This bit about the name of the game always cracks me up, but I fear it will always be a talking point. In a way it reminds me of the new fsd everyone is in a huff over. Doesn't always matter what the developer's intent for something is, players can and often will interpret their own uses for it. I acknowledge and understand why the game was named Elite: Dangerous. I also recognize that if you ask random folks why a multiplayer space sim is titled Elite: Dangerous, many of them are likely to respond with something along the lines of, "I dunno, because it's dangerous in space?" or "With all those space pirates around you had better be an elite pilot?". Regardless, 10 years in it's a silly thing to argue over imo as either way it doesn't change what the game is today or will be tomorrow.
Back on topic, I'd like to talk more about PvP. Please understand that while I'm not exactly new to the game, I am new to sinking my teeth into it. My inexperience with Elite will surely show as I talk about things but bear with me. Maybe grab a coffee or tea if you want to continue reading, I feel this may be a long-winded post. Brace yourself as I'm going to mention other games.
My perspective is that of an average, casual PvE focused gamer that enjoys PvP as end-game content. I remember when I first started playing and discovered there are Federation, Empire, and Alliance superpowers I had assumed they potentially facilitated PvP activity. All Fed and Empire players hostile to each other, with perhaps the Capitol ship battles I saw in a trailer or other events pointing players to specific star systems for pew pews. Alliance I guessed would be for the 'I'd rather not pew pew other players if it's all the same to you, thank you very much." majority while still getting whatever benefits there are for being affiliated with a superpower. Sadly I quickly discovered that was not the case and their purpose was primarily just lore and unlocking ships. Then I read about Powerplay and got excited thinking, "Ok great, this is the consensual PvP system." However, it has got to be one of the most poorly implemented systems in the game. (next to maybe bounty hunting or multi-crew) It doesn't even tell you on the surface that it is a PvP system or that other players can attack you with impunity if you pledge. You have to dig a little to find that out. What it does tell you though is that if you join, wait 4 weeks, then deliver some propaganda leaflets you get fancy modules. This turns the whole thing into a terribly boring PvE/time grind for the majority of players to simply get their shiny pixels and then ignore it completely. When you encounter a player of an opposing faction, it seems common that they do not truly consent to PvP, despite joining the game system that enables it.
For those like myself that wish to get into Powerplay past the module shopping, it comes off as being way too convoluted and "spreadsheet oriented" for my PvPea brain to grasp. (I'm an Age of Empires 2 guy not a Civilization 6 guy, if that makes any sense) That's not necessarily a bad thing, playing politics in some way is great for players that enjoy a deeper dive past the simple "red is dead" mentality many PvPers have. It can provide incentive and motivation to remain active. As a casual combat pilot though, after watching several lengthy Powerplay guide videos I am still left with the un-answered question of, "When/where exactly does the pew pew happen?" Drew Wagar recently did a stream where he jumps into Powerplay for the first time ever after watching the Frontier unlocked segment. He struggles to figure out how to engage in it and where those gosh darn vending machines are located. I feel his reaction is representative of the average player's response to Powerplay. I really hope 2.0 makes more sense because 1.0 is one of the most disappointing and underwhelming features with great potential I have ever encountered in an online game.
Speaking of disappointment, bounty hunting. Rainbro has an excellent post on page 1 of this thread mentioning the relationship between piracy, bounty hunting, and cargo hauling and how the game fails to properly support said relationship. I couldn't agree more. Aside from no incentive for traders to enlist protection and piracy not paying very well, there are quite a few issues with notoriety in this game. So much so that I would make the argument, as Rainbro alluded to, that ganking is currently the only method of PvP the game actually encourages. Let me repeat that for the folks in the back. Ganking is the only PvP the game encourages. Not bounty hunting, not consensual group PvP, just straight up old school mmo non-consensual seal clubbing gank squads. That is a monumental game design flaw. This is largely because players that choose to murder innocent players have practically zero consequences. Ships get bounties and not pilots, that's crazy. Notoriety sticks to the player but each count ticks away after a mere 2 hours and is wiped clean when killed, that's crazy. Bounties can simply be paid off on top of being dirt cheap, that's crazy. The amount paid to a bounty hunter is only a fraction of the total bounty, that's crazy. The "bounty board" feature at stations is a useless joke. It should show online players and current locations, not show players that aren't online and only their last reported location. That's just bonkers, why does the game protect criminals? To top that all off anyone with a fat bounty can simply block any would-be bounty hunter trying to take them out and jump away.
For comparison, in Ultima Online each count took 8 hours to decay. Once you got 5 counts you were labeled a murderer and flagged red to everyone everywhere. City guards would instantly reduce your hp to zero on sight and dying did not magically wipe your murder counts away. When you died as a red you could only be resurrected by another player or one specific shrine in the game. If you were red only one town in the game would allow access to services such as npc merchants or accessing your bank box. All of this and still there were more red murderers in the game than the blue anti-pk "bounty hunters" could keep up with, and so the advent of Trammel and safe zones came into being once players complained enough about being pk'd, ganked and griefed constantly. Chamberlain's Rest as the new player starting location not being permit locked is a bizarre change in Elite. New players in UO enjoyed a "young" player status that essentially made them permit locked to attacks from other players until they voluntarily renounced their status, achieved a certain level of skill points or certain amount of logged hours. I'd be very interested to hear Frontier's justification for the lackadaisical crime & punishment system in Elite given their penchant for lore and immersion. I cannot fathom any good reason aside from credit farming abuse, and between potentially 2 billion credits an hour at thargoid spires and afk npc farming with turrets, that appears to be a bit of a moot point.
Whew, ok now as for CQC. (I know this is getting long and I already touched on CQC in a previous post. I'm sorry I enjoy writing!) CQC is a hollow shell of the main game's combat features and it is hilarious that it was initially sold as a stand-alone arena deathmatch game. It provides only 4 ships, 4 maps, and 3 game modes. Arena shooters had better features back in the 90's. If it wasn't so limited I actually think it would have been very successful. The main game's engineering really pushes the combat balance to team play imo and makes me think of 8v8 matches in Guild Wars. Imagine if CQC had an 8v8 mode for squadrons with options for various ship size limitations (for example 1 large, 3 medium and 4 small ships) and players had access to all ships, modules, and infinite engineering to play with. Or at least their own ships. That would provide a lot of fun theory crafting and emphasis on team coordination. Instead we have 4v4's with very limited theory crafting and emphasis on solo performance. Quake had 8 player online matches back in 1996. 20 years later and this is what we got? It's no surprise it bombed, especially after broken promises and a cancelled $100,000 cash pool tournament.
That is the type of team-based PvP I'm interested in. As I've been typing this I've been listening to a stream mentioned in the hotel thread about Sandro's old potential changes to Powerplay. In it at one point he explains why Frontier decided not to have an ongoing Alliance vs Horde type PvP system. The reason given is because they want it to make sense to the story, it needs to be lore based. In my opinion, taking about 27 years of online gaming experience and understanding of game design into account, that is a poor decision. I get that they consider themselves dungeon masters of the galaxy (at times I greatly appreciate that) but this is a game, and games should be fun for those playing it. If miners get analyzers and hot spots showing where to maximize their gameplay, why can't the game show players seeking PvP where to go to maximize theirs? As I get back into the game the best bet I've found so far would be joining a new open-only rp mining guild as a hired gun or roam popular systems looking for seal clubbing gankers/rp pirates. If you made it this far and know where to point me for organized group PvP squadrons please advise. Also please point out if I'm wrong in my understanding of the game. Educate me, for I am capable of changing my opinion. If you read this whole thing, thanks a bunch. To the moderater; I'm so sorry, as you had no choice in the matter.
TL;DR - Epic space sim lacks epic space battles. PvP options limited & notoriety jacked. Game only promotes 1v1/4v1 ganking. Please fix.
o7