PvP The PvE <-> PvP Rift

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They lost some modules...in other words not that much happened...which means one would feel a lot less judgemental about clogging. Frontier showed great favour to pvprs, cant exactly go nuts over clogging anymore because that would be an unbalanced response that favours one playstyle over another.

Probably best described as an own goal that one...fer reasons that arent that clear in the short term ^

yer, I still don't get it, could someone explain what actually happened? I am a new player. All I know is it was something about modules, it was cheating, and various pvpers were involved including infamous griefers. Nothing else. Could someone tell me the actual story? Googling isn't giving me anything
 
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I feel like I am missing something here.

Game seems to cater well for two groups of people.

Very good pilots with the time to upgrade to the best PvP ships and are happy to play with likeminded people.

People who like a variety of playstyles with a variety of skill levels that aren't fussed about pvping

Sure that leaves some types of people out...

Good pvp players who like to farm noobs. Not feeling the sympathy

Good pvp players who dont have the time to fully engineer and kit out. I have some sympathy here... but am not sure how you fix without breaking pve and taking any progression away?

Non combat orientated people who still want to play with others. Isn't this what joining a group is for? And yes I have some sympathy for the point about controlling griefers who join groups just to grief.

I can't think of any magic way to make everyone happy... and all the "solutions" posts seem to have an aspect of why cant other people and the game fit my style. Personally i had to make a choice which route would give me most pleasure. Picked pve as am time poor and probably not that good a pilot. Bit of a compromise... but that's life

Have played pvp games competitively when I had more time... but these were pvp only focussed and tried / were able to throw you a bit of a bone as you rose up the skill level. I dont think elite has an easy way to do this and (possibly this is me being selfish) I'd rather they spend their effort making the game brilliant for the two groups I mention at the start that they seem to serve pretty well (so for me means developing the story and adding content)
 
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Maybe you should read though the thread then.

I will, but I don't really need to, do I? It's just a rerun. And besides, I can tell from the OP that it wasn't the intent to have the conversation be about mud slinging and name calling; the opposite, in fact.
 
I don't agree. In a perfect game, you there wouldn't be any difference between PvP and PvE.

You have a few million years of evolution inside your head. Bots can be lightening fast, but just aren't humans. A bot in this game will never be as good as a player, and the entire game should not try and balance around the false premise that they can be.
 
Based on reading the OP and then skipping to the tail end of the thread to comment on his ideas, I'm guessing the current tone and content of the posts' isn't what Frentox had in mind when he started this one. Too bad the community can't get past all the polarizing drama, because Frentox was on to something positive.

To summarise for you: no one seems to have any issues with tougher "human" NPCs being optional content and many PVEers who do combat would appreciate it (presumably fun and immersive alternative to wing assassinations and thargoids), lots of people don't like the idea of the current game having PVP engineered ships with much more difficult AI being injected into current gameplay (I certainly don't, I have trouble surviving as is). I think the idea that seems popular in the thread is for tougher ships to be in the game as content you can take on, but with much better rewards for beating them.
 
PVP designed ships are near-ideal for PVE as well. I always build my ships for being capable of doing PVP (although generally not truly ideal), while being excellent for PVE too. Long range laser based builds particularly.

You mean PvP combat ships are near-ideal for PvE as well, or do you really mean all ships ? I can hardly imagine any kind of cargo/mining/exploration ship being capable of PvP. Maybe capable of barely not dieing while running away, but that's it.
 

verminstar

Banned
PVP designed ships are near-ideal for PVE as well. I always build my ships for being capable of doing PVP (although generally not truly ideal), while being excellent for PVE too. Long range laser based builds particularly.

In that case, yer internals should not have more than one hrp and mrp, srv bay, cargo racks, maybe a limpet controller...does this sound like a pvp ship yet? With major engineering work done, its still borderline at best when compared to a ship designed fer one thing and one thing only.

Long range laser build? So that sound great...whats the plan? Go into full reverse and snipe them before they even get into firing range...ye I suppose some people like that sorta thing but its not very imaginative really. Personally I made my pulses into short range shotguns and Im fast enough to get inside yer range and stay there...unless Im in the cutter in which case Ill just get up and make a cuppa and let ye get a head start chewing on the shield.

If its a dedicated pvp murder machine and the guy is silent even when hailed...well...take a guess what will happen...not what might happen, but what will happen.

Now change the scenario a bit...an actual piracy demand and Ill play along and drop cargo and hopefully be on my way and thats cool by me. Come at me with that murder all ddnt care attitude...and ye get that attitude right back. Others play nice and I play nice...play not so nice and Ill be not so nice too.

And if it gets boring again like it did two years ago...well then back to solo it is not like I havent already been there so I know I can still play the game I enjoy and those who play pvp in open lose another target because they cant play nice and we all back to square one...well done...its the toxic attitudes that are the problem but so many of you lot cant, or refuse to acknowledge this even after scores of others have mentioned it.

So...shall we continue with something that clearly isnt working? Or maybe try and think of a compromise that makes everyone happy? Or at least the majority as everyone happy is a pipe dream? Im easy btw, I can finish engineering everything I have in solo so bear in mind that open players need us a helluva lot more than we need them...but yer still taking this argument from the perspective that its the other way around...its not and yer gravely mistaken.

Fact is, pve players in mobius or solo dont need open pvp players...dont even want them in some cases. So how do ye sell open to them? Lets try insulting them...ye thatll work...doh...

Sooner or later, ye guys will figure it out fer yerselves...lets hope theres enough game to save by the time the gray matter catches up and theres still something left thats worth saving ^
 
I get that the community can't handle tougher NPC's in broad strokes across the spectrum. This is a shame because I think with the weapon & shielding inflation we've had relative to NPC's over the last two years has made them an insignificant threat at best, and the game would be better off if that situation were remedied. If it can't be, then at the very least optional USS's & special zones where there are varying degrees of engineered NPC's similar to the new Wing assassination missions would be a huge step forward imo.
 
You must be new he*checks profile*re... yeah.

Point is Frontier has squandered an absolute crapload of time trying to get their Elite-skinned arcade game to work multiplayer and with direct PvP.

If they had instead focused on making it a cooperative PvE-based game rather than frittering away months/years of development time trying to force a previously-single-player concept to be some sort of jolly multi-player experience and failing to try to get PvE activities to intermix happily with direct PvP activities, which obviously does not work, then this thread and others like it would not have existed, and perhaps the game would be even further ahead in terms of content, storyline, etc.

Instead, we have this utter mess which I hardly even load up any more because, frankly, the whole thing has turned sour on me.

"If they hadn't worked on the part of the game you like, they might have worked on the part of the game I like! Hmph!" [mad]

Joke being PvP has been under worked on, and under balanced. But how would you even know that?
 
I don't always rant, but when I do, I want to do it precisely and properly, hope I can do that because I have a lot of critisim about the way the design goes.

Personally, I bought my way into ED when I thought (except exploring the galaxy thing) twitch skills are the major deciding factor of your success, and game could offer fun and engaging organic encounters against players when flying your ship out of the blue, while the difference between player and npc ships didnt matter too much. That kind of a game offered experience that is rather realistic in itself close to simulation minded games. I don't know why or by whos idea did that happen, but somewhere along the line game steered into some cheesy korean mmo route, while not being able to completely achieve mmo concept either.

Starting with that very very amateurish addition of (I have stronger words but) silly engineering monstrosity and the way it is introduced which is supposed to be a fun crafting system that every other game has along with the module stacking issue shook the very foundations of the game and anything it had in the name of balance, and also nullified the description I've used for the game.

Now again, that amateur practice of just putting in as many various modules in the game as possible and hoping for the best which have caused the issue of people being able to freely fill their ships to the brim with modules that are solely "combat benefit only" aka SCB or HRPs etc. which I believe to be a major issue that allowed people to create extremely specialisied ships that can do one and only one job alone. This issue got overlooked because as far as I can see it is considered to be game design that supposedly brings a lot of variation and freedom to the player to play around with, possibly the same variation in the game for the player to play with intended to be achieved when riddiculus, magical and unnecessary engineering experimental effects were added for no real purpose other than that. Ofcourse, considering you can also benefit from scaling the riddiculusly large % raw numbers of engineering additions (and +25% raw damage premium ammo? Really mate? If you absolutely had to add that, couldnt you at least just make it +5%?), this became a major threat to all balance there was. If we put the most fragile trading ship build at 0cm on a ruler, we could put the toughest combat ship on the 10cm and that would be healthy. With the specilisation of ships, the toughest has moved on to 150cm while all players got scattered in between, meaning its quiet unlikely you'll encounter someship of your own caliber in an organical way and most encouters will probably end up with one side having all the advantage and overpoweredness.

And then the unignorable mess of balance was tried to be fixed how? By attempting to fix the symptoms, like, limiting usage of SCBs at the same time, like for example trying to handle stacking astronomic amounts of SCB stacking with feedback rails, or inpenetrable big shields with magical torpedos, or heat weapons (remember cooking people behind their shields with cannons?) with thermal vent (which ofcourse didnt work so they nerfed that out completely) or other silly space wizardry that took the situation to new heights, creating an even worse situation of extremely specialised rock-paper-scissors gameplay. What I see from this is designers just want all this variety to somehow get along but It became such a mess, people are putting in their own rules in their pockets of play areas to properly enjoy the game to cover the games lack of enforcement of balance rules. Like for example people making organised matches under certain rules (like vanilla non-engineered ship duels tournaments or stuff like that) to balance the situation themselves.

As the title originally states, there is indeed a terrible rift between PvE and PvP which I believe to be, well, agreeable on some games but completely unacceptable for a game like this.
A very simple aproach, tell me why should someone lock himself out of 99.9% of the games contend just so they can become capable of doing PvP? Just don't come at me with that video of avoiding a ganker in a stockish trade ship, that's not PvP. Though there shouldnt be much traditional PvPing against a combat ship with a trader, a non-pvp combat ship doesn't fare any different against a full-pvp combat ship either (sure, if you have godly skills it can, but you should keep the game design in mind to fit the average joe, as they are the most numerous of a playerbase). So if I go ahead and optimise a PvP boat just so I can PvP on an equal footing, or defend myself if I receive such an attack out of nowhere while I'm doing my daily whoop-di-doo stuff, I find out that I can do nothing but cruise around waiting for PvP to happen because my ship can barely do anything else, which results in that guy who made his PvP capable ship, intercepting whatever hollow square he can find on the radar so he can now start playing with his ship but ofcourse in that scenario the interceptor has the advantage of being fully prepared and it leads to the intercepted to most often get roflstomped which creates frusturation on that end due the feeling of massive unfairness on their side, which often shows itself as neverending rant posts on the forums, namecallings, chest poundings, mentions of MobiusPvE and sharing of that how to run away video. On the flipside, there are a lot of people just comfortably sitting behind their unyielding shields and massacring unfathomable amounts of ships free of charge as if again this is some korean mmorpg.

Sheesh.

Have you peeps played incursion scenarios any recently? I often switch over there to practice my skills getting dulled by the safety of the normal game. Taking out 5 ships in that scenario feels like an accomplishment and it's actually engaging (or might be thrilling too if you got comfortable with invincible shields as you'll one way or another have to dip into your hull once or twice). I invite everyone to take a shot at those (last two incursions) and see how much better it is when you don't have the problems stated above. As a solution to these plaguing problems, I think game design should be steered towards that kind of a gameplay. In my humble opinion, it would bring benefit to both PvP play and PvE play as we have to bring them closer together instead of widening the gap in between. I'd suggest the game designed in such a way that, talk between two friends looks like this;
"Hey whats up man"
"Hey man, been playing for a couple hours now, popped 10 ships! 4 of them were Condas!"
"Nice, I see you've been busy"
And at the same time, I would want to make that to be engaging. For that to happen I would do something like this;
1- Buff up the scale of bounty and materials earned per ship. Elite Anaconda bounty should go from 300k~ to 1,5m~. (also combat bonds etc. balanced with faction influences in mind, though I think that would solve itself since people just pop one ship and jump out to turn that bond in for maximum bgs effect)
2- Limit the amount of SCB, SB, HRP, MRP that can be fitted in a ship properly.
>limit s.boosters so 8xslot large ships dont inflate shields and them and all other ships get to field all those other utilities, as currently most are completely ignored due not being as efficient as a s.booster can benefit.
>Let every ship (that has the module count) easily and preferably field 2 of 3 defense modules (scb, hrp, mrp). Ships with military slots gains an advantage over others, but not too much that it can't be overridden with skill.
3- Nerf the numbers of engineering modifications for shields and armor to sanely balanced values. The massive gap of defense/hitpoint/etc difference of a ship on combat steroids and a fragile one is reduced.
4- Nerf the numbers of dps of weapons accordingly so they don't roflstomp the nerfed shields and defences. Nerfed dps of weapons now also cannot roflstomp non reinforced ship like its a piece of paper. Now ships original armor etc. values are more relevant.
5- Nerf ammo synthesis to the ground. Current numbers are riddiculus. I believe theres a misunderstanding from the designers that, if they went with something like 4% instead of 25%, no one would bother getting it since the original damage of a weapon is already small and such a tiny percentage value wont add much. Well, never witnessed such an ignorance from players of any game. Let me remind you that there are people downgrading their FSD to get 3-5ton of difference that translates as 0.01 or something degrees difference in pitch rates as an advantage.
6- Remove/nerf most experimentals. Unnecessary effects added in just for the sake of variation that requires other effects to counter creating unnecessary confussion, creating cheesy mmorpg theme, threatening lore and immersion, causing unnecessary balance issues and sucking up development resources to fix it unnecessarily, creating rock-paper-scissors mechanics and hard counters.

Results: Trader ships doesnt pop up in nanoseconds. Multipurpose ships can stand their ground in PvP. The sharply distinct of PvP-ship and PvE-ship concept is gone, they look similar. Pirate ship are not illogically weak now (carrying cargo rack, limpet, scanners etc.) they can now stand their ground in a fight. People don't get very frusturated due getting popped so fast in what feels to be completely unfair fights. Concept of PvP-ship is gone (at least, softened) so people who arent running PvP-prepped ships won't have much reason to shy away from open play. Combat is engaging, not brain numbing for example one man now can't massacre an entire armada without breaking a sweat (have i said cheesy mmorpg?) but still gets rewarded. One kill means something. Harder/impossible to accidentally pop a non-wanted npc. No more perfect bunch of m.e.t.a. ships running around as difference between such ships is negligible and can be countered by skill. People who want to "emergently engage people in organic PvP combat" are not limited to extremely specialised ship that is locked out of all contend of the game.
I would attempt to make the game so when you take up a mission to kill something, or when you are deploying hardpoints, you don't just feel comfortable, knowing that they can't even dent your shields, or if they come close to it, you can just jump out. When you took that assasination mission or when you deployed those hardpoints in a CZ, you know that your opponent, flying the same ship (or better) as yours, will dip into your hull at some point and theres the risk and excitement of loosing a critical module or canopy by luck and trying to counter that issue. You are now afraid of NPCs packing and shooting missiles, similarly theres more incentive to pack missiles yourself. Since you havent capitalized on your shields and filled yourself with SB and SBCs because they are limited in number, you also have fitted armor in that allows you to carry on with that kind of gameplay. Now your ship will get rugged after a fight or two and result in spending $ and time for repairs. You wouldnt be able to stay in a CZ forever and fall asleep but you would only be able to get a couple of bonds, maybe 10 before your hull can take it so far, and you'll have to return back to station for repairs, meaning you also have incentive to switch from using infinite lasers to using low ammo weapons as you can also rearm them at the station, meanwhile your income stays relatively the same due buffed up gains. No more complains about beefy inpenetrable shields, shields now only serve as a buffer to delay the time when you are going to start dipping into the hullvshull combat. All those fancy malfunction etc mechanics and variations are back in the game. Meanwhile PvE'ers who have grown fat and comfortable blasting things for hours without moving won't complain about their massive nerf in shields (in their eyes) because their incomes are the same or even better now, topped with removal of dullness of combat. Fighting an elite npc in a same ship could mean you're guaranteed to loose shields (even with using all your SCBs) and a chance to maybe loose the fight completely if you make a major mistake or two, while a very skilled pilot might manage to barely hold onto shields, thus 1- giving content for very skilled pilots 2- Giving room of improvement for average/above avrg. pilots, meanwhile you could offer lower ranked npcs for the lower skilled players for their enjoyment untill the time they are ready to go up to higher ranks.

Reality: As far as I could make out whoever that are designing the game shown they have a different vision, a vision I've mentioned above, like "rock-paper-scissors" gameplay being considered variety, impenetrable and stress free shield combat, plowing through mindless zombies of NPC ships that throw themselves all over your face to die and so on, so I dont see something like I mentioned happening at all. For that reason, personally as a guy with a massive list of games played, conquered and billions hours spent in games PvPing (I often avoid games that are purely PvE) I believe the balance (and design of relevant concepts like engineers) in ED shows it has hands that are unexperienced in balancing online games behind it, and it was created with a mindset fitting to a softcore solo game. Personally I usually avoid PvPing in open, instead I casually enjoy a couple elite combat missions with friends, drive SRVs, go on exploration and try to PvP in CQC(which i cant seem to find much people to do) and test myself in incursion scenarios from time to time, but it only goes so far and I constantly fade in and out of the game whereas I could have been completely hooked here, if some stuff was different.

/end of a long rant
[haha]
 
I will, but I don't really need to, do I? It's just a rerun. And besides, I can tell from the OP that it wasn't the intent to have the conversation be about mud slinging and name calling; the opposite, in fact.

You don't need to read it if you just want to add to the tide of sweeping statements you complain about, no.

I read it.
 
"Outfit to fight the best, and you'll beat the rest." - Someone from the Forums here.

Hey, that someone was me...!

Or to give the true credit where it's due, it's my retweeted, modified version of something the dread pirate, Cmdr Derath, once said ... the guy who in the earliest days was ED's most celebrated PvP-er.

Derath was arguing why beams were sometimes better than pulses (because the best opponents minimise ToT, making DPS sometimes more relevant than DPE).

I apply Derath's philosophy to almost all my builds. For example, I usually combine kinetic weapons with the long range mod (to double projectile velocity) even though overcharged would be better for me against 95% of PvP targets. I prefer to handicap myself against the 95% to help me against the 5%.

Every time a Cmdr with proven accuracy chooses focused over efficient on plasma, they are effectively applying Derath's philosophy. Cmdr Alexander the Grape is a good current example: Mr Grape is probably accurate enough to slaughter 99% with efficient but focused helps him against the 1%.

Anyway (/off-topic).

On-topic: as to the substance, I would reiterate my proposal on the first page of provision of more optional challenges designed to provide PvE threats similar to high-end PvP. I would really like to be able to discuss game balance and outfitting choices with more forum users who don't PvP but could thus gain personal experience of the sort of threats I encounter and am interested in defeating.

And finally, as to the angst: Frenotx, have you forgotten this place's unimportance...?

I mean, the forum is fun. Engaging. Infuriating. Time-consuming. Maddening. Interesting.

But ... important...? Man, this place ain't important. I'm sure you'll be back when you've remembered that. o7
 
I get that the community can't handle tougher NPC's in broad strokes across the spectrum. This is a shame because I think with the weapon & shielding inflation we've had relative to NPC's over the last two years has made them an insignificant threat at best, and the game would be better off if that situation were remedied. If it can't be, then at the very least optional USS's & special zones where there are varying degrees of engineered NPC's similar to the new Wing assassination missions would be a huge step forward imo.

Yeahh the truth is the inflation and the comfort of impenetrable shields dulls the skills.
Fresh example; I havent been playing for a bit, like always, and came in to drop over some CZs to wing with a friend. A couple hours there, and a couple easy missions there. Then I switched to practice in incursion scenario, as I usually do from time to time. Well, I got popped in incursion:dangerous against the vulture. Ehhhhhh. Tried again, this time got popped on the last step against the dropship. Left for a couple hours and came back to finally conquer that dropship too. Why? Because I got comfortable in pewpewfacetank in the Corvette for the last couple hours of my playtime.

If you were to get comfortable for a weeks and months of hours of playtime like that, well..
 
"If they hadn't worked on the part of the game you like, they might have worked on the part of the game I like! Hmph!" [mad]

Joke being PvP has been under worked on, and under balanced. But how would you even know that?

As a few alluded to earlier in the thread (stigbob was one) there is a difference between regular emergent PvP and the kind of ganking that generates the heated headlines.

The PvP community is in a position to be able to both contribute most significantly to helping produce a more evenly balanced game (based on direct experience with these in-game combat tools) and to help solve the 'problem child' issue with self-policing.

The issue is one of trust - who to believe, who has more cynical intentions behind their suggestions? I try to engage with the PvP community and help support them where I can, I am convinced these players add significantly to the game overall, but there is a putrid corner that needs tidying up for the benefit of all.

Do that PvP'ers, and the rest of the community might be more willing to trust your suggested solutions.
 
I get that the community can't handle tougher NPC's in broad strokes across the spectrum. This is a shame because I think with the weapon & shielding inflation we've had relative to NPC's over the last two years has made them an insignificant threat at best, and the game would be better off if that situation were remedied. If it can't be, then at the very least optional USS's & special zones where there are varying degrees of engineered NPC's similar to the new Wing assassination missions would be a huge step forward imo.
I agree, I think it'd be grand, even though I haven't done any of those difficult PvE missions yet (not good at combat and I'm pretty sure this whole thargoids thing is a conspiracy by the bourgeoisie and the huns).

I also wouldn't have an issue with those sort of heavily engineered and hard ships being a regular part of the game where it makes sense - like if you're an elite combat pilot with a high enough bounty, maybe you get a bounty hunter that actually has a snowball's chance of killing you lol, because I like to imagine the authorities aren't quite as moronic in 1400 years as they currently seem to be. Or if you take high level naval/military missions, makes sense you'd be going up against actual hard naughtywords, right? I don't mind that and think it makes sense. I'd have more of an issue with ships with no or minimal cargo space demanding you drop cargo they can't take and then killing you if you don't comply, or just killing you because they're psychopaths with a little less than two rocks in their skulls - that sort of immersion breaking crap is exactly why I don't like open, I don't want it entering the base game.

All that said, there is something like this already: ATRs. The only thing I've heard they have that players don't is a special on their lasers that's only available on missiles for civilians, but I haven't really heard of anyone killing them in anything resembling normal gameplay (closest I saw was some dude cheesing them from outside their range lol... every game has them...), so maybe we actually aren't ready for moderately equal ships.
 
Easily justified, mass restrictions, any way you like. That small immersion breaker is a very small price to pay to bring everyone back to open, don't you think?

Ah here we have it, it's not balance we are seeking but a way to force people into open.

Goes like this back in beta this game was primarily pve with FD thinking we shall have some pvp but we FD are special and will make special rules so it will be fun pvp, unlike other online games, but somewhere along the line they realized their fanbase was mostly pve with no interest in pvp.

Alas FD was stuck as they didn't want to make a pve server and a pvp server, cause they knew the pvp server would fail, so decided in their wisdom lets cut out offline mode! We shall claim it's because otherwise people will lose out too much cause you know the BGS is so engaging!

This way we can force everyone to pay online anyways but we shall have modes, solo, group and open which allows them several things. It allows them to protect their game by being able to say we DO have pvp and option for those not interested in pvp but would like to play co-op, it allows them to protect their "code" from hacking which wouldn't have been impossible if there had been a offline mode, hell they even added cqc to try and appease the pvpers..

In this way they can say they have kept their "engagement" to both pvp and pve players while not turning this into Elite:Eve in cockpits or Eve 2.0 and that is why all this endless talk of trying to force people into open for "balance" reasons or for "fairness" or w/e you want to color it as like.... but it's not fair pve affect the bgs from solo....isn't going to change anything because in the end financially it's much better if the pvpers leave than if the pvers leave especially if Mr Braben wants any chance of his 10 year plan to work.

In the end I think FD have realized no matter what they do this "chasm" between pve and pvp players is not new and not their fault and will not ever ever go away no matter what they do so they must, like any responsible company, do what is best for FD and sadly for pvp that's not doing what they would like FD to do... which is force peeps into open so pvpers can have content that is not interested in playing with them.



The most obvious and logical solution is to remove the possibility of PvP from the game. And I mean, completely.

It would upset the least amount of players - that's a fact, given that Frontier themselves stated the majority of players don't indulge in direct PvP.

Sure, Frontier might lose a % of their player base, but it would be restoring what is supposed to be an Elite game, to the status of being an Elite game. Right now, it's still basically a direct PvP gankfest arcade game with an Elite skin, enabling a small fraction of the more scurrilous of the player base to extract a noisy amount of salt.

Of course, Frontier won't want to go down the most obvious and logical route - so here we are after 4 years and countless Hotel California threads. ¯\_(ツ)_/¯
You must be new he*checks profile*re... yeah.

Point is Frontier has squandered an absolute crapload of time trying to get their Elite-skinned arcade game to work multiplayer and with direct PvP.

If they had instead focused on making it a cooperative PvE-based game rather than frittering away months/years of development time trying to force a previously-single-player concept to be some sort of jolly multi-player experience and failing to try to get PvE activities to intermix happily with direct PvP activities, which obviously does not work, then this thread and others like it would not have existed, and perhaps the game would be even further ahead in terms of content, storyline, etc.

Instead, we have this utter mess which I hardly even load up any more because, frankly, the whole thing has turned sour on me.

Spot on.


Based on reading the OP and then skipping to the tail end of the thread to comment on his ideas, I'm guessing the current tone and content of the posts' isn't what Frentox had in mind when he started this one. Too bad the community can't get past all the polarizing drama, because Frentox was on to something positive.


Not really, it's just a rehash of, "why can't we all be friends" while we gank you in open and try to force people there and out of group/solo which has be hashed and rehashed ad nauseam......


I just want to point out that this last but especially isn't pointed at the OP but rather the various pro pvp replies.

I have to say though, what did you think was going to happen OP? You have been here long enough to know how this thread was going to go.
 
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Against my better judgment, and against what I told both myself and everyone else in this thread, I came back and looked at this. Jesus Christ. Half this thread is just talking about me being some "PvP player that doesn't understand the game." Good god. While I play in open and occasionally fight players when the moment arises, THE OVERWHELMING MAJORITY OF MY GAMEPLAY IS PVE COMBAT. Half the reason I made this thread was me getting sick of people constantly ACCUSING me of being a PvP player "out to ruin their have" (consider the absurdity of that statement) any time I make a balance suggestion. And yes, making NPC ships just like player ships would be A MESS. But you know what that is? BECAUSE BALANCE IS F'd. The whole point is so that everyone can see that, and all WORK TOGETHER to fix it. Reading the replies to this thus far has completely reaffirmed that I need to make myself stay away for a good while.
 
Against my better judgment, and against what I told both myself and everyone else in this thread, I came back and looked at this. Jesus Christ. Half this thread is just talking about me being some "PvP player that doesn't understand the game." Good god. While I play in open and occasionally fight players when the moment arises, THE OVERWHELMING MAJORITY OF MY GAMEPLAY IS PVE COMBAT. Half the reason I made this thread was me getting sick of people constantly ACCUSING me of being a PvP player "out to ruin their have" (consider the absurdity of that statement) any time I make a balance suggestion. And yes, making NPC ships just like player ships would be A MESS. But you know what that is? BECAUSE BALANCE IS F'd. The whole point is so that everyone can see that, and all WORK TOGETHER to fix it. Reading the replies to this thus far has completely reaffirmed that I need to make myself stay away for a good while.

RIP Frenotx, the forum will be worse without your input.. it was always decent, fair and balanced.
 
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