PvP PVP Players Discussion. (ER MEH GERRRRD)

So what would YOU (PVP players) suggest to make PVP better in Elite?

Im very aware of what many of you PVE players think of PVP.
Also please be aware i do not want this to decend into a thread about why you dont like pvp rather contructive feedback as to what you would change or add to make it better.
Im asking PVP players what they would add or change to make it better or if they think its perfectly fine as it is?

Heres an idea i had while playing:

During PVP the killed Commander , if they were sporting engineerd weapons or other mods, have a chance to drop that module for salvage.
For example, i have 2 engineered plasmas. Let there be a 50% chance say to drop maybe one (not both) engineerd plasmas as loot. If you can kill me, you deserve it.
Obviously the quality of the drop is down to how much work the origonal pilot put into it, so not everything might be a G5 dirty Drive engine part.

Now, before people loose their mind: In order to balance this, we can say that its not ready for imediate use and perhaps would still need to be brought to an engineer , as cargo, to be repaired, which could take x amount of time or x amout of matierals BUT it would not take as as long as engineering the moudule yourself outright. Thats the rewarding part. Of course you have no indication of what would drop,and it may not even be usefull to you, but thats the risk.

What i also like about this is it could lead to more dynamic gameplay as i can fully see a wing take out an engineerd vette say...and one member fancies a certain drop too much to resist a double cross or a fight now insues over who gets it and take it for themselfs. Real life betrayls!!!
OR if youre a naughty villan type, and the authorites show up, one player would have to keep them busy while you try scoop the rewards.

Its just an idea. Let me know what you think.
Obviously this is just one aspect and id still like to be rewarded for participating in PVP, win loose or draw.

Update:

These are only just ideas that some people are throwing out there, we dont need to spend too much time debating why we personally feel they wouldnt work. Dont get me wrong, healthy debate is fine where warranted. Im not saying we should be agreeing with every idea put forward of course. If you dont agree with an idea, lets try suggest a better one or perhaps suggest a way to make it work rather than flat out shut it down and offer nothing in return.

o7
 
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Meaningful reasons for PvP.

I am a Power Player and a PvPer, who finds role play enough of a reason to keep coming up with auto-hotkey messages, interesting small/cheap ship builds, and then going out there looking for Feds in Control/Expansion systems. It hurts that there is no viable way to make credits or even merits doing this (FDev fear exploitation of any PvP mechanic to a point of making things like a KWS redundant), but still I find it more than fun enough to negate the lack of in game reward.

However, to many this is not enough. Its understandable that people want more motivation to take on the risks (and time sinks) involved.

It's disheartening then, when you see them behave like this down at HQ:

[video=youtube;pbwy-XP_FbM]https://www.youtube.com/watch?v=pbwy-XP_FbM[/video]
 
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Goals and Motivation. I'm sure any one playing wants a reason to do what they are asked to do. My suggestion would be to reward players for engaging in PP-PvP. Both the victor and the vanquished. It has to be fun for both sides to keep interest. Like a system where the winner gets 5 points, and the loser get 2. (Just numbers with no connection to anything to get the idea across.) In short give a reason to PvP, and make it rewarding and engaging for the Pro, and the up-and-coming.
 
Goals and Motivation. I'm sure any one playing wants a reason to do what they are asked to do. My suggestion would be to reward players for engaging in PP-PvP. Both the victor and the vanquished. It has to be fun for both sides to keep interest. Like a system where the winner gets 5 points, and the loser get 2. (Just numbers with no connection to anything to get the idea across.) In short give a reason to PvP, and make it rewarding and engaging for the Pro, and the up-and-coming.

Im not sure i follow the points example you gave.

Are you saying like expereince points? Surely thats present already.
I agree though maybe more visual feedback on said expereince points being recieved could be an idea?
 
Im not sure i follow the points example you gave.

Are you saying like expereince points? Surely thats present already.
I agree though maybe more visual feedback on said expereince points being recieved could be an idea?

No, I mean points/rewards/influence in the PP system. Make combat between PP aligned players rewarding from an in-game perspective, just not as a winner-takes-all approach. If a couple of Commanders, aligned with opposing PP Powers fight. Give the winner some reward that supports their Power, but give the loser of the fight less, to keep them engaged, and make a fight worth the effort.
 
No, I mean points/rewards/influence in the PP system. Make combat between PP aligned players rewarding from an in-game perspective, just not as a winner-takes-all approach. If a couple of Commanders, aligned with opposing PP Powers fight. Give the winner some reward that supports their Power, but give the loser of the fight less, to keep them engaged, and make a fight worth the effort.

Ah yes.

Now im with you. Not a bad idea, if not that its only specific to Power Play.
 
So what would YOU (PVP players) suggest to make PVP better in Elite?

Im very aware of what many of you PVE players think of PVP.
Im asking PVP players what they would add or change to make it better or if they think its perfectly fine as it is?

o7

Personally?

Ways to earn merits or influence via PvP. Not just PvP combat, but any situation where players’ actions are directly opposed by another. If I manage to run supplies to brave freedom fighters right past a player-led blockade, for example, I think I should earn more influence than the player who didn’t have any player opposition at all.

This, of course, assumes a number of things:
1. Players can pledge themselves to minor factions or Superpowers like they can with Powers in Powerplay.
2. The game can recognize when there is actual opposition, and the degree of threat the represent.
3. Any system has safeguards against players colluding to game the system.

Oh, and Powerplay missions. Give me Powerplay missions, and I’d repledge in an instant. I liked the overall quality of PvP encounters in Powerplay, but hated the extremely limited ways of earning merits.

Right now, I fly in Open primarily for the extra kick of adrenaline.
 
Goals and Motivation. I'm sure any one playing wants a reason to do what they are asked to do. My suggestion would be to reward players for engaging in PP-PvP. Both the victor and the vanquished. It has to be fun for both sides to keep interest. Like a system where the winner gets 5 points, and the loser get 2. (Just numbers with no connection to anything to get the idea across.) In short give a reason to PvP, and make it rewarding and engaging for the Pro, and the up-and-coming.

I quite like it, the point system was clearly arbitrary. The point is, both sides are rewarded for taking part and seeing it through to the end.
I imagine the next argument coming is that with instancing and combat logging (and people right to combat log, ?) we would just see it exploited and there for be nonviable.
Though literally everything in a game will be exploited by the player base, if you remove things purely because a fraction of players exploit them, you'll be constantly removing parts of the game.. Oh wait. ;)
 
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Ah yes.

Now im with you. Not a bad idea, if not that its only specific to Power Play.

There are good indications that PP Alignment could develop into a kind of PvP flag. Without removing the open world style, and it's associated criminality aspects, of PvP. If having an in-game motivation really is a desire of PvP players, PP makes a perfect tool. Aligning to a Power, and playing in open, should be a perfect indication of one's willingness to PvP. Even now, I believe, there is a disclaimer when pledging, that the player understands that PvP is involved. And, the new C&P stuffs excludes attacks between PP participants.

With that, rewarding PP players that do engage in PvP for their Powers, is a perfect way to give motivation, and indicate who is 'open-for-business'. It's a much better idea than giving incentive to simply playing in open. That's really just rewarding players for taking the risk of having a greater risk. Give the rewards to those that actually answer the call.
 
OPEN CONTENT ONLY.

PP: OPEN only, no exceptions.

Bounty hunting: criminals cant hide in solo as long as having a wanted status.

Player Factions: BGS manipulation can only be done in OPEN. No more SOLO undermining.

Powerplay is an overlay on the existing BGS. If another overlay were added that was Open PvP only, would you be happy with that, or are you particularly attached to Power Play itself?

ETA I'm happy to give PP over to PvP, but I don't PP myself so I have no vested interest. I'm aware that others do however.
 
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OPEN CONTENT ONLY.

PP: OPEN only, no exceptions.

Bounty hunting: criminals cant hide in solo as long as having a wanted status.

Player Factions: BGS manipulation can only be done in OPEN. No more SOLO undermining.

mm i dont know about that.

As soon as you make certain things exclusive to certain modes you create a division between a community that is already pretty devided into PVP and PVE.


That said, it would be very cool personally as a PVP player to feel rewarded that way.
 
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The problem, for me, is at the moment the risks are too high and the rewards are too low.

When you enter into PVP you know if you loose..you loose EVERYTHING.

You loose your ship.
You loose money.
You loose the fight.

And if you win? Perhaps a few credits if they were wanted and some brragging rights. Thats it.

Its no wonder that us PVPers are a minority and a special breed because it is actualy madness. But it adds to the thrill.
However some better incentives, outside of being just slightly insane, would open up pvp to a lot more people i feel.

So on that note, lower all ship insurances and increase rewards somehow if you win the fight.
 
I'd like for there to be a specific reason why each ship size is worth flying. Generally for PVP there's still after all this time no point flying anything other than medium class ships as the downsides of anything smaller or bigger far outweigh the positives.

Sure in a big ship you have more firepower, but nowhere near enough extra to make up for the fact that pretty much any medium ship can dictate the terms of the fight due to speed and agility while still retaining good DPS.

I don't begrudge there being fast ships in the game, but give the bigger ships enough firepower to actually kill them when they are in range.

At the moment it's like an FDL pilot has a sniper rifle AND an assault rifle, versus a big ship which has ONLY a shotgun.
 
The problem, for me, is at the moment the risks are too high and the rewards are too low.

When you enter into PVP you know if you loose..you loose EVERYTHING.

You loose your ship.
You loose money.
You loose the fight.

And if you win? Perhaps a few credits if they were wanted and some brragging rights. Thats it.

Its no wonder that us PVPers are a minority and a special breed because it is actualy madness. But it adds to the thrill.
However some better incentives, outside of being just slightly insane, would open up pvp to a lot more people i feel.

So on that note, lower all ship insurances and increase rewards somehow if you win the fight.

You get your ship back, credits flow like water. The Fight, you loose. Reward people for competing in meaningful PvP. Not just the risk of maybe fighting another commander. Like I outlined above. To keep new people interested, and involved be sure to make the experience rewarding for all parties involved. If you see no benefit in the risk, who would take it?

Creating more PvP isn't the same as making it meaningful. Time and time again I read that the PvP Community wants motivation, an in-game reason for the contest. Some, of course, just want targets, but more, I believe, want a system that rewards and has an impact.
 
You get your ship back, credits flow like water. The Fight, you loose. Reward people for competing in meaningful PvP. Not just the risk of maybe fighting another commander. Like I outlined above. To keep new people interested, and involved be sure to make the experience rewarding for all parties involved. If you see no benefit in the risk, who would take it?

Creating more PvP isn't the same as making it meaningful. Time and time again I read that the PvP Community wants motivation, an in-game reason for the contest. Some, of course, just want targets, but more, I believe, want a system that rewards and has an impact.

I agree more incentives for taking part would be good also.
As for no benefit in the risk, who would take it? As i said... a certain breed we are.

I'd like for there to be a specific reason why each ship size is worth flying. Generally for PVP there's still after all this time no point flying anything other than medium class ships as the downsides of anything smaller or bigger far outweigh the positives.

Sure in a big ship you have more firepower, but nowhere near enough extra to make up for the fact that pretty much any medium ship can dictate the terms of the fight due to speed and agility while still retaining good DPS.

I don't begrudge there being fast ships in the game, but give the bigger ships enough firepower to actually kill them when they are in range.

At the moment it's like an FDL pilot has a sniper rifle AND an assault rifle, versus a big ship which has ONLY a shotgun.

Agreed.
Nice fight last night man!

o7
 
In DarkSouls 3, a little into the game you're introduced to Leonard Ringfinger. He gives you 3 cracked red eye orbs and suggests you might use them to invade other player worlds. A little later on you are given an item you can equip if you would like help from another player when getting invaded, and a little later still you gain the ability to become one of these sentinels who protects people from other player invaders.

Early on they introduce players to multiple forms of participation in the PvP equation and outright encourage all of those forms.

Perhaps this game would benefit from missions that outright required the piracy, or even murder of another player as well as ones requiring you to claim a player bounty.

You could maybe have groups for traders, pirates and vigilantes. Traders could equip a beacon that instantly let out a distress call that would alert anyone with a vigilante tag close by.
Pirates could get an alert when sharing a system with a player carrying high value goods. Traders (and vigilantes?) killed by players have could have part of their rebuy subsidised for [insert reasonable lore reason].
 
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Agreed.
Nice fight last night man!

o7

You too, I need to engineer myself some of those plasmas! :cool:

Early on they introduce players to multiple forms of participation in the PvP equation and outright encourage all of those forms.

Perhaps this game would benefit from missions that outright required the piracy, or even murder of another player as well as ones requiring you to claim a player bounty.

I think this is a very good point, because the playerbase in ED can be so spread out there can be very long periods of time between seeing other player controlled ships and even longer gaps between seeing PVP inclined ones.

So people 'forget' that there's the possibility they can die and then it's the end of the world when they do. If during the early parts of the game people were acclimatised to the fact it's okay to die and ate a few rebuys during the course of some early missions, I think it would stop the whole OMG PVP IS RUINING MY GAME attitude.

The trailers for this game are like 80% pew pew so I don't know where this attitude that shooting at other players or getting shot at wasn't what they signed up for. [heart]
 
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