You mean im spoiling the fun for gankers?
A bit late to the show, but in any activity that affects the goals of another player (eg. BGS or PowerPlay, particularly Powerplay given how the Enemy status changes crime and punishment), it is pretty clear that the game does not view it as "ganking" and more inherent to the gameplay loops. I figure this bit is a bit relevant to the rest of the stuff I'm replying to, so I kept it in.
Well, as someone who is interested in the PvE mechanics, the PvP side doesn't matter to me, but all the PvP side did was give a reason for PvP to happen, but if people want PvP they can have it any time they want with like minded folk. They don't need PP or any other mechanic to test their skills against other players.
When doing PvE against other people, in order to make it less of a "who can spreadsheet harder" or "who can repeat xyz more" contest, making PvP a core part of Powerplay both streamlines the gameplay loops such that you can actively interfere against your enemy, and adds challenge to the game (assuming instancing behaves which is a whole other can of worms.
Besides, death is effectively consensual in this game given how crazy defensive engineering is such that even a cargo fitted cutter can get like 3000 shields stacked up on it and still carry 700t+ of cargo.
That's why I do enjoy PvP Arena games. No messing around, just get it and fight against other players on a level playing field. ED can't and never will, provide a quick and level playing field for PvP (well, except for CQC cough)
Quick maybe not, but it definitely provides level playing fields for PvP. While I won't elaborate fully here, if you want more clarification, I'm happy to go into it.
Anyway, will see how PP2 goes. At the end of the day, it is really good, and it does become open only, i suppose i can always fill up my block list
I do hope they change it such that blocking no longer changes instancing as in its current state, it can screw it up for everyone other than you too.
And for me. unlevel PvP is unfair PvP.
I mean from what I've seen of PP2.0 stuff, it seems less like it is unfair, and more that it is asymmetric which are fundamentally two different things. Unfair would be you filling your "bucket"/objective faster, whereas in PP2.0, it seems like there are multiple "buckets" to fill, similar to BGS. Fundamental to your assertion is that it is equally "unfair PvP" for powerplay to be influenced more by a cargo cutter hauling 720t+ than a Type 6 hauling a measly 160t or so as the two sides are "unlevel". It makes much less sense when the understanding of PvP activities is applied beyond merely combat, even though it is "unfair" in the exact same way.
Its like having a game of chess where one or more of your peices are missing or your opponent has 2 queens. Fair enough if its agreed to, to balance different skill levels, but not in a regular game. PvP should be about relative skill levels, not about random chance.
Its not. It's like if I'm playing chess, and you're playing another game on the same board. Each side has totally different objectives, and reducing it to an issue of being "unfair" fails to do justice to the fundamental differences in the gameplay loops each side is working on. Your job is to escape and deliver cargo, and mine is to make sure the cargo never arrives--Not to bring more than you, just as your objective is not killing me.
Can be indirect PvP then, doesn't have to be direct. Like two people playing Tetris side by side to see who can get the biggest score!
You can't do that without forcing everyone into solo. As long as there is player interaction, competition can, and should at least in part be direct.
Ah, the old gid gud. Didn't expect that from you to be honest.
It certainly helps to build for survival if expecting opposition in a contested area. Skill in this area effectively boils down to:
Stack 2,000 or so shields
Submit when interdicted
If mass locked, high wake
Else, Low wake and continue onwards to your destination.
This is all streamlined by SCO making interdiction evasion easier by hitting the gas whenever someone in a scary looking ship lines up behind you.