Please, adjustments to PvP (and no CQC)

"Evade"

The subject of this thread, ostensibly, is preventing people from being able to evade so they have to engage in combat. It should be renamed "Let's make Solo even more appealing than it already is".
That's because it's already entirely too easy to evade. Seriously if you can survive more than 15 seconds you're basically untouchable.

This comment should be named "Solo is easy, so open has to be too". To say we cant make any changes because solo exists is laughable. Should we not make npcs harder because it will make open more appealing?
 
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Robert Maynard

Volunteer Moderator
Should we not make npcs harder because it will make open more appealing?

Sarah's already making NPCs more challenging - although, I would expect, not with the express aim of encouraging players to shift to Open - the game needs to be enjoyable in Solo and that requires a challenge.
 
This comment should be named "Solo is easy, so open has to be too". To say we cant make any changes because solo exists is laughable. Should we not make npcs harder because it will make open more appealing?

I never said open has to be easy, and I certainly never said you can't make any changes.

What I'm saying is that open should not be easy. You want to prevent trade specced D-Class Type 9s from being able to run from your mil-Specced Anaconda, and you're accusing others of wanting it easy? The cognitive dissonance is strong here...

It's as much a combat game as it is anything else. Maybe moreso since even when you try to do other things, combat randomly gets thrust upon you.

That's fine. I don't really like that thing, but if that's the direction you feel the game should go - excellent. Yes, get rid of the ability to run, force people to fight. The game might even be better that way. I endorse and support your position wholeheartedly...

...as long as you also demand that ships be only instanced with ships they have a chance against.

...as long as you request only that A-rated Anacondas be faced with A-rated Anacondas/FDLs/Pythons and nothing else.

Otherwise you're not asking for combat, you're just asking for sealclubbing.
 
I never said open has to be easy, and I certainly never said you can't make any changes.

What I'm saying is that open should not be easy. You want to prevent trade specced D-Class Type 9s from being able to run from your mil-Specced Anaconda, and you're accusing others of wanting it easy? The cognitive dissonance is strong here...
I don't fly an anaconda, but if one wants to kill you in a type 9, you're dead. I don't care how short the cooldown is, you're dead in seconds. They same can be said about a lot of ship match ups.

That's fine. I don't really like that thing, but if that's the direction you feel the game should go - excellent. Yes, get rid of the ability to run, force people to fight. The game might even be better that way. I endorse and support your position wholeheartedly...

...as long as you also demand that ships be only instanced with ships they have a chance against.

...as long as you request only that A-rated Anacondas be faced with A-rated Anacondas/FDLs/Pythons and nothing else.

Otherwise you're not asking for combat, you're just asking for sealclubbing.
I wasnt saying that it should go in that direction, but that's the direction it's been it's in now.

You seem to be under the impression that it only applies to traders. Pirates are effected by this too. Right now pirates can lulz cya submit boost hyperjump same as a trader.

If you think this will hurt traders more than pirates, fine you're welcome to think that. I would even agree that trade ships may even need a buff in some way. Just don't confuse why I'm saying what I'm saying.

Don't misunderstand my motivations, I'm not arguing because I want to run a carebear tear harvesting slaughterhouse. I'm doing it because I want better balance for a game that has pvp. I would be negatively effected by this too.
 
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The subject of this thread, ostensibly, is preventing people from being able to evade so they have to engage in combat. It should be renamed "Let's make Solo even more appealing than it already is".

I think that's somewhat unfair. It might have started like that but there have been a number of decent arguments on both sides.

I still think that there needs to be a choice. A player should be able to play in open but kit out their ship with modules so they can be anywhere from "virtually impossible to catch" to "easy prey". Obviously, fitting additional modules that decrease their chances of being caught (either interdicted in the first place or easier to escape once interdicted) also decreases their cargo capacity/jump range/whatever, so the player needs to decide where they want to be on the spectrum. I'd far rather that the choice was an in-game selection of modules rather than a switch that can be flicked at the beginning of each session, purely because it makes the choices more meaningful and interesting.

(I also think that your escape pod should be a module on your ship you can choose to take or not, but that's another thread).
 
This is all would be nice and meaningful guys, yes, but you seem to forget about one minor little thingy.

OPEN IS A LIE.

There's no such thing as "come to open I'll show you PvP, I'll pirate you..." etc. There's a very slim chance that if you go open you will meet ANYONE. Unless of course you go to highly populated areas by your own choice.

Even then, the instancing mechanics will prevent you from seeing 99% of the people there. You will see 30ish tops. Open is actually exactly the same as solo, with a little chance of seeing a few people sometimes.

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It's really weird to see people asking for ways to prevent others from fleeing, when all I can see is sealclubbing. There's no such thing as PvP in this game. Seriously. It's like a white raven.

How many times you fought 1v1 with an other commander, with equally equipped ships? Like when skill mattered at all? I can tell you, it was ONCE for me in 6 months. ONCE.

If you fly anything a bit scary - like something with weapons - these so called PvPers don't even dare to interdict you.

Otherwise it's always 4v1. Or combat python versus type 6 / 7. That's seal clubbing. Pure and simple. (note, if they do ask for cargo and properly pirating ships that's perfectly fine and welcome)

Now you want that poor guy to not even be able to run away from the 4 of you. No. No thanks.

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Building up some sort of "danger score" - which is I'm sure already there to determine specific NPC behaviour - and then instancing players together according to closeness of this score is a great idea to help create something I actually call PvP. Would probably kill piracy quicker than the 20 cargo limit though.

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The real issue is not that people can get away in-game if they don't feel like fighting. It's the problem of all these so called "PvP-ers" combat logging when they don't have at least 3v1 advantage.
 
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It's boring because there's nothing to be gained by it and only lost. Take power play for instance, where my wingman lost 30 million in the last week (one python and one conda) and I lost 12 million (couple of FDL's and a Drop Ship) because we were defending one of our system against underminers. Added to this you don't get merits for defending, so it's almost like combat ready underminers are expected to face media delivering traders.
However, my wing and I still persist despite our losses and tactically pointless endeavours. Yes, it is fun, but it's a bit like playing 2 player Doom where you turn to player 2 and start blasting him and he starts blasting you...fun for a few seconds but pointless within the game.
 
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