Solution to ganking without sacrificing open play :P

Hello devs,

Very humbly, I would like to give a suggestion. I am one of those players who don't do much of combat but enjoy randomly bumping into people in game but sometimes.... they turn out to be gankers... :'( but other times it's a fun interaction and you end up making friends this way. For now, the only way to avoid PvP is my playing solo or in private group... that means I can't randomly bump into people either and that kinda sucks. A player should have a freedom to play in 'Open' mode while making sure some aggressive player won't cause them a very, very... very expensive rebuy... so here's the suggestion. Please implement something like a flag system in game, meaning, when I'm docked I'll be able to select 'PvE Only' mode and undock(even if it's availble only in selected starports for starters) and that way, I can't harm anyone and nobody can harm me :D
If I'm in a mood for some PvP then I'd take my engineered ship and be ready for some PvP.
This would be very nice and helpful when Odyssey is out ^_^


Please do consider, thank you.
 
Hello devs,

Very humbly, I would like to give a suggestion. I am one of those players who don't do much of combat but enjoy randomly bumping into people in game but sometimes.... they turn out to be gankers... :'( but other times it's a fun interaction and you end up making friends this way. For now, the only way to avoid PvP is my playing solo or in private group... that means I can't randomly bump into people either and that kinda sucks. A player should have a freedom to play in 'Open' mode while making sure some aggressive player won't cause them a very, very... very expensive rebuy... so here's the suggestion. Please implement something like a flag system in game, meaning, when I'm docked I'll be able to select 'PvE Only' mode and undock(even if it's availble only in selected starports for starters) and that way, I can't harm anyone and nobody can harm me :D
If I'm in a mood for some PvP then I'd take my engineered ship and be ready for some PvP.
This would be very nice and helpful when Odyssey is out ^_^


Please do consider, thank you.
This, along with Open-PvE mode, keeps on being suggested. If ED continues I think one of them is inevitable; it's a well-trodden path for MMOs. It wouldn't surprise me in Odyssey although there's been no mention of the subject from FD so far.
 
A PvE Open mode is likely the best fix. It is common enough in other MMO games. However the player killers need victims, so will fight against it tooth and nail. Try disguising it by arguing that PG's should be able to turn friendly fire off, have their player caps removed, and be given a full suite of moderation and management tools, and we would likely not see as much push back against it. Ask for the same exact thing with Fdev acting as the PG owner, and people get very loud and argumentative.
 
the problem with trying to have this sorts of system in place in Elite is that there are quite a few ways a player can hurt another player, besides using weapons.
I have thought about this, and I have come up short on how such a system could be implemented without some major changes to how things works in the game.

Lets just look at some of the ways I a player can cause another players destruction...

* Weapon fire, this one is the obvious one. simply add a friendly fire option between players could solve this issue, but should my shoots just pass through? or simply do no damage at all? what about players just shooting off a barrage after barrage of missiles at another players, should we show these explosions etc? if we let these things pass through, a player could try to block your view and have you shoot at the wrong target, that is now obscured from your view

* Collisions, so if I cannot shoot you, I can still ram you, so now we could look at the friendly fire option and simply remove the damage from the collision, but this would now make it possible to use other ships as a bouncy castle and fling ships all over the place, also players could decide to block a starport by jamming themselves in the mailslot, and everyone trying to push them away would bounce back without any way to push the out. would be quite immersive breaking, so the other option is to make it so that we can pass through other players ships, now this produces a new way to cause problems with a player, and that is that I place my ship over your cockpit and now your view is severely blocked, so this quickly leads to the next thing is that we need to make player ships transparent when they are in close proximity to each other. We already today have teh station suiciders that rams speeding players and die, and the game logic is simply, ship collision, one ship got destroyed, the other ship was speeding, guilty of murder, station opens fire. this only happened after we got speed limits, to resolve the previous issue with you could ram players to death near a station without penalty! so these things are not so easy to fix.

So regardless of how much no PvP mode we would like, this cannot happen without some major changes to how many basic flying and fighting mechanics needs to change between if it is a NPC ship or player ship. And this is even before we start to look into stuff like healing lasers, that needs to work despite no friendly fire, which might sound trivial, but when wee now can stack 4 ships in a single location due to no collision, how will this now work?

So I like the general idea of a no PvP mode, but I cannot find any solution that do not involve some quite big changes on how the game works and causing inconsistent behaviour between if it is player ships or NPC ships.


I do agree with the very badly slanted game mechanics that today favours unwanted PvP with very little downsides to that chosen gameplay. And there are lots of options we can do with the current open to adjust these sort of things. Now some of these changes would also cause some issues with some game mechanics that we could justify by the fact this is a game and not a 100% simulation.... and here we already have some mind bending logic problems like how do multi crew work across the galaxy etc. and the arcady gunner role etc. And players are very creative in finding new ways to play with the game rules in their favour, so even if we fixes one such sitation, the fix could create a new sitation that we overlooked when the fix was designed or was not even possible before.





So lets think about other options we could address this problem.

* Rebuy, we could simply remove rebuy cost if you was killed and not being wanted, ie the standard clean. So you are on your merry way and someone decides to make you into their target practice, and you go boom, now atleast you do not need to suffer the rebuy costs. a small consolidation for your loss

* give you an option to regain your data (exploration, combat bonds, bounties, mission status), cargo (including mission cargo), etc, that you had when you got destroyed. since a fully loaded mining ship could be worth quite alot more than your rebuy, not only in credits but in time too. Here we need to balance this against potential abuse by players, what should we do with fake pirates, where a barrage of hatch breaking limpets empties parts of your cargo hold and then blows you up and now all stuff not in your cargo hold is lost.
The most player friendly to make a ship destruction least painful, is to simply put back all cargo, data etc, you had when the fight started except for cargo you dropped by choosing to eject it. Another option could be to give you separate mission to go and retrieve your data core and pick up your cargo, this would a solo instanced mission regardless of what game mode you are in, meaning only can see or pick up your stuff, even other players are in your wing etc. The downside to this is that you loose some time, but this could be used for all ship destruction especially for the data part, imagine making a mistake and you crash with your exploration ship, now you could get a mission to go and collect your data from where you crashed...so sure you made a mistake, but you can learn from it and go and collect your stuff continue. and if you got blown up in the bubble on your way back, the ship to go and collect your stuff would be very short, so weeks, months of exploration is not lost due to a single mistake.

* Lost time, this is not as easy to fix. as this involves travel time, but if you get killed by another player and get the no rebuy applied, we can give you more options on where to respawn, besides the standard option we have today
  • In the previous system you came jumped from. This would be just like if you logged back into the game and was not docked at a station.
  • If you was in the target system and had a destination set, ie station, base etc, you would get the option to respawn at that location, here we need to be careful about abuser potential about the potential abuse this could for long super cruise journeys, as if I get killed in the system and can skip 40+ minutes of super cruise, then this would be abused. so some restrictions need to be applied to show this option
  • Give option to respawn where you died, with an added option to select a different game mode.


Now these are mostly focused on making the destruction of your ship as painless as possible, I have not touched that many of these things should not apply to powerplay engagements, because if you engage in powerplay in open you are in fact doing an opt-in to PvP, so if you are module shopper, do these things outside Open... and hope FDev gives us a much better way to go about to get these modules that does not cause chaos for the players who actually enjoy Powerplay, but that is another big can of worms to dig into.

There are also quite alot of stuff that can be done to limit where and how unwanted PvP will take place. not making it impossible, but raising the skill level for it and give it consequences that time and effort to resolve, like if you do enough kills in Federation space, you get a permanent ATR taskforce that will hunt you whenever you are in Federation space, you can still be in Federation space, but you will be detected and treated as the villain you are. There are quite alot of things that can be done here as well, that will not block this play style, but make it quite a bit harder todo.


And many of these things, could also make it easier for players to actually try PvP, becuase if they do not ahve to pay rebuy when doing a PvP fight, then that makes the entry to PvP easier for those players who want to be try new things. And here one thing that could help is the possibility to show if a module is engineered or not, not what engineering is done, but just that it has some engineering done to it, does not matter what or what level, just that it has. This would allow even lower entry requirements for players, as they could now arrange PvP matches in un-engineered ships.



I do not engage in PvP, I prefer co-op play styles. I have been killed 3 times by other players and killed 0.
 
Try disguising it by arguing that PG's should be able to turn friendly fire off, have their player caps removed, and be given a full suite of moderation and management tools, and we would likely not see as much push back against it. Ask for the same exact thing with Fdev acting as the PG owner, and people get very loud and argumentative.
Removing PG player cap and sorting out the moderation and management tools (and the advertising tools, as well - there's no reasonable in-game way to find out that Mobius or Fleetcomm or the other really big PGs exist at all) ... friendly fire I think probably not for the reasons Misty_Dark says it gets too complicated to actually stop PvP deaths while allowing people to instance together at all, but with good moderation+management tools it wouldn't really be needed ... I think is actually the better solution.

The reason is that a Frontier-owned "Open PvE mode" would end up being enforced solely by hard-and-fast (i.e. exploitable) rules on what is and isn't PvP, and there's a recent thread on how flawed that gets (even in situations where what we have is a reasonable compromise) at https://forums.frontier.co.uk/threads/what-can-be-done-about-ramming.558845/

Meanwhile a player-managed PG, given proper tools to manage and moderate, could apply basic human judgement to the situation, and make sensible contextual decisions. (We all know that Frontier aren't going to pay for a giant moderation team for their PvE mode)

And this is even before we start to look into stuff like healing lasers, that needs to work despite no friendly fire
If it did, then you could wing up with your PvP friend, heal them continually, and no-one would be able to shoot you to stop you (indeed, you could use your ship to shield their ship from return fire). So it gets even more complicated than that!

You'd probably as a minimum need to only be able to instance with people with the same flag setting.
 
This is a C&P problem more than a modes one.

PvP crimes should be treated separately from PvE crimes and the Pilots Federation should issue bounties.
Combine that with PvP notoriety making you visible on the Galaxy Map or reported on the local News Boards and PvP Bounty Hunting suddenly becomes a viable profession.
 
If it did, then you could wing up with your PvP friend, heal them continually, and no-one would be able to shoot you to stop you (indeed, you could use your ship to shield their ship from return fire). So it gets even more complicated than that!

You'd probably as a minimum need to only be able to instance with people with the same flag setting.

very true, as there are quite alof of these things to considered in these sorts of suggestions. I only covered some of the bigger more obvious things, and the more we dig, and start to think about what todo about each situatuion, this on the surface simple suggestion quickly get alot more complicated.
 
Nah. Just build you ship for open, fly with situational awareness, take the occasional rebuy (it can happen, so what) and otherwise use the two other modes.

I like my open wild-west style, thank you very much.
 
This is a C&P problem more than a modes one.

PvP crimes should be treated separately from PvE crimes and the Pilots Federation should issue bounties.
Combine that with PvP notoriety making you visible on the Galaxy Map or reported on the local News Boards and PvP Bounty Hunting suddenly becomes a viable profession.

True,

I also believed that when FDev talked about the Karma system, I saw a system that had the best potential to target some behaviour, and apply an in game response that would reflect your persistence of this action, like killing clean players in high security systems, keep doing this and you infamy rank goes through the root, and thus you end up on the most wanted list etc. and the FDev seems to have scrapped this and and gave us C&P 2.0... and we also got change, that we put the blame on your ship, so you just change from your wanted ship to your clean ship, and now most of the negatives from your criminal actions are sort of forgotten until you switch back to your wanted ship (very simplied summary). I think that was a bad change as this only made it easier to be criminal without consequences of your actions, regardless if you who you murdered (killing clean ships)
 
This is a C&P problem more than a modes one.

PvP crimes should be treated separately from PvE crimes and the Pilots Federation should issue bounties.
Combine that with PvP notoriety making you visible on the Galaxy Map or reported on the local News Boards and PvP Bounty Hunting suddenly becomes a viable profession.
That's a good point. Only way to stop useless ganking without sacrificing good PVP would be to generate a penalty system close as possible to real life (without imparing fun for those who likes PVP). The problem is how to discriminate Ganking from good immersive PVP?
 
That's a good point. Only way to stop useless ganking without sacrificing good PVP would be to generate a penalty system close as possible to real life (without imparing fun for those who likes PVP). The problem is how to discriminate Ganking from good immersive PVP?
A PvP flag is the obvious answer.
 
Hello devs,

Very humbly, I would like to give a suggestion. I am one of those players who don't do much of combat but enjoy randomly bumping into people in game but sometimes.... they turn out to be gankers... :'( but other times it's a fun interaction and you end up making friends this way. For now, the only way to avoid PvP is my playing solo or in private group... that means I can't randomly bump into people either and that kinda sucks. A player should have a freedom to play in 'Open' mode while making sure some aggressive player won't cause them a very, very... very expensive rebuy... so here's the suggestion. Please implement something like a flag system in game, meaning, when I'm docked I'll be able to select 'PvE Only' mode and undock(even if it's availble only in selected starports for starters) and that way, I can't harm anyone and nobody can harm me :D
If I'm in a mood for some PvP then I'd take my engineered ship and be ready for some PvP.
This would be very nice and helpful when Odyssey is out ^_^


Please do consider, thank you.
Sorry OP, relatively new so possibly not understanding your suggestion fully, but....

Can't you just decide to log into solo play from a Stn anyway? It sounds as if you want to have the Open play, but sometimes when docked you want to select PvE?

I thought that was done just by picking Solo mode again? <O
 
A PvP flag is the obvious answer.
Modes are the obvious answer. Open = consent to PvP, other modes, no consent.
Also you got block. And totally OP shields compared to damage output.
What more do you want?

(I shouldn't get baited, but work is boring and I need a break).
 
IMO PvP zones are the obvious answer. High Sec would be PvE, Anarchies would be PvP, Mid and Low Sec would be some diluted PvP. This could be done by assigning ships entering a high sec an automatic NPC ATR escort, and perhaps also covering the high sec system with an interdiction jamming field.

This would feel more immersive than "flags" IMO.
:eek:
I agree with you on a PvP thread.
Doom!
 
A PvP flag is the obvious answer.
I hate the idea of PvP flags, but in order to automate working out what's "good immersive PVP" there would need to be something. Can't rely on people not being roberts.

Powerplay works 100% - you choose to be someones enemy, you are fair game.

Another thing that would work, but would be way too complex and cool for FD to do, would be something along the lines of:

Telling the game what you are doing... so, you are defending X system/faction - this auto "flags" anyone doing anything against it (missions, shooting cops, delivering stuff that does bad things, smuggling, anything that has a negative BGS effect on your system/faction) - They'd also get informed you were an "enemy" when this happened too.

There would have to be a lot of these "flags" though, and it would never be able to cover everything. For instance, a group of players may want to "defend this planet from anyone attempting to land on it" And while that could be a type of flag, it'd probly not be one that would get implemented on a first pass of this kind of system by even a developer with intentions to put effort into such a system.

It'd be quite good though.
 
IMO PvP zones are the obvious answer. High Sec would be PvE, Anarchies would be PvP, Mid and Low Sec would be some diluted PvP. This could be done by assigning ships entering a high sec an automatic NPC ATR escort, and perhaps also covering the high sec system with an interdiction jamming field.

This would feel more immersive than "flags" IMO.

Yes, this would be a good way to go as well.
 
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