There IS a component for competitive skilled players, it's called CQC, it's very good, and yet it takes ages to get a match with four players. Why don't gankers play that? Because they are not in it for competition or a challenge. They're still not bored of killing multipurpose ships in shield-stuffed FDLs. They're attracted to ASPX explorers doing their first meta-alloy runs and cargo ships - not for the cargo, just to frustrate them from the security of using a singular-purpose OP ship. If they got a whiff of genuine competition they would run a mile. Soon you'll have engineered, combat suit-wearing gankers taking on explorers armed with peashooters and scanners, and gankers will still be saying it's just a matter of 'gitting gud'.
Hi. Dedicated PvP player here, with plenty of CQC experience.
CQC, while fun, is vastly different than main game PvP. Some skills transfer between those modes, but the strategy is completely different. While pilot skill is still a factor, powerup control is the key to victory. In deathmatch, stealing kills and ganking is literally how you come out on top lol.
I’ll agree that being competitive in CQC takes exponentially more skill than ganking an Eagle with a maxed out FDL, but the truth is, it’s still a watered-down version of what’s available in regualr PvP. There’s just less variety, less personilzation, and a limit of 8 players. No fixed weapons, and power ups that are interesting, but super arcadey. It’s just not the same.
On the topic of gitting gud— Post 3.0 engineering has made it easier than ever to make a defensible ship. You don’t need a maxed out killing machine to survive out there, nor do you have to be good at combat. That’s really only necessary if you intend to fight back. Low-grade engineering, and a little know how will take you much farther than people realize.