the game. Bye! 👋

The thing the AI really needs is a pool of 1000 well-written "voice" (text) lines, as well as some more personality, so that each AI feels like a different pilot. It's the repetitiveness of the AIs that I grow bored with, but to be fair, most griefers are just as repetitive and one-dimensional.
 
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The AI is fine, actually GOOD, for people not flying G5 FDLs. I've been thoroughly enjoying combat in a standard RES flying a very humble, barely engineered Eagle. In this scenario, the AI is both challenging and realistic.

It's when you give this AI these stupid engineered giant aircraft-carrier size ships that fly like an F16 that causes NPC combat to fall apart. Balancing the game towards PvP is the very thing that has ruined the game! If Frontier were to make NPCs fly and act like griefers, many of use would just quit the game. Bye! 👋

The thing the AI really needs is a pool of 1000 well-written "voice" (text) lines, as well as some more personality, so that each AI feels like a different pilot. It's the repetitiveness of the AIs that I grow bored with, but to be fair, most griefers are just as repetitive and one-dimensional.

NPC's can stay as they are for all I care, it wasn't me who wanted to balance them :)
 
I wonder if this is because Mobius is regional, thus ensuring we instance with people close by with lower latency...

Not completely. For example when i arrived in Reorte this weekend, i spotted an Anaconda in supercruise, which moved in rabbit-jumps. Anybody else i saw moved normally, just that one was warping around. So in this specific case, it quite obviously was an issue on the P2P connection between him and me and most likely, from how it happened, he had an uplink problem.

There's a lot of things playing into this. When NPCs warp around, it's usually that the game made somebody master of the instance, whose system is not really suitable for the job. (Which might be that his computer is a potatoe, but also might be that he has a very limited uplink ratio, his ISP is hampering him with deep packet inspection, etc. There's many possible reasons for this to happen. )

If several players warp around, there's possibly something wrong with our connection to them, although it might also just be that the P2P infrastructure puts too much strain on their uplink ratio, so each other player in the instance just receives their updates too rarely. If only one player warps around while the others behave fine, the problem is usually on that players side.

Mind you, all of this is very much "rule of thumb". To know more, you'd have to look much deeper into the details. While the instancing of ED does have a kind of "range/latency" filter, it has a very lenient one. Thus it does put people into the same instance in open, which would never see each other as they'd be in different groups of Möbius. Which means that Möbius indeed filter your possible interactions in terms of range, which might improve quality for you.

Also note that while Möbius is not dead, it indeed did loose a number of players about a year ago. When visiting a CG site a year ago, the game looked the very same in open and Möbius at first glance. Instances operated at maximum capacity in either case, the difference was in how people behaved and got along. By now i rarely see an instance in Möbius which feels overfilled. This means that all of the players in the instance require less bandwith to communicate with each other, resulting in things looking better for everybody.
 
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