Never played CQC, guess the bad rep for finding a game put me off. I know a few of our group had a few internal friendly matches but I digress..
My understanding is that one of the issues with CQC is that you gain rank for participation which is a bit lame and completely fails a major point of PvP if true. It's also a bit trollish to use the old 'go play CQC if you want to PvP, it was created for you'
Of course if I have bad intel please disregard what I have said and berate me accordingly
*lobs Fact Bomb in*
*cackles maniacally in the background*
*evil grin*
*more snickers*
*leaves*
Removing engineers.
Yup, "that" bombshell at first post I feel proud.
For me, the best PvP was always the least organised actually. Find a random dude, he's got a combat ship, he's dropped into your HazRES and is competing with you for kills. Drop a few bullets in his ship, compete for superiority and control.
That's not really a thing any more as you cannot know the state of your opponent's ship in relation to you. Chances are he's heavily un-engineered in comparison, and though I won, it's not the same.
So the only time level footing happens is organised PvP, which is all well and good but ultimately once you've fought "the meta loadout" once you've fought it a hundred times, and it's all too often won/lost on loadout before you've started.
Dear God, so much this ^^^Absolutely. Second, remove everything but basic synthesis.
I remember the days when you could go to a high tech station, buy a ship, A-rate it, then jump right into some amazing and balanced PvP straight away, where shields were weaker, capacitors were slower, ships weren't as manoeuvrable, and skill was the only difference between winning and losing.
Very well said.Make PvP great?
Get PvE players involved. Include cooperative gameplay mechanics such as more robust player group features, Player to player trading of resources that can only be acquired through either PvP or PvE activities, more emphasis on rewards for cooperative play between PvE and PvP players such as the wingman trade dividends. Wing missions that require both combat and passive fit ships to complete.
The whole problem stems from the fact that the only reason PvP and PvE players have to interact is for one to shoot the other and the other to wish it wasn't happening. It's bad game design. Every thread about PvP and PvE focuses on how to further segregate the communities and make it even more meaningless for them to interact, instead of how to give them beneficial reasons to interact more often and in a more positive manner.
Which is why I generally delight in stepping into any PvP/PvE thread and just vomiting all over it. The suggestions for stricter segregation are just fundamentally bad, because it isn't beneficial for anyone, and as such they can never be adequately defended by anything but circular logic and myths and irrational emotional outbursts. However these posts were never meant to open any sort of dialog and are just used to affirm one's own beliefs, so there is no reason to treat them with the respect that a well adjusted and thought out observations would otherwise deserve.
Instead of demanding that players be separated from each other, demand that FDev finish multiplayer functionality because we're tired of the half-baked placeholder mechanics we currently have.
Very well said.
This is actually one of the videos that finally really sold me on ED as this great co-operative game where ship balances and skill development actually mattered:
https://www.youtube.com/watch?v=23GEX4pYL9w
^ Where did that idea go?
Well that's a shame. Just from the concept of that trailer (and knowing how it can actually easily work) we got cheated out of something fun that's a very basic feature in any other coop enabled MMO. It's not like it was the dawn of 8-12 person high level raids or something.Wings became the devil when people who were convinced that ED should remain a 100% single player game said it would be unfair to put content in the game that they couldn't experience in solo.
Kind of like how player groups was heralded as the antichrist that would destroy the community and bring the game to it's knees with player feudalism.
Well that's a shame. Just from the concept of that trailer (and knowing how it can actually easily work) we got cheated out of something fun that's a very basic feature in any other coop enabled MMO. It's not like it was the dawn of 8-12 person high level raids or something.
I hope FD decide to revisit the idea and think about something similiar to your suggestion.
Removing engineers.
engineers is an instant epic win for the game if:
- you nerf all effects 50% across the board and
- you make all upgrades free or at most just cost some credits
of course this makes upgrades 1-4 irrelevant (or not? let's keep them and find out. if it's all about balancing your ship to your needs ... size might actually matter).
if you then want to make engineers not just good but truly great:
- make every single mod be neutral, ie, buffs==downsides
engineers right now is a shame: a great potential just wasted.
Removing engineers.
Yup, "that" bombshell at first post I feel proud.
For me, the best PvP was always the least organised actually. Find a random dude, he's got a combat ship, he's dropped into your HazRES and is competing with you for kills. Drop a few bullets in his ship, compete for superiority and control.
That's not really a thing any more as you cannot know the state of your opponent's ship in relation to you. Chances are he's heavily un-engineered in comparison, and though I won, it's not the same.
So the only time level footing happens is organised PvP, which is all well and good but ultimately once you've fought "the meta loadout" once you've fought it a hundred times, and it's all too often won/lost on loadout before you've started.
I like the notion of PvP but as an accidental by product of the "Real" game.
We should be able to PvP a CMDR who has chosen the opposing faction.
But the Player Killers don't join a faction for the war (too many opposition ships) they just kill CMDRs.
That's my beef.
There's a bunch of SDC CMDRs who are senior in some of the Empire player groups.
You get killed by them in-game, but they're not pledged to anyone in PowerPlay.
And again - pick a side. What? You can't cope with all the interdictions? You want to kill ALD noobs as well?
You want a PvP consent form?
PowerPlay - if it says "Enemy" in game - go for it.
no need to be so drastic, engineers can still have a place, i suggested this not long ago:
So in keeping with the idea 2.1 isn't about to be rolled back:
Remove OC PP upgrades, tweak various power changes against mods.
All the modding in the world is no good if you cannot power them all at once. What 2.1 effectively did was allow players to buff EVERYTHING, which also meant buffing what should have been one of your main bottlenecks for loadout. Stop people overpowering the PP, push them towards a few highly powered modules or a balanced set all round. Over-resistance augmenting not viable without having no attack boosts, meaning offensive/defensive roles can be conceived, and ships designed to have power issues or be forgiving with power retain their unique traits.
Plenty to go wrong but in my eyes would be worth testing.
Oh, and this.