But then your advocating forcing pve on pvp players so wouldnt that make pve supporters of a view such as you suggest as hardline pvpers
minor correction: there is no heavier hitter than conflict zones/combat bonds in a civil war/war.
But then your advocating forcing pve on pvp players so wouldnt that make pve supporters of a view such as you suggest as hardline pvpers
That's my interpretation as well, looks like it might have been a small perfect storm.Indeed.
The Massilia fiasco as you put it was the motivating factor behind this thread. They even managed to hurt their own progress by PvPing as we understand from their thread.
Sounds to me like open already has an incentive, just one that isn't measured by weekly metrics and is entirely ignored by a crowd that just wants more targets to shoot at.In fact it's better than that for PVP though, because if you spend 1 hour collecting PVE Merits, and I log in for 5 minutes and manage to kill you before you turn them in, that's a 12:1 time advantage for PVP anti-undermining.And my control station is only a few Ls away to turn in my kill merits and cash bounty.
I really wish you had chosen to use a different formatting. The red on black was really hard to read.
And i'll disagree with the points you make at the end. PvP and PvE are both about who is best and who has the most. 4 vs 1 in PvP? Advantage the group of 4. PvE - two players, one better than the other, gets more PvE kills, get bounties quicker.
Not sure, you also seem to be talking about powerplay a lot, instead of faction based BGS stuff.
And once again, back to numbers and how you seem to say numbers are not the primary factor.
Let's keep it small and simple. You are defending a system. You are outnumbered 2 to 1 by opposing PvE players.
Both fly into your system. You interdict one, play cat and mouse while he runs (maybe he was once a n00b that you already killed a few times, but now he's got the knack, he knows how to get away with a high wake, so no kill for you today). While you were doing that, the second player has got past you, and somewhere else in the system. You can go looking for him, but then, you have to give up your patrol in SC, which means when the other player comes back, you won't be there to stop him.
That's why it is largely a numbers game. You might be some sort of PvP god, but unlike a god, you cannot be omnipresent.
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Oh, this is the Frontiers’ aim. Due to the fact that the game does not provide enough gameplay options, the players must be involved in pointless and worthless overgrinding. The quantity beats the quality. *The 300* and Herodotus should be forbidden in 3300
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Regarding Wolfberg.
Traffic Reports showed between 200 and 300 ships at the start of the "siege" (not really the entire mobius group) and about 80-100 at it's end.
Given the number of defenders in their low 20ies, a fraction of that attacking force (maybe not even the best PvPers .. just the wealthiest commanders who could afford to throw rebuy after rebuy at the opponent just to keep him busy) would have been enough to bind all the combat PvP force of the defender in some ultimately useless skirmishes, while the the other 40-260 commanders could have done what they did anyway.
Your hyperbolic satire is misplaced. A commentary on the actual state of a system is neither an endorsement nor a damnation. Simply an objective observation.PvP has absolutely no place in any war or fight for the control of a system. If you want PvP, go play call of duty or something like the rest of the children.
I think faction wars should be strictly PvE only, affected only by people from solo and private groups (since instancing exists in open, it's irrelevant). Wars should be a fun grind-war against other solo enemies, where the side that grinds the most is the winner.
/s
I can't help but think that would have been excellent gameplay though - if it had happened like this.
It could be, however I think other game mechanics like the death penalty, and how long it can take to accumulate the Cr. balance to fly competitive ships with a good fitting, means that the potential loss of defeat is almost always greater than the incentive to engage in combat where the outcome is more in limbo than your typical NPC encounter.Agreed. This would have been a story to capture peoples imagination and something that would have drawn the gaming community into Elite, rather than the myriad "LOL I beat the doggiez by going into Solo." forum-warrioring we saw.
I can't help but think that would have been excellent gameplay though - if it had happened like this.
It's funny all that discussions about BGS and how we should have protected our station.
My original post on reddit was about the fact that people were in Private or Solo doing conflict zone more than us while we were in Open doing Conflict Zones.