They are. Only later.Exactly. That's why they're not being rewarded for the behavior. I suggest you go read the suggestion again.
They are. Only later.Exactly. That's why they're not being rewarded for the behavior. I suggest you go read the suggestion again.
There are literally no downsides to the suggestion. All it does is reward lower skill players for participating, it does nothing to anything else.OP, did you even played PP?
Non of your proposals will fix anything, but create even bigger problems. You just need to understand, FD will not touch it. It's too much time end effort investment, for such extreme risk, and there are no guarantee that it would worth it. They already created multicrew, and felt instant regret after.
No, they are not rewarded at all. Seriously, go actually read the suggestion.They are. Only later.
They are rewarded, minimally though, because they still get points for killing.No, they are not rewarded at all. Seriously, go actually read the suggestion.
No, they get points for winning. It's a critical distinction, because killing players of much lower rank than you would not give you any rank, while stealing that potential rank from other players. So not only is killing/seal clubbing not rewarded, it's functionally punished.They are rewarded, minimally though, because they still get points for killing.
Which even reinforces more dishonest behaviour like cheating, blocking, firewalling and combat logging to preserve your rank.I'm basically describing an ELO system, which has worked extremely well for hundreds of competitive games.
Not really. Not at all, actually. Since killing people much lower rank than you gives you nothing and costs them nothing(in fact, it rewards them for participating), so you wouldn't want to do that, but they wouldn't mind it happening to them. Being killed by someone much higher rank than you cost you nothing(in fact it rewards you for participating) and gains them nothing, so there's no reason to block them.Which even reinforces more dishonest behaviour like cheating, blocking, firewalling and combat logging to preserve your rank.
This system does not work on a peer-to-peer environment. And there is no structure nor mechanics to enforce fair matchups.
Elo and open world doesn't mix well.
Keep finding these places. There is no structural arena or somesuch which means you are more likely to run into unfair fights than fair ones. Which means more people blocking others.The only place where you could actually win or lose would be against players of a similar rank, but that would, by default, be a fair engagement with someone of a roughly similar skill level.
Cheating is a cat and mouse game. You are quickly up to speed for fighting from a new account. And FDev has proven time and time again that they do minimal against clogging.So there's really no point at which you would have any need to block other players. Of course, players will always attempt to cheat, but that's not a good justification against an otherwise functional system. Ban the cheaters, and move on.
Once again, like I said, it wouldn't matter. Lower-level players would be incentivized to be killed by higher-level players, while higher-level players would be pressured not to kill lower-level players. So, no matter who you meet, the engagement should be balanced, and therefore have no reason for players to block one another.Keep finding these places. There is no structural arena or somesuch which means you are more likely to run into unfair fights than fair ones. Which means more people blocking others.
Given that there is no way for the player to tell the difference between menu logging and force closing oh, I don't think you can accurately say whether or not they take strong action against that sort of thing.Cheating is a cat and mouse game. You are quickly up to speed for fighting from a new account. And FDev has proven time and time again that they do minimal against clogging
To be perfectly clear, I am making the suggestion as someone who does not generally PVP. I am proposing ways that I would feel encouraged to participate despite not usually doing so.how about you all run around like toy solders on the ground and I just dump 792 tonne of bio waste on the lot of ya with a cutter, would that be an insentive. Im sure a few of my wing buddies could accommodate too so few thousand tonne there a pop. Then try running about on settlements with 3000t of cannisters on the floor in the bases. See karma always comes back doesnt it PvP players for all the ganking you do.
I really just dont see the point in shooting other players in the first place it makes cmdrs want to avoid each other esp in open so my point was all non combat players crap on the gankers until the penny drops and they get lots of reserse karma. The door swings both ways not one.To be perfectly clear, I am making the suggestion as someone who does not generally PVP. I am proposing ways that I would feel encouraged to participate despite not usually doing so.
And, if you think about it for a moment, you would realize that this sort of suggestion would actually hurt gankers; they would be motivated to fight other players of similar skill level, while pressured not to seal Club. A net positive, I'm sure you agree.
Probably, they should be worth more than the haul, yeah. But you only get them once, so there's no way to farm anything. There wouldn't be motivation to die more than once, admittedly, but right now, there's no motivation to ever die at all. So it's still an improvement.
And if you think you can get up a little higher in rank you might participate more. Maybe not, but so what? You'd still have more people participating on the whole.
Not really. You can't kill yourself, as it has to be pvp-related. And if you have a friend kill you, that friend needs to be on the enemy side for it to count, and then they get the bonus too, essentially nullifying any benefit.Sooo. go into a solo group kill myself or have my friend kill me then business as usual
by kill myself I meant an alt.Not really. You can't kill yourself, as it has to be pvp-related. And if you have a friend kill you, that friend needs to be on the enemy side for it to count, and then they get the bonus too, essentially nullifying any benefit.
It's nice, because it's difficult to exploit.
Want to make PVP more attractive to most people? It’s pretty simple: if someone is killed by another player, don’t charge them the rebuy cost.The trouble with pvp is this; there's no incentive for the losing side.
Say you're an admittedly mediocre player. You may have some faint desire to engage in pvp, but if you join open and attack someone else and lose - which, lets face it, you probably will - you not only have to eat a rebuy, you've actively helped your enemy by giving them Merits, or just sated their bloodlust.
This functionally biases the game entirely towards the top 1-5% of combat players, who can kill everyone else, while neglecting the other 95%. Even if you're in the top 90%, you probably still don't want to play, because most players less skilled than you aren't participating due to getting slaughtered by the most skilled pilots, while you're left to consistently barely lose.
What is needed, is a system that encourages players such as this to participate even if they lose. A system where even eating a rebuy can be a positive thing.
Pilots Federation Combat Ranking
With this in mind, here's the idea; remove the concept of killing enemy players for any direct benefit. Instead, each week, players compete on a leaderboard of top pvp players.
The game calculates your win/loss ratio against enemy players and uses this to assign you a rank. (The method via which this rank is calculated would be somewhat obfuscated; killing weak players might give less of a benefit than killing highly-ranked players, for example. These modifiers would largely be hidden, with delays in place, and occasionally automatically rerolled, to ensure players are less able to game the system.)
This rank, then, rewards players with a certain amount of points for their faction, with the top players getting the largest amount of points, and lower ranks giving correspondingly lower amounts of points. These points function fundamentally as merits, obviously rebalanced to ensure they're competitive with other sources of merits.
But, very importantly, participating at all, even if it means just getting killed by an enemy player, still assigns players a rank. Even the lowest possible rank would reward that player with a small amount of points for their faction.
Result
What is the desired result of this? It means that players are always encouraged to participate in pvp, even if they lose. Worst case, they have still earned their Power a small number of points, while minimally helping their enemy. Best case, they might actively rise up the ranks, especially since there will likely be other players doing the exact same thing as them. A high-ranking player wouldn't get much of anything from killing a top 100% player, but another top 100% player might go up to top 90%, and increase their points correspondingly.
Very Importantly, the total amount of available points should never singlehandedly determine a conflict.
PVP should be one aspect of Powerplay, not the dominant aspect. If a faction has really good pvpers, but inferior haulers, additional effort from the haulers in solo or private groups should be sufficient to overwhelm the pvpers.
But by giving players a reason to engage in pvp like this, it could enhance the competitive pvp aspect of the game, and encourage newer players to get their foot in the door, without establishing an inordinate dominance for pvp that might drive those same potential players away.