Playing online with an option a la GTA5: online with all other players, but minus the PVP part

Hi all,
I've shuffled around in google and these forums but I can't see a clear response to the subject: is it possible to play in the ONLINE servers but without pvp engagement?
Gta 5 features this masterfully, where you basically go around the server with the dozens of other players playing as they wish, and with the option to NOT be engaged in pvp.
I've played online for a while, to be ganked in my starter ship by a miserable piece of trash with hundreds of hours of play without the least consequence for him.
I didn't like that approach to 'pvp' from the game, so decided to go offline... but to my surprise this means the game waters down to a very simple, deserted version of itself.

In Gta 5, when you go in passive mp mode, you can see the other players but you can't attack them nor be attacked by them.
Does anything of the sort exist in this game?

Thanks
 
Private groups. The group section of this forum can help you find a group for you. All (well, most) groups have their own rules; many don't allow pvp.

Open is a lot like a group too, one in which the only rule is: you're willing to get shot at.
 

Deleted member 182079

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I don't like the idea of an invincibility toggle, which is what GTA does, for Elite; in GTA it's necessary due to the relative size of its sandbox, in Elite it's actually quite easy to sidestep hostile players.
 
As a fairly new PvP player, I can tell you, I spend more time looking for PvP, than actually doing it. Lol

Just avoid the hot spots and you're basically alone.

Been playing exclusively in open for a while now, and I'm lucky if I see 2 CMDRs a day (squadron members not included).
One of the two CMDRs I met recently was an allied squadron, so I made a friend. Lol
 
Blocking helps alot. Just block the known bad-eggs and you can visit CGs in Open with impunity. I’m assuming the little trick where you send a friend request to known griefers to preemptively block them still works?
 

Deleted member 182079

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Yeah I'm playing 99% open for the last year at least, and come across hostile players only in Founders World, hardly anywhere else.

When entering AX CZs I'm always looking over my shoulder in case one of those Goid worshippers shows up, adding some extra spice to the situation.

Passive mode of sorts would certainly ruin that.
 
This is why we have Solo and PG. In Open, no thanks to passive existence. I'd rather be gunned down a hundred times than survive once because I have a magic "lolnope" hat.

Also, Solo is not "offline" (protip, don't go to the menu thinking you've paused the game). It's basically a group of one. You still exist in the same galaxy as everyone else but you're not instanced with anyone else alive ever.
 
Blocking helps alot. Just block the known bad-eggs and you can visit CGs in Open with impunity. I’m assuming the little trick where you send a friend request to known griefers to preemptively block them still works?
I assume bad-egg means anyone who shoots you regardless of cause? Plus all people who ever shot someone else preemptively? Can I haz block too?
 
This is why we have Solo and PG. In Open, no thanks to passive existence. I'd rather be gunned down a hundred times than survive once because I have a magic "lolnope" hat.

Also, Solo is not "offline" (protip, don't go to the menu thinking you've paused the game). It's basically a group of one. You still exist in the same galaxy as everyone else but you're not instanced with anyone else alive ever.

The issue is not the pvp implementation per se, but the fact there's actual zero engagement limitation and zero consequence for the attacker.
For what I've seen, it's a miserable, half system based on bounties, just slightly better than that piece of trash eve online.

It's the idea that's wrong, and thats why there's SO MANY people asking for a 'no pvp' mode. It's because ed implements griefer vs carebear badly.
my solution?
Make a 'universewide police force'. split it into regions, whatever, and give it 'public' funding.
Enroll PLAYERS into the police force and create a system where police can 'risk' their (the public's) equipment.
Starter sectors would have better budgets and thus better equipment, so the limited number 'police' in station there would have access to the best equipment.
Hell even full insurance could be a start for this. After all the answer to this problem is simple:
Do you want PVP?
What about easing carebears into NOT wasting 2 months on a trade route for a ship they can lose to the first ganker, and giving a fair chance of fighting back instead.

If anybody else is like me, the problem with pvp is not the risk per se, but the fact that when I get ganked by 1 spineless piece of and 3 of his buttbuddies in their 2 year old accounts vs my 1 month account, there's no chance for retaliation, no chance for justice and, regardless of how you see it, reality doesn't work like that.
It basically never has because the armament race is eternal and good and bad are always chasing eachother with the best arsenal at their disposal and not in this pantomime of a one sided fight of knife vs rocket launcher.
 
Looks like this is what I was looking for, thanks.
Although be aware that Mobius (and Private Groups in general) is not a PvE environment through any means other than general agreement. There's no actual mechanism preventing you from firing on (or being fired upon by) other Commanders, it's just against the rules of the group.
 
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The issue is not the pvp implementation per se, but the fact there's actual zero engagement limitation and zero consequence for the attacker.

That's objectively false.

Shoot down your attacker and there's the best consequence you can ever wish. What else do you want? Someone else holding your hand or doing it for you?
 
I do wish people would stop saying 'objectively' when they mean 'subjectively'...

If it's your opinion, it's subjective.

If you shoot down your attacker, you'll send them to the rebuy screen. There they will lose either their ship or some of their credits as a consequence. That's a fact, not an opinion.

So "zero consequence" is objectively false. Not subjectively. QED.
 
Which is great if you've been in the game long enough to have a ship and the skills required. And it's long been the opinion that PvP is unbalanced. Hence it's subjective.

You have other options as well. It's almost always extremely easy to escape, which will still have some nonzero consequence for your attacker (ammo cost, bounty) most of the time.

It's not the developers' fault that roughly 95% of the players seem to be unable to learn even the very basics of it, such as submitting the interdiction, not boosting straight line and HWing ASAP.
 
I don't like the idea of an invincibility toggle, which is what GTA does, for Elite; in GTA it's necessary due to the relative size of its sandbox, in Elite it's actually quite easy to sidestep hostile players.
I wouldn't like an invincibility toggle either. Not because it removes risk from the game or because it removes people as content from others, but because I care about immersion.
 
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