Of course it's also a psychological difference. But not just.
Indeed - if someone is out to attempt to dominate their target and spoil their fun, why should the target not reciprocate?
The complaints of player pirates when their chosen target logs out rather than lets the pirate dictate gameplay are particularly ironic.In complete agreement
The complaints of player pirates when their chosen target logs out rather than lets the pirate dictate gameplay are particularly ironic.
If it happened with NPCs, certainly.I mean, again this shows the poor implementation of the piracy - bounty hunter - trader loop.
It's a valid complaint from the pirates perspective isn't it?
If it happened with NPCs, certainly.
With regard to PvP piracy not so much - as players don't get to dictate terms to other players - which is probably why the fifteen second countdown to menu exit hasn't been changed even though it was pointed out a decade ago that it breaks PvP piracy.
Start with the bit that goes before that, i.e. evading NPC interdiction is achievable far more often than not and evading interdiction by a player is not.
Put differently: there seems to be a bias in the interdiction towards the player that initiated it.
I honestly don't understand why you insist on some form of erlaborate explanation.
Quite a few people have described in the past how PvP encounters are just... different. You can rationalize all day long why that is, or find arguments why it is actually not, but it just different is for some, maybe a lot of people. And it doesn't really matter if it is "all in their head" or something. I am not interested to be cannon fodder for other CMDRs. Period.
And I bet that even if you remove the hollow marker, people will still be able to tell if they deal with an NPC or a CMDR.
It's just different, and some people are just not interested in getting shot at by other CMDRs.
Indeed it doesn't.... In fact it just appers to be an inability to understand that any player in this game may choose how they wish to play, no need to justify it to any other player, and, if any particular player is unable to understand choice, that is their problem, isn't it?
To play devil's advocate: Maybe it just doesn't. Has anyone considered that direct PvP might just be... a failure in this game?How would player on player piracy work, in your opinion?
Sympathy depends on the behaviour of the group that purports to be pirates, but often simply resorts to murder when their target does not follow orders.I think that's a very unsympathetic response.
How would player on player piracy work, in your opinion?
Actually it is. Along with all the other explanations I tried to give, it's all I got left.'Just different' isn't an answer
Because. First and formost probably choice - I am not cannon fodder for NPCs unless I choose to, and not just by leaving the hangar. A cannon fodder seeking CMDR doesn't leave me any choice, and depending on my own skill also dictates my playstyle and ship choice. Maybe on a surface level it's just the difficulty. Maybe it's just in my head. Maybe it's a skill issue, or that I refuse to let myself be dominated by another player. It doesn't matter. You can find a plethora of miniscule reasons that all add up to: I am not interested in PvP encounters.and doesn't assuage my curiosity as to why you'd seemingly be less bothered with being cannon fodder for an NPC than another CMDR.
To add: Honestly, I am trying, but I get the feeling the reasoning for "not interested in PvP" isn't possible to be broken down into objective bullet points. There might not even be any objective reasoning. And honestly, that's fine too.You aren't required to help me understand your position, but I'd appreciate it if you did.
The answer is as before: it's perceived differently because a player chose to do it to another player. Some may find other player's attempts to dominate in interactions to be fun, some don't.I acknowledge that there is a trend for PvP encounters to be more difficult, but as we've also both acknowledged, difficulty is often not the deciding factor in one's perception of a PvP/PvE dichotomy. The average difference in difficulty is irrelevant for my hypothetical scenario (and a significant minority of actual PvP scenarios feature broadly NPC-levels of difficulty). Neither is the outcome really, as long as it's the same between the hypothetical NPC and CMDR encounters.
First and formost probably choice - I am not cannon fodder for NPCs unless I choose to, and not just by leaving the hangar. A cannon fodder seeking CMDR doesn't leave me any choice, and depending on my own skill also dictates my playstyle and ship choice. Maybe on a surface level it's just the difficulty. Maybe it's just in my head. Maybe it's a skill issue, or that I refuse to let myself be dominated by another player. It doesn't matter. You can find a plethora of miniscule reasons that all add up to: I am not interested in PvP encounters.
To play devil's advocate: Maybe it just doesn't. Has anyone considered that direct PvP might just be... a failure in this game?
To add: Honestly, I am trying, but I get the feeling the reasoning for "not interested in PvP" isn't possible to be broken down into objective bullet points. There might not even be any objective reasoning. And honestly, that's fine too.
To play devil's advocate: Maybe it just doesn't. Has anyone considered that direct PvP might just be... a failure in this game?
It isn't so opaque...You aren't required to help me understand your position, but I'd appreciate it if you did.
I Wouldn't say it's a failure. This CG is pumping out some of the best PVP in a while because it's a combat CG, so everyone is geared for combat, and it's involving one of the powers with a large PVP player presence (archon) and a power with just a large quantity of players (ALD). Lots of good pews are being had, with of course the large number of clogging still (shameful).To play devil's advocate: Maybe it just doesn't. Has anyone considered that direct PvP might just be... a failure in this game?
Agreed. My personal view is that pp is the perfect game loop for it. But something new that's part of the whole game, and not entirely separate from it like cqc, would be fine tooI think it's been considered since the beginning.
Plenty of people made a lot of noise when the offline version of ED was cancelled.
However, FDEV still seem to think it's OK as they haven't completely got rid of it, whilst maintaining plenty of ways to ensure that CMDRs don't need to participate.
Apart from a brief flirtation with a hardline Open Only stance, my view these days is that the modes are OK.
My only request is that there should be some form of meaningful (and in this context Powerplay related) PvP gameloops greater than what is currently offered (as we all know that is inefficient in terms of pushing your power's cause)
It isn't so opaque...
I am no longer great fan of multiplayer games in the first instance, having an opinion of the majority of 'gamers' that is unmentionable here, but isn't the highest, so my gaming in ED is, these days, incorporating only the players I find interesting to mix with.
My average ship will delete any NPC threat in a very short time, so my time isn't excessively wasted, again, my average ship would probably be inconvenient to those players who are entertained by interacting with those they consider a lesser threat, but more of my time would be, in my opinion, wasted in either mitigating the threat, or evading it, and such encounters are, again, in my opinion, extremely boring as they add nothing to either my game, or the game in general.
Essentially, I really don't care for the majority of players, so prefer, in my old age, to just enjoy the 'challenges' I consider entertaining, rather than waste time (and at my age the buffer stops at the end of the line are already quite visible) providing entertainment for somebody in whom I have zero interest. Oddly, I do the same with my group of RL friends, I pick the ones I wish to interact with, so why should my leisure time be any different?
While the game design may be a disappointment to Open-only advocates, they didn't buy a game that would support their play-style.Open-only advocates mostly see an issue with the game, which is a multiplayer-only persistent world, offering that choice in the first place. Allowing players to chose the rules they play by collapses effective gameplay to a single lowest common denominator. The options they were sold on turned out to be largely illusory, by virtue of the existence of a path of lesser resistance that shifts the entire abstraction level away from the one they enjoy. Frontier trying to use a mode system to approximate a single-player game was a disservice to everyone.
They committed the sin of half baking two things instead completely baking one.Mario metaphor seems appropriate:
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So, once difficulty is accounted for, the remainder is the social aspect?
Virtually no one is suggesting there is a problem with your choice.
Open-only advocates mostly see an issue with the game, which is a multiplayer-only persistent world, offering that choice in the first place. Allowing players to chose the rules they play by collapses effective gameplay to a single lowest common denominator. The options they were sold on turned out to be largely illusory, by virtue of the existence of a path of lesser resistance that shifts the entire abstraction level away from the one they enjoy. Frontier trying to use a mode system to approximate a single-player game was a disservice to everyone.