Ignoring or harming PvP in game design is contributing to ganking

Player A: I want PVP
Game: Too large to contain everyone into a single place plus single player/private groups
Player A: Change the game so I can play the way I want
Game: CQC?
Player A: it's poopoo, nobody is ever there
Game: cool story bruh

Conclusion: Majority does not want to PVP.

Personally i don't care, never had issues being ganked and i don't even own larger ships. But i seldom play anymore so what do i know

No mention of Open Powerplay then, which would do what you ask- contained areas for action, player generated objectives, hauling as well as hunting.
 
Why can't FD just make it a massive EMP pulse? Give players the option of EMP shieldng tech but it ONLY fits in weapon slots. That would actually give weaponless traders and explorers some options.

Hmm... just disable everyone in a certain area?

Interesting. Open to abuse a bit though if people are working in wings. Someone stays out of range while their friend fries themselves and other ships.

I prefer the bomb. Its quicker and cleaner.
 
There are large groups that play to carry out Power Play activity.
There are large groups that play to carry out BGS activity
There are large exploring groups that carry out organised exploration
There are large RP groups that carry out in game RP and storylines.
"PvP'ers need someone else to organise things for us otherwise we've got nothing else to do but be annoying to other players"

This is the interesting thing, I thought that @Sir Ganksalot had the right idea. He went straight to the heart of the issue. It wasn't a suggestion about an incentive to bring more fish to the barrel to shoot, he just flat out said, I'll teach you how to be better at PvP, even if that is in the first part, only learning how to evade. It was honest and helpful.

Being an abject coward myself, if I were to take boxing lessons, the first thing I want to learn is how to hold a guard up, with the confidence that I can evade violence when required, I might later have an interest in learning how to throw some punches out.

PvPers, offer combat lessons, you might get more interest. You organise it. Don't beg Frontier to put in some mechanic that just forces reluctant targets out in front of a rifle range who really aren't up for PvP but are trying to pick up 10% bonuses for playing in open.
 
Man, I try to stay out of these since I can kind of see both sides of the issue.

Thing is, it's a chicken or egg issue. Are griefers griefing because there's nothing to do in Open or is it because nobody's in Open because of the griefing? Or both?

Listen, I get it, it's hella more fun to play with other humans than to play with mindless NPCs, but human nature being what it is, in any open forum there are going to be those frustrated twits who didn't get any today or any day for the past three years who get their jollies ruining somebody's day because that's the only way they can find some validation for their otherwise pointless lives (thanks to themselves for the most part).

The difference between real life and online games is that acting out your frustrations that your dangly bits won't drop in real life has real consequences. In online communities, not so much. You can be the worst sociopath since (insert favorite sociopath here) and it has no consequences whatsoever.

Now, most PvP'ers aren't like that, they just prefer human interaction over NPC interaction just like most of us, my self included, we're talking about a psychologically maladjusted tiny minority here, but it ruins everything for everybody. Trouble is, gaming companies just will not introduce serious consequences for being a psychotic brat since it hurts their bottom line.

Like others, I remember when ED first came out and everybody was in Open until the Usual Suspects joined and borked everything for everybody while FDev sat and twiddled their thumbs because a sale is a sale, am I right?

So the psychos who would otherwise be busy pulling the wings off of flies or kicking puppies to calm down their Freudian issues scared everybody out of Open because, seriously, who needs that kind of nonsense on top of what life throws at you otherwise? It's not unique to ED, it's the same in every online game I've ever participated in.

I don't have an issue with Open other than that. I love the players that RP as pirates, they add content to the game because they're really only exacting a "tax" for you insisting on trading in dangerous areas. I like it that people playing for a particular faction fight others that play for an opposing one. I have absolutely no problem with players going after me for actual reasons other than their allowances having been taken away from them for a week and knowing no other way of acting out their frustrations other than ruining somebody else's day just for the lulz.

If I get interdicted by a player pirate for dragging 200t of LTDs through an anarchy system and he tells me to either drop part of that or get killed, I'm fine with that. If I get told in chat that I can either quit the faction mission I'm on or fight it out, I don't have a problem with that. I chose the risk, it's what makes things interesting, but what I absolutely WILL NOT accept is jerks blowing up, say, explorers who have absolutely nothing in their cargo holds other than their explo data gathered over weeks if not months, something that will have absolutely no effect on the BGS or otherwise, just to eff up somebody's day because mommy didn't hug them that day.

Losing a ship doesn't bother me, especially not now that FDev have chosen, in their infinite wisdom, that you should be able to buy every ship in the game after an afternoon's worth of mining. Losing months (not a few hours, I don't mind having to go do another mission or two because I bit off more than I could chew) worth of playing time in a few seconds for nothing at all, again, the attacker gains NOTHING from it, DOES matter to me.

What also matters to me is that I don't really see how the griefers/gankers (terms used too loosely in my opinion) are helping their own cause by continuing to make Open a pointless, toxic exercise in frustration for players in general but noobs in particular who could otherwise become interesting additions to the community. It's not like they don't have a plethora of other games they could play instead.

Anyway, I've been waffling on for way longer than anybody has a right to, and I'm most certainly not the word from on high, so be that as it may.
 
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You can be the worst sociopath since (insert favorite sociopath here) and it has no consequences whatsoever.

I don't agree that online behaviour is without consequence.
Despite being an online interaction and at a distance there are still repercussions and real world impacts to online behaviour.
 
if you ever played WoW, they recently introduced a concept called War Mode which can be turned on and off at capital cities. That system replaced the dedicated PVP servers as now people can simply activate war mode with a click of a button.
Anyhow, when it was introduced Blizzard knew nobody will EVER turn it on because of ganking. So what did they do? they added incentives and rewards to War Mode to encourage people to play in War Mode. You got more XP, better loot etc etc.

So to some degree I agree with the OP. not only ED has zero activities around PVP, but they provide ZERO incentives for players to play in open.

here are some example they can implement to incentivize people to play in open.

1) mining - 10% increased yield in fragments generations. that applies to core, sub-surface and laser
2) material gathering - 15% increased yield for all materials gathered from high graded emissions
3) mission rewards - 10% increase for all mission rewards (credits, mats etc)

So are you going to pay console players for premium access to play in open?

Then we have all the things people now DELIBERATELY can do to mess up instancing... You know all those annoying things that today can make it really hard to instance with friends etc... Since there is quite alot of knowledge on how to fix this these things on players end, we can now quite easily use it to make it almost impossible to instance witth other players... so we will play in Oen, get all the rewards and basically suffer none of the risks....

So your incentive will not give you any more players to gank. And if you suggests that FDev moves away from P2P communication for Oppen, and instead have it server side, then this is a cost increase, meaning more servers to run the stuff. so now this might come with a subscription costs, that to be able to play in Open you need to pay extra for that.... that does not sound to fun.....


And what if we do the opposite.

Give players in SOLO, these bonuses instead!I think that would be pretty fair for all the players that do care at all about a small minority of the game being sad about there is nobody to play with...

Explorers can gather thousands of players for what best can be described as a SOLO activity. What is the biggest event PvP players created? How many players attended? 50, 100? 200?
 
I don't agree that online behaviour is without consequence.
Despite being an online interaction and at a distance there are still repercussions and real world impacts to online behaviour.

In social media, absolutely, but in online gaming, not so much. Except for the dearth of players in Open Elite currently because of sociopaths, of course, but I'd like to see a solution for that. I've tried Mobius, and I have yet to see a single human player there in spite of their massive member numbers, for instance, so the only way for me to meet an actual human (other than in system chat, which means nothing to me since I can't actually interact with people not in my instance and it's mostly about mining LTDs as quickly as possible, which I don't care for personally) is to play in Open.

Which is fine, except that the game doesn't impose any real penalties for being a genital wart. ATR is a joke, bounties wear off or you can just switch ships because, why not? You've murdered 500 innocent ships minding their own business for no reason other than loving to see stuff blow up, just buy a new ship with the three billion credits you earned in Borann, new Borann, new new Borann or whatever, and it's all gone.

The only real penalty is the ability to block truly toxic players which, in my opinion, is a good idea, but no amount of blocking is going to solve the issue of the constant influx of twits just in game to compensate for their own real life personal failings.

System security forces like the ones in the original game would go a long way towards that, in my opinion. They might not completely solve the problem, but I vividly remember how bad of an idea it was to enter a lawful system if you'd been a bad boy back then. It was suicide.
 
I don't agree that online behaviour is without consequence.
Despite being an online interaction and at a distance there are still repercussions and real world impacts to online behaviour.
Ah, you're one of those eh. You gonna find my YouTube channel and have me cancelled because you don't like the way I play a video game?
 
In social media, absolutely, but in online gaming, not so much. Except for the dearth of players in Open Elite currently because of sociopaths, of course, but I'd like to see a solution for that. I've tried Mobius, and I have yet to see a single human player there in spite of their massive member numbers, for instance, so the only way for me to meet an actual human (other than in system chat, which means nothing to me since I can't actually interact with people not in my instance and it's mostly about mining LTDs as quickly as possible, which I don't care for personally) is to play in Open.

Which is fine, except that the game doesn't impose any real penalties for being a genital wart. ATR is a joke, bounties wear off or you can just switch ships because, why not? You've murdered 500 innocent ships minding their own business for no reason other than loving to see stuff blow up, just buy a new ship with the three billion credits you earned in Borann, new Borann, new new Borann or whatever, and it's all gone.

The only real penalty is the ability to block truly toxic players which, in my opinion, is a good idea, but no amount of blocking is going to solve the issue of the constant influx of twits just in game to compensate for their own real life personal failings.

System security forces like the ones in the original game would go a long way towards that, in my opinion. They might not completely solve the problem, but I vividly remember how bad of an idea it was to enter a lawful system if you'd been a bad boy back then. It was suicide.
You clearly have no idea what you're talking about. Join my evasion academy and I'll show you the truth. Or keep shouting about something you know nothing about from solo.
 
You clearly have no idea what you're talking about. Join my evasion academy and I'll show you the truth. Or keep shouting about something you know nothing about from solo.

First of all, I really appreciate what you're doing teaching new players how to avoid a gank. I think it's an awesome initiative and you deserve praise for it. I don't truly understand why there are people criticizing you for it, because I think you're doing a great job trying to help people not being afraid of Open.

I haven't been playing all solo, and I surely don't have a problem with human players RP'ing and taking their faction/role/thing seriously, I just have a problem with the tiny minority of seal clubbers who are scaring people away from ever venturing into open because of their own personal failings. Get killed for a reason I don't have a problem with, you can just avoid doing something that carries that risk if you just want to mind your own business.
 
YES OP! Right on and kudos to you for summing up the situation so well. You have my squadron's (and my squadron's allies I'm sure) support on this. It is so needed. We love the game and want to keep playing it because it does some things very well and PvP in Open is the direction many of us want but there is absolutely no incentive to do so and FDev has put into place all the obstacles that they can think of to discourage it. SHAME!

The PMF I am a part of has been invaded a few times and always it is done in PG\Solo so that we cannot meet our invaders in battle. So it turns out to be a contest to see who can out grind the other. Lame.

I was not against the idea of Solo\PGs before the addition to PMFs. But since the addition of PMFs, I oppose the existence of Solo\PG as they currently stand. Since the introduction of PMFs, many PMFs want to compete with each other for territory and whatever else. You can see this quite plainly on Inara where PMFs set up alliances and such even though there are no game mechanics that support this play style. Heck, we cannot even join our PMF in-game and instead have to create squadron names that sort of imply the PMFs we support. Clearly, many people want this sort of PvP.

To make matters worse, some people abuse the "block" functionality by permanently blocking people in certain squadrons so that they do not interfere with their activities (undermining a PMF, hunting AX commanders, etc).

So far FDev has not added anything to make this situation any better. Worse, they adopt the "gun makers" argument -- "we only make the guns, we don't make people use them in any particular way". Lame.

Things that would need to be changed or added to make this viable:
  • Allow us to join our PMFs
  • Allow us to make war on other PMFs so that we don't get wanted for killing their ships
  • Do something about undermining PMFs from the safety of Solo\PG
  • Change "blocking" so that it cannot be abused
  • Let us more easily see PMF territories in the galmap
  • Improve instancing so that we can see more of the other PMFs ships in the area
  • Allow crossplay so that we can see more of the other PMFs ships in the area
  • Weapons balancing & shield stacking
  • And whatever else I have forgotten to mention...

I say, let everyone get a BAN button to ban any PvP that kills for the for reason... l doubt you would like that response to your way of trying to force your DESIRED gamestyle on other players... as now everyone you kill, have the potential to ban you from the game, basically, forcing you to avoid your desired gamestyle, otherwise you could get banned.
 
Yup, it's one of those threads...

PvP consistently seems to be the last thing considered with game features. If anything, features are introduced that hamper PvP in Elite. This pattern I believe is contributing to the infamous ganking "problem" so often posted on reddit or these forums. Full disclosure, I do my share of ganking. Let's go over some avenues that can bring about meaningful PvP in this game.

1) BGS: One player faction comes into conflict with another for control of stations and systems. This has great potential to drive meaningful PvP since each side has an incentive to hamper the efforts of the other. But there are some things that get in the way:

Solo / PG: Actions are just as effective in these modes compared to open, so players have no incentive to play in open if there's threat of hostile action.
Menu Logging: Allowed by FDev, reviled by the PvP community. You can de-spawn your ship in 15 seconds after getting attacked, leaving players very little time to complete an attack. With today's defensive modules and engineering, it's incredibly easy to have a ship that can survive 15 seconds of fire from fully decked out PvP ships.
Blocking: Say each group has 3 players in a wing. Wing 1 has blocked 2 members of the opposing wing already. Because of this, instancing will likely be incredibly broken, such that either the two wings don't see each other at all, or Wing 1 will only see a single member of Wing 2, while the other two members fail to instance with the rest of the players, giving Wing 1 an advantage. They can also just proceed to block any member if the opposing faction, effectively playing in PG but in open.

2) Powerplay: This was built to help encourage PvP, so seems like this would be perfect for those who want to do PvP. Again, there are many things that get in the way.

Solo / PG: Actions are just as effective in these modes compared to open, so players have no incentive to play in open if there's threat of hostile action.
Menu Logging: Allowed by FDev, reviled by the PvP community. You can de-spawn your ship in 15 seconds after getting attacked, leaving players very little time to complete an attack. With today's defensive modules and engineering, it's incredibly easy to have a ship that can survive 15 seconds of fire from fully decked out PvP ships.
Blocking: Say each group has 3 players in a wing. Wing 1 has blocked 2 members of the opposing wing already. Because of this, instancing will likely be incredibly broken, such that either the two wings don't see each other at all, or Wing 1 will only see a single member of Wing 2, while the other two members fail to instance with the rest of the players, giving Wing 1 an advantage. They can also just proceed to block any member if the opposing faction, effectively playing in PG but in open.

(Look familiar?)

3) Pirating: This is great fun when it works and is perhaps the only PvP activity that can net a potentially meaningful monetary reward. This is generally an activity that should not result in the death of even the victim (provided they comply with demands). Again, we have problems here:

Solo / PG: Obtaining cargo and selling it are just as effective (if not more so in this case with mining) in Solo or Private Group. NPCs pose just a minor fraction of risk that a player does. So there's really no incentive at all to play in open. Instead there are specific incentives to conduct this in solo / pg for the current mining meta.
Menu Logging: Allowed by FDev, reviled by the PvP community. You can de-spawn your ship in 15 seconds after getting attacked, leaving players very little time to complete an attack. With today's defensive modules and engineering, it's incredibly easy to have a ship that can survive 15 seconds of fire from fully decked out PvP ships. While some cargo can be extracted with hatchbreakers, pirates tend to announce demands first and give time for their victim to comply since they want to encourage this behavior. The small time window however doesn't afford this luxury.
Blocking: The entire purpose of pirating is to find players transporting high value items. If no players are found, there is no pirating to be done at all. Broken instances from blocking only exacerbates empty instances from the lack of players playing in Open.

(Again, look familiar?)

4) CQC: Perhaps the only PvP that actually works, but it's not very meaningful in the sense of personal CMDR progression or contributing to something bigger. We also cannot use the ships we want to fly, which are the ones we've spent credits and time building.

5) Organized PvP Events: These can be great fun, and many who enjoy PvP attend such events. But these tend to be few and far between, and have the problem of not contributing to something greater.

So, put yourself in the shoes of someone who really enjoys combat with other players in the grand universe provided in Elite. You're really just ending up hitting roadblock after roadblock. What's there left to do? You probably guessed it: Ganking. It's true for me, and I'm sure it is for others, ganking you see in Elite is largely a result of boredom.

To be successful at ganking, you have to:

1) Go somewhere that you have a chance of finding a target. This means an engineering system, where everyone is mining, or where it's being sold (though sell systems have been empty in open lately). We've already established BGS and Powerplay functionally do not provide an adequate environment for open PvP. With many in solo / pg or blocking, these are the only systems that you have any chance to encounter players.
2) Attack quickly and ruthlessly because you potentially only have 15 seconds if your target decides to combat log (or less depending on method). Time spent messaging or attempting to pirate often just results in the player combat logging.
3) Don't communicate before interdiction otherwise you might just get blocked.

So really, if there is a ganking problem, its really due to the design of the game, and the lack of compelling options for PvP because of it. As someone who ganks, I would absolutely love to have a compelling BGS war with another player group far more than just ganking in a random high traffic system. There'd be more fun pirate interactions as well if the current situation didn't overtly hamper pirating efforts so harshly.


TLDR: PvP players are left with little to no compelling options for PvP content, resulting in increased ganking.
While I appreciate the sentiment here, you and everyone else who keeps asking for PvP content, are doing it all wrong. You gotta ask for something small first, like fixing CQC and letting us use are own ships for it first. These big proposals to change a bunch of stuff will always be shouted down by the solo community and ignored by the devs.
 
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I mention this, but as I said, these are few and far between. If I'm looking for organic content, ganking is the only semi-reliable method available.

So why do you get involved in organizing PvP events then? It must be heartbreaking to think about all those pesky explorers could gather THOUSANDS of players for what is best described as a solo activity... And what is the biggest organised PvP event?


You are entitled to your own wishes and changes, but there are quit alot of other players that do not share your ideas that PvP should be more than an optional activity that everyone have the right to say no to..


What should be clear for anyone that actually took some time to go back and read/listen to the kickstarter information and then how things have been designed. This game is about options, with the focus on you are free to play how you want and so are everyone else. And players are not able to force their desired gameplay onto other players. so I cannot force your to not do PvP, just as much as you cannot force me to do PvP.... and we all get to choose with WHO we want to play, that is what game modes are for, and also the block function, so that we can choose to not to play with players that we do not get along with. This is are basic design principles from when the game was created, that I like very much. Just as PvP is a highly optional part of the game. We also know that players engaging in PvP is a minority...


So you are free to play the game however you like, but if you in your chosen gamestyle, upset other players so they decide that they do not like you or your idea of what is fun, they have the power to say no thanks and block you, and you can keep on doing what you do, without having to clash with the other players.
 
First of all, I really appreciate what you're doing teaching new players how to avoid a gank. I think it's an awesome initiative and you deserve praise for it. I don't truly understand why there are people criticizing you for it, because I think you're doing a great job trying to help people not being afraid of Open.

I haven't been playing all solo, and I surely don't have a problem with human players RP'ing and taking their faction/role/thing seriously, I just have a problem with the tiny minority of seal clubbers who are scaring people away from ever venturing into open because of their own personal failings. Get killed for a reason I don't have a problem with, you can just avoid doing something that carries that risk if you just want to mind your own business.
Thank you, I really appreciate it.
Seal clubbing isn't as rampant of a problem as you think.
First of all, Fdev locked off the starting area, which I think was a very smart move, and by the time you get to Farseer, most players are pretty far into the game and at least kind of know what they're doing. So I would argue that they aren't exactly baby seals anymore.
Coming from someone who has ganked in Deciat a couple of times, you would be shocked at how many of the same players keep coming back again and again, and never switch to solo.
And finally, I would argue that if getting ganked once at Farseer is enough to make you permanently switch to solo than maybe open isn't the mode for you.
 
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