PvP improvements

The suggestion is:

  • Good

    Votes: 2 9.5%
  • Bad

    Votes: 12 57.1%
  • meh..

    Votes: 7 33.3%

  • Total voters
    21
  • Poll closed .
So basically, what you are saying is that because you don't like the element of risk involved in PvP, the entire balance of the game needs to be revised. Not going to happen. Not least because even the PvPers on the whole (excluding the gankers of course) actually seem to prefer to take their chances. If you want a game with no risks, and endless meaningless rewards (which is what they are without risk) I suggest you look elsewhere...

This is more or less spot on. If the issue is gankers, the galaxy needs to be made more punishing - not easier to die in. Combined with a more effective justice system, the issue will sort itself out.
 
So basically, what you are saying is that because you don't like the element of risk involved in PvP, the entire balance of the game needs to be revised. Not going to happen. Not least because even the PvPers on the whole (excluding the gankers of course) actually seem to prefer to take their chances. If you want a game with no risks, and endless meaningless rewards (which is what they are without risk) I suggest you look elsewhere...

I agree that PvP needs some consequences; risk and reward. Outside of the intrinsic value of the activity, there aren't any rewards. ( non-CQC ) I would argue that the risk currently outweighs the reward for most people. This is one of the reasons that gankers are so prevalent. They are looking for some PvP action but unwilling to fight on even footing.

The suggestion in the original post gives PvPers the reward of sharing an image with other participants. It also brings the cost of a fair (50/50) PvP activity down to an affordable level. Players may be willing to pick fairer matchups and ganking may decline. The increase in fair play will encourage more people to participate in player interactions.
 
I don't get it. You step into an anaconda and you risk months of work. Why not take a more appropriate risk, and fly something other than one of the most expensive ships in the game?
.
Nobody's forcing you to stake 90% of your assets.

I am not risking months of work because 95% of the ship value is insured. I die and I lose 2 or 3 hours of work. That is penalty enough.
Why not fly a cheap ship? Because this is a game and it is fun to fly the big badass ship.
Nobody is forcing you to fly an eagle, so quit trying to discourage those of us that want to fly big expensive ships with your suggestions for more expensive insurance.
 
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I am not risking months of work because 95% of the ship value is insured. I die and I lose 2 or 3 hours of work. That is penalty enough.
Why not fly a cheap ship? Because this is a game and it is fun to fly the big badass ship.
Nobody is forcing you to fly an eagle, so quit trying to discourage those of us that want to fly big expensive ships with your suggestions for more expensive insurance.
Yeah, it's also fun to drive a tank. I don't sell my house and get one when I have a perfectly capable bicycle.
 
Touch my wing combat and I'll cut you .-.

(In-game of course, with my Cutter .-.)

*Chuckles in the background*

lol !

I meant that wing mates might not count toward the 'pvp adjustment' discounted rebuy. If they did, it'd allow a player to tag a dieing wing mate in PvE situation to game the system.
 
lol !

I meant that wing mates might not count toward the 'pvp adjustment' discounted rebuy. If they did, it'd allow a player to tag a dieing wing mate in PvE situation to game the system.

Oh, make sense .-.

I'll put my Cutter away then.

Continue .-.
 
Exactly in which game do you own a house and a "perfectly capable bicycle"?
The analogous structure of this line can fit with millions of games, so can you skip to the part where you somehow create an argument?

Did you actually want a list of games where it might not be a good idea pour majority of one's assets into a singular thing and then put that thing at risk?
 
I see no reason to reduce insurance costs when killed by another player. Insurance costs should be increased globally if you ask me. Along with penalties associated with crime.

This. Especially crime. PvP is just for fun at the moment but simply not rewarding at all. Doesn't even give a single damn merit or credit unless your opponent was involved in PvE previously. But pure PvP in the main game is only credit draining, but fun.
 
Insurance is already more than fair. You pay really nothing and you grind so much.

People play solo for others reason than insurance...

I play only for insurance, and of course to buy new ships. Was there some other reasons really?


Maybe PvP is the official Credit Sink of Elite...

And pretty much the only one. I have to admit that I have died in PvE, but has always been some stupid mistake.


...

Maybe in PP, reward from pilot federation members should be higher?

"Realistic" reason could be something like... Pilot Federation members are thought to be better, having higher value in combat, so extra bond from their destroyed assets.

If you are good -> You make money.
If you are bad -> You grind in PvE.
 
so i go off do my power play merit undermining things.. i have about 1mill bounties on me at the end of the week (probably closer to 2mill)
My friend has also done the same..

Soo i fly up to him and he KWS scans me then kills me he gets 2 mill i pay 1k.
I fly back to him KWS scan him. i kill him i get 2 mill he pays 1k..

I THINK i see an issue here.
 
so i go off do my power play merit undermining things.. i have about 1mill bounties on me at the end of the week (probably closer to 2mill)
My friend has also done the same..

Soo i fly up to him and he KWS scans me then kills me he gets 2 mill i pay 1k.
I fly back to him KWS scan him. i kill him i get 2 mill he pays 1k..

I THINK i see an issue here.

1 mil is the maximum bounty you can get.

CR/h is also very low, so I would not call this as an exploit.
 
I do not think the insurance screen proposal will make a difference - the structure of the game is PvE with occasional co-operative play, and occasional forced PvP - the latter can be reduced by mode switching or where you meet your objectives in the galaxy, but rewards tend to reduce as risk reduces. This has caused an illogical fear of PvP in some - and PvP as an end in itself for others. Neither seem healthy positions to me. I play in open almost exclusively but my home area is on the Federation/Frontier border and is very quiet. ICo-op I do with a few friends around this quiet ares and is adhoc, I travelled 150Ly to get involved in some PvP last week.

In terms of mechanics.....

There are only 4 reasons for PvP - PvP is the objective in itself, piracy (I am assuming PvE piracy is still rubbish. not tried it), bounty hunting, and PP undermining (some of the powers have other reasons for pew-pew). The problem is. all are forced encounters where one side does not actually want to be in the interaction. Given the forced nature of the interaction, they are typically one sided - all are much less risky from the side initiating the engagement if they are performed in a wing - and the rewards shared. I would like to see more tools for the bounty hunter, to control those pesky pirates - but not sure it would help, Haz Res is a much better income per hour if slightly grindy, why put more effort in, with higher risk for a poorer reward?

I believe regardless of numbers on the insurance screen the above is the reason why a lot of players are put off of playing in open. It is sort of backed up by some of the points raised in open verses solo debates - "I do not want to be someone else's content" (I do not want to play the victim role in our interaction), "Open is full of gankers/greivers etc" (I am forced into interactions I do not want).

These forums really do not help. One persons bad day, which may be a really their first, or completely non-typical of their normal experience, easy to solve by going somewhere else for a while is reported - the word "griefer" is used often with "interfering in my game", and some come back with "carebear". At least this thread is trying to move beyond this! The threads do set up a fear for other developing players and depending on their current objectives - it can be so much less risky in solo/Morbius.

I think reasons for more PvP interactions, where both parties are aware there is a risk of pew-pew and there is not clear initiator and victim roles, would make PvP encounters more fun for all - which would go a long way to taking the "fear" out of PvP encounters.

For me and YMMV, Khaka - part of the Lough CGs was great fun - I got pretty good at running guns against 2-3 FDL and Clippers in a Type-6 - but there was a lot of death as I learnt :) Recently Anlave has peaked my interest because of its historic role in the universe, and the arrival of an Independent not Federation faction to control it - Contrail seem like a nice bunch to compete against - every time I go down there I know there is a risk I will lose my ship, may actually have to shoot someone, but there will be some fun banter before and after. Curiously opposing Contrail is not that popular - so its probably the "canonn fanboy" in me that makes me interested - it is though an example of gameplay generated by players themselves that is not initiator/victim based, so is very rare. Something similar is happening for Hutton as well in their conflict zones.

So I have found 2 things in a year that encourage me to participate in PvP - one ongoing albeit, that needs to change to get more people in open in my opinion. I think tweaking the insurance screen is just tinkering at the edges - and will just lead to demands for cargo insurance. On the plus side, I think the introduction of the player minor factions has and will generate more situations of conflict in objectives and non-forced PvP.

Simon
 
For me and YMMV, Khaka - part of the Lough CGs was great fun - I got pretty good at running guns against 2-3 FDL and Clippers in a Type-6 - but there was a lot of death as I learnt :) Recently Anlave has peaked my interest because of its historic role in the universe, and the arrival of an Independent not Federation faction to control it - Contrail seem like a nice bunch to compete against - every time I go down there I know there is a risk I will lose my ship, may actually have to shoot someone, but there will be some fun banter before and after. Curiously opposing Contrail is not that popular - so its probably the "canonn fanboy" in me that makes me interested - it is though an example of gameplay generated by players themselves that is not initiator/victim based, so is very rare. Something similar is happening for Hutton as well in their conflict zones.

Cool, I'll have to check this out thanks for sharing!
 
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