Simple Solution to Gankers versus Carebears

How'd that generally turn out anyway? I'm assuming pilots exiting the noob zones are just as gankable as before. Do they general end up heading to Eravate area after - or has it spread the player base even more sparsely?
They're still gankable, but after the fifth kill you're politely escorted out. I guess they're even more sparsely spread, because they're offered multiple missions with a 100,000 CR reward for leaving.
 
They're still gankable, but after the fifth kill you're politely escorted out. I guess they're even more sparsely spread, because they're offered multiple missions with a 100,000 CR reward for leaving.
I more mean once the noobs graduate - am I correct in assuming it doesn't actually teach noobs anything about surviving in open once they leave disneyland? And they're still basically cannon fodder?

I assume traffic in Eravate is way down...

I was aware of the kick policy, although with unlimited alts on PS4 it's probably irrelevant to me if I ever take up seal clubbing in the noob zone.

Thx for the info.
 
I more mean once the noobs graduate - am I correct in assuming it doesn't actually teach noobs anything about surviving in open once they leave disneyland? And they're still basically cannon fodder?

I assume traffic in Eravate is way down...

I was aware of the kick policy, although with unlimited alts on PS4 it's probably irrelevant to me if I ever take up seal clubbing in the noob zone.

Thx for the info.
IIRC no changes to the missions were made, they only made those systems permit only. It would actually be very cool if they could leave the zone only after they've proved their ability to defend themselves by successfully completing a test.
 
The whole debate with lots of salt on both sides is a result of bad game design by Frontier.

Design Flaw 1: You can either have a battle ship or a paper cut. There is nothing inbetween. You have an explorer, trader or miner ship, and meet a battleship in PvP: There is no GitGud possible, ever. You can't win against a tank in a shoebox.

Design Flaw 2: You want realistically dangerous? So give it to the gankers, too. Play a psychopathic serial killer all the way you want - but be prepared to be killed at sight in civilised systems and have a billion-Credit bounty on your head in anarchies - which also other players can get.

Remove these two design flaws and the whole debate is over, on both sides.
Most games over the last few decades have solved the issue by implementing "consensual" PvP mechanisms.

But with Open in Elite, once you leave the starter district you're basically risking being attacked at anytime.

Love it or hate it, that's the way it is today, and I'm doubtful it will ever change.

But PGs are a good option for PvEers.
 
I agree. And a PvE open mode would solve it all.
No it wouldn't. It would just create different problems.

Besides the whole point is that it is meant to be a living galaxy. Unfortunately the roles of pirates and psychopaths and police all fall onto players shoulders atm as there is no decent ingame system for these roles.

Ideally you'd be able to hire other players to escort you etc, but no ingame system is in place to allow that.

I think the biggest issue is the game is still lacking basic features which exaggerates the problem
 
Player contracts would help with open a lot, but the "ganker problem" isn't a problem, it is par the course with open world PvP and it should be expected. It isn't on FDev to do something about players who are playing within the confines of the games rules. You want justice? You are the man in the ship, you are the man with the guns. Frankly I would like to see more players in open, it sucks when things like community events and the like can go uncontested because the majority of players can slip into solo or PG and then those in open who might want to stop the goal from succeeding have no recourse in stopping it. Having half the players in their own little sandbox also drains the player community which is small enough as it is, it doesn't look good to a new player when he jumps into a multiplayer game and all he hears for hours are the crickets outside his window. Yes people will try and kill you in open, the way to deal with it? Kill them. Get a wing together and go hunting, everything they have at their disposal you can get your hands on as well.
 
Most games over the last few decades have solved the issue by implementing "consensual" PvP mechanisms.

But with Open in Elite, once you leave the starter district you're basically risking being attacked at anytime.

Love it or hate it, that's the way it is today, and I'm doubtful it will ever change.

But PGs are a good option for PvEers.
It has changed this year and could change next patch as well for all we know. Player retention is still a problem, that some reclusive grind enforcers wont solve by forcing every T7 out there to G5 their shield for eight secs of viability.
 

Robert Maynard

Volunteer Moderator
Player contracts would help with open a lot, but the "ganker problem" isn't a problem, it is par the course with open world PvP and it should be expected. It isn't on FDev to do something about players who are playing within the confines of the games rules. You want justice? You are the man in the ship, you are the man with the guns.
Indeed, Open is PvP enabled - and PvP should be expected in Open.

For those so inclined, a direct response to a perceived "injustice" is probably appropriate - just as not playing with players who engage in PvP is probably appropriate for players who eschew PvP.
Frankly I would like to see more players in open, it sucks when things like community events and the like can go uncontested because the majority of players can slip into solo or PG and then those in open who might want to stop the goal from succeeding have no recourse in stopping it.
Open, and therefore PvP, is and has always been entirely optional. Those seeking to use an optional play-style to directly affect other players in the hope of influencing an in-game outcome have to hope that other players want to play with them.
Having half the players in their own little sandbox also drains the player community which is small enough as it is, it doesn't look good to a new player when he jumps into a multiplayer game and all he hears for hours are the crickets outside his window.
Other players are an optional extra in this game - Frontier can't provide them for those whose play-style may depend on them.
Yes people will try and kill you in open, the way to deal with it? Kill them. Get a wing together and go hunting, everything they have at their disposal you can get your hands on as well.
For some, certainly - for others the way to deal with it is to use the options at each player's disposal - namely the choice of game mode at the start of each session.

If one does not enjoy PvP, why should one engage in it?

.... and hunting those who destroy other players is probably what they want to happen - why reward it?

Three things are fundamental to this game:
  • PvP is possible, i.e. the game does not stop players targeting other players they are instanced with.
  • Players can choose whether, or not, to play with other players - at the start of every session (subject to being able to play in the multi-player game modes at all).
  • All players, regardless of game platform or mode, affect the single shared galaxy state.
 
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