Open PvE

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Each of us is entitled to hold opinions - that is yours on this topic - other opinions vary.

Some players bought the game *because* of the single player mode or because they could play with just their friends in Private Groups - as advertised from the outset of the Kickstarter for the game, over two and a half years ago.

Again, not everyone plays the game for PvP.


We keep telling him and it doesn't register. It is almost like a religious person hell bent on "saving" someone who doesn't need saved in the first place. They want to save them just because they believe differently than the person trying to "save" them.
 
Although I agree David...the problem is that it has no extrinsic reward for those willing to provide that sense of danger. <shrug> And the games design precludes the any compensation for these people to provide this 'service' because of the first commandment of E: D : THE MODES MUST REMAIN EQUAL!

Without that...the only PvP players will be either Role Players or blackguards....who will have to play nearly twice as hard as anyone else to maintain their assets... mainly because they have to PvE to make money....

PvE makes it twice as hard to make credits? You may have to flesh that out a bit. Compensation for that 'service' is the reward of providing that 'service'. The game is about enjoyment, if you enjoy the competition of PvP it brings it's own reward. FD offers the framework, we make out of it what we can. Not in credits but in enjoyment and entertainment. Woe 's me over the lack of extrinsic rewards. Laughable.
 
There is no point to the regular game without PvP. I've explained this before. AI is so 1983. I would have never bought this game in the first place if it was single player or PvE only. Gaming is about doing things online you can't do in the real world.

Honestly, this is a decision each of us must make every time we hit the 'play' button. All you can hope for is that you got your monies worth of play out of the game by the time you decide to stop.

As far as the PvP goes....I disagree. I have had quite a bit of fun doing the PvE thing....although it feels like I've been forced to do it because PvP got in the way of the goals we were given that lead to the outcomes we desired. And believe me when I say those goals truly were burn out level goals of grind.

Good luck with the rest of your time with this game...I hope you can find some way to reconcile your PvP desires with what this game truly offers. Unfortunately, I didn't and had to refocus my PvP desires in other ways to continue to enjoy the game.
 
"Interesting join date 07/08/2015, same day I reposted my anti Code text with the additional question.

You start with a post I made in April, interesting that you would remember that if you are such a recent member to the forum.

I think there is a whiff of socks in the wind."

I am a new game owner and new to the forums so yes I am reading some older stuff, as for the whiff of socks I have no idea who or what you are referring to.
Being new, I just happen to catch 2 of your "tough guy" posts in the same 5 minutes of reading. The first where you tell us all that you are a super duper martial arts mugger beater and the second where no one calls me a coward I am a hero and I found it amusing that we have "tough guys" showing how real life tough they are on a make believe video game forum that's all.
Have a nice day!

OH BTW what is the anti code text you are referring to as I haven't read that yet, or missed it
.
 
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I do actually wonder. I never kill traders for sport. I never killed them when I pirated them, either, unless they tried to run or fought back--and even then I'd sometimes re-interdict them two or three times in a row with ample warning before I finally killed them.

So no. Don't blame me.

When I fight for sport I only attack other armed ships and never attack sidewinders--I prefer ships my size or larger and check their loadout before interdiction.

Then fair play to you for that, one of my most enjoyable moment in the game was a proper pirate liberating a few tons of my cargo. although it was a question not an attempt to apportion blame.

The only difference having a PVE option in the menu would mean that the > 90% of players that don't regularly visit these forums would realise they had a PVE choice.

Would you not feel better knowing everyone you met in open consciously made that decision, they are a lot more likely to play it your way.
 
Although I agree David...the problem is that it has no extrinsic reward for those willing to provide that sense of danger. <shrug> And the games design precludes the any compensation for these people to provide this 'service' because of the first commandment of E: D : THE MODES MUST REMAIN EQUAL!

Without that...the only PvP players will be either Role Players or blackguards....who will have to play nearly twice as hard as anyone else to maintain their assets... mainly because they have to PvE to make money....

PvE makes it twice as hard to make credits? You may have to flesh that out a bit. Compensation for that 'service' is the reward of providing that 'service'. The game is about enjoyment, if you enjoy the competition of PvP it brings it's own reward. FD offers the framework, we make out of it what we can. Not in credits but in enjoyment and entertainment. Woe 's me over the lack of extrinsic rewards. Laughable.


No, a PvP player must work a lot harder to maintain their credits and ships than a PvE player. They lose money every time they PvP, whether ammo, ship damage, bounties and fines, etc....so they not only have to play to PvP they also have to PvE to be 'allowed' to PvP.

You are thinking the ONLY reason someone should do something in for intrinsic reward. My point is that providing danger to the game can be considered a service...seriously. There should be some extrinsic reward given for that. Unfortunately, the game design precludes this from occurring...since no one can provide the same service from Private modes. So, there is no extrinsic reward, and players have to decide to provide danger, at a strong cost to themselves and their preferred play style...or play for the extrinsic rewards given.

There are only two types of players that would do this, and pay for the privilege....those in it for intrinsic reward...the Role Players...or the blackguards who want to see people suffer and stew..again intrinsic motivated people, being naughty because they can. At that point PvP should cease to exist within the Open galaxy. Not because the people won't play those parts....but because their numbers would be so small, and diluted, that they would matter even less than they do in Open now.
 
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No, a PvP player must work a lot harder to maintain their credits and ships than a PvE player. They lose money every time they PvP, whether ammo, ship damage, bounties and fines, etc....so they not only have to play to PvP they also have to PvE to be 'allowed' to PvP.

Sorry, but this doesn't wash. Whether PvP or PvE you have the same risk of losing your ship, ammo, incurring bounties or fines, etc.

The only thing I can agree with in the PvP/PvE argument would be that rewards should be equally compensatory with the risks involved- in this aspect I'd agree with perhaps scaling rewards based on opponents Combat rating (Harmless, Dangerous, etc.) and perhaps even combining the costs of the ship/hull difficulty, too.
 
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No, a PvP player must work a lot harder to maintain their credits and ships than a PvE player. They lose money every time they PvP, whether ammo, ship damage, bounties and fines, etc....so they not only have to play to PvP they also have to PvE to be 'allowed' to PvP.

You are thinking the ONLY reason someone should do something in for intrinsic reward. My point is that providing danger to the game can be considered a service...seriously. There should be some extrinsic reward given for that. Unfortunately, the game design precludes this from occurring...since no one can provide the same service from Private modes. So, there is no extrinsic reward, and players have to decide to provide danger, at a strong cost to themselves and their preferred play style...or play for the extrinsic rewards given.

There are only two types of players that would do this, and pay for the privilege....those in it for intrinsic reward...the Role Players...or the blackguards who want to see people suffer and stew..again intrinsic motivated people, being naughty because they can. At that point PvP should cease to exist within the Open galaxy. Not because the people won't play those parts....but because their numbers would be so small, and diluted, that they would matter even less than they do in Open now.


You Sir are describing true PVP what most people here are calling PVP is nothing more than popping people's cargo ships for the pleasure of it! There is very little risk involved in the latter and the latter is also what I think most people are opposed to.
It is an easy fix though have the option to remove weapons on cargo ships and use the hardpoints to triple the shield strength. We don't want to unbalance the game and have cargo ships become unbeatable PVP tanks so the removal of the weapons would prevent that and the super shields would make escaping with your cargo a likely scenario. Personally I don't know who designed these ships but I routinely carry 6+million credits worth of cargo in my ship, I would think the ship designers would realize that their customers are making a living carrying valuable merchandise and provide adequate defenses on their line of cargo ships!
 
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If PvP were about the thrill and the skill, a PvP private group should be filled to the brim. If PvP required context why wouldn't the same context be found in a private section of the game. All of the same elements exist is any of the modes. Call the PvP oriented Player Groups to set up shop in a private group. That way the competition would be balanced between them. Why would they resist?
 
Sorry, but this doesn't wash. Whether PvP or PvE you have the same risk of losing your ship, ammo, incurring bounties or fines, etc.

The only thing I can agree with in the PvP/PvE argument would be that rewards should be equally compensatory with the risks involved- in this aspect I'd agree with perhaps scaling rewards based on opponents Combat rating (Harmless, Dangerous, etc.) and perhaps even combining the costs of the ship/hull difficulty, too.

Technically, your assumption is wrong. If you are actively seeking out PvP you are going to where the players are with the expectations of having fights. That means you not only fight the NPC's everyone does but also fight players that will cause you much more damage than the NPC's, once they are found. Of course the more players you can get involved with, the higher your costs.

What you are saying is, that since no one ever finds PvP players, the risk is identical to PvE. On this I agree. Which brings us back to asking why should there be any PvP in the game at all.

I have gone to various places I thought would be brimming with players (PowerPlay HQ's and CC's to be exact) and saw no one. They are not playing in Open. As more and more PvE grind comes online...there will be no one to PvP with. So why bother?


Sorry you disagree...but I promise you, PvP runs up more bills than just running down NPC's. PvP doesn't 'just happen'. People try to find others to PvP with.
 
I disagree only in the only ones they have to blame are themselves. The Dev's offered them PVP. It is like fishing.. offer someone a pond to fish in and they can have fun, if they throw away the fishing pole and bring a boat and nets in then complain to you that there is no more fish in the pond, they have no one to blame but themselves.

LOL, and when they can't catch anything in the nets the use dynamite and then complain the lake is totally barren.
 
If PvP were about the thrill and the skill, a PvP private group should be filled to the brim. If PvP required context why wouldn't the same context be found in a private section of the game. All of the same elements exist is any of the modes. Call the PvP oriented Player Groups to set up shop in a private group. That way the competition would be balanced between them. Why would they resist?

Because without context, there is no need to fight. Basically, if a PvP group existed, it would be similar to the CQC that is being setup.

It would be about contests between groups. There is no fun in just shooting at each other because they are there.

The game gives people a context rich environment. Not to be confused with a target rich environment. Some people PvP to kill the scum, others to be the scum. In a private group....there is no scum...just a bunch of folks looking for context. Which the players themselves cannot provide.
 
Would you not feel better knowing everyone you met in open consciously made that decision, they are a lot more likely to play it your way.

If you click the Open button, you get everything that comes with it. The Open button is self explanatory. It means... humans, in open play, and anything goes. If someone consciously picks the Open button, they get the same set of rules as everyone else.

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Sorry, but this doesn't wash. Whether PvP or PvE you have the same risk of losing your ship, ammo, incurring bounties or fines, etc.

No, you don't. Otherwise everyone would play in Open and accept PvP. But they don't--they don't because they know there is more risk to losing their ship versus a skilled human player.
 
LOL, and when they can't catch anything in the nets the use dynamite and then complain the lake is totally barren.

Which makes me wonder that if the Devs should just create an "Arena" mode where everyone spawns in the same system instance. Then PvPer's wouldn't need to go "hunting" to find fights- if that's what this is really all about. I've got a feeling that anything less of "open the entirety of the game to PvP Open mode" isn't going to satisfy, so even discussing concessions are a moot point.
 
Technically, your assumption is wrong. If you are actively seeking out PvP you are going to where the players are with the expectations of having fights. That means you not only fight the NPC's everyone does but also fight players that will cause you much more damage than the NPC's, once they are found. Of course the more players you can get involved with, the higher your costs.

This is complete rubbish.

I've seen quite a few videos on YouTube where 2 players have at it, and one walks away without a scratch and the other is down to 10% hull.
There are tons of channels of this.

It is also the reason some PvP players are screaming out for SCBs to be fixed/Removed or limited.

If I go PvE hunting, I'm not stocked to the brim on SCBs - so if I make a major mistake, it's going to cost a lot if I don't lose my ship.
All the PvP config I've seen include lots of SCBs. So if you meet someone who does not run 3 - 4 A rated SCBs, you've won without a mark on you.
And if you're the one with only 1 or no SCB, well that is a PvP lesson right there isn't it.
 
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If you click the Open button, you get everything that comes with it. The Open button is self explanatory. It means... humans, in open play, and anything goes. If someone consciously picks the Open button, they get the same set of rules as everyone else.

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No, you don't. Otherwise everyone would play in Open and accept PvP. But they don't--they don't because they know there is more risk to losing their ship versus a skilled human player.


YOU keep trying to say there is more risk and utterly ignore the facts that many don't play in open because they either don't want to deal with other people or with just the idiots.

There is a huge difference in a risk and an annoyance. You want to claim they are the same thing, but risks are something you face. Annoyances are things you get away from.
 
No, you don't. Otherwise everyone would play in Open and accept PvP. But they don't--they don't because they know there is more risk to losing their ship versus a skilled human player.

You're making a huge assumption by thinking people play Solo mode to "avoid" PvP. Perhaps it's just because they don't want to deal with griefers or instead want an immersive game experience that doesn't include morons talking about Chuck Norris in comms?
 
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You Sir are describing true PVP what most people here are calling PVP is nothing more than popping people's cargo ships for the pleasure of it! There is very little risk involved in the latter and the latter is also what I think most people are opposed to.
It is an easy fix though have the option to remove weapons on cargo ships and use the hardpoints to triple the shield strength. We don't want to unbalance the game and have cargo ships become unbeatable PVP tanks so the removal of the weapons would prevent that and the super shields would make escaping with your cargo a likely scenario. Personally I don't know who designed these ships but I routinely carry 6+million credits worth of cargo in my ship, I would think the ship designers would realize that their customers are making a living carrying valuable merchandise and provide adequate defenses on their line of cargo ships!


The reason there is no 'true PvP' is that the game is not designed to deliver this. Which, is my whole point. PvP is imbalanced because it cannot be, because of the modality. The only way to balance the modes is to keep the extrinsic rewards tied to PvE OR increase the difficulty of NPC's. The latter is now done...with no improvements coming any time soon...so that leaves the PvE collecing of trophies. Deal done.

You can exchange weapons to bulk up your shields...look at outfitting for your ship under the utility hard points. An A grade sheild booster gives you +20% to shields I believe.

You can also choose to carry a lot less cargo and add a HUGE shield generator to any trading ship...just by going without your largest cargo bay.

If you choose not to...then your are accepting a larger risk to loss. Your decision...not the devs.

Both these choices SHOULD give you near 300% more shields than the most profitable choices.
 
You're making a huge assumption by thinking people play Solo mode to "avoid" PvP. Perhaps it's just because they don't want to deal with griefers or instead want an immersive game experience that doesn't include morons taking about Chuck Norris in comms?


Out of reps.. for your last few posts here are +1's to each plus a pound of Cubeo razorback bacon
 

Majinvash

Banned
This is complete .

I've seen quite a few videos on YouTube where 2 players have at it, and one walks away without a scratch and the other is down to 10% hull.
There are tons of channels of this.

It is also the reason some PvP players are screaming out for SCBs to be fixed/Removed or limited.

If I go PvE hunting, I'm not stocked to the brim on SCBs - so if I make a major mistake, it's going to cost a lot if I don't lose my ship.
All the PvP config I've seen include lots of SCBs. So if you meet someone who does not run 3 - 4 A rated SCBs, you've won without a mark on you.
And if you're the one with only 1 or no SCB, well that is a PvP lesson right there isn't it.

That is the current Meta of fighting ships, if you don't have it you are not on a level playing field. Sad but true.

But once you accept that, it becomes an even field again.

We have been playing over the last few nights in Bast with upwards of 16 ships in a combat instance.

In that situation having multiple shield banks allows you to last maybe.. an extra minute.

If you go looking for a fight and you have not already prepared, you have already lost.

You don't need multiple SCB when you farm NPC's, because NPC's are easy once you have a decent ship.
They aren't much of a challenge when you don't.
Seeing as you can also wing hunt NPC's, I am surprised you even carry them at all.

Majinvash
 
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