PvP The PvP Subforum's Purpose

ALGOMATIC

Banned
Unliked many PVP'ers in this community, I never liked organised PVP in Elite.

What always made PVP appealing for me is the element of surprise and the thrill of always being at risk of losing my ship. Now, not so much with the garbage engineers update.

I believe that having a dedicated sub-set community and specific rules for PVP is bad and tends to create an "Elitism" culture. It never worked in EVE online because PVP is inseparable from the game experience and I don't see why we would need something like this in this game.

If I want to blow up a sidewinder and gank people in Eravate with my friends because I feel like it, I will do it, I could care less about your PVP rules.

I like your words.

Come: https://discord.gg/6BKpZq
 
Experience unpredictable encounters with players from around the world in Elite Dangerous' vast massively multiplayer space.
Fly alone or with friends in a connected galaxy where every pilot you face could become a trusted ally or your deadliest enemy.


So that's where we all started.

Except solo players and players not willing to "Experience unpredictable encounters". Private group players or Soloists. No, for everyone playing along or against any other player, I guess the PvP sub is a good place to show up and discuss matters.

If it so happens, you and your trusted friends aren't happy, with what Frontier came up with in Open, which is, we are reminded:
"Experience unpredictable encounters" try Modes sub. Where we happily discuss, whether or not, your in the right place.

Try Modes, try Solo, you'll in good company!

Cheers

Its started out as a pretty awesome idea. If it were just meant to be like a single player co-op game without PVP or players fighting over territory. Then I dont think it would have ever been an issue. Its like they started with one thing and grew into another.

Its frustrating at times. Thats for sure.
 
Experience unpredictable encounters with players from around the world in Elite Dangerous' vast massively multiplayer space.
Fly alone or with friends in a connected galaxy where every pilot you face could become a trusted ally or your deadliest enemy.


So that's where we all started.

Except solo players and players not willing to "Experience unpredictable encounters". Private group players or Soloists. No, for everyone playing along or against any other player, I guess the PvP sub is a good place to show up and discuss matters.

If it so happens, you and your trusted friends aren't happy, with what Frontier came up with in Open, which is, we are reminded:
"Experience unpredictable encounters" try Modes sub. Where we happily discuss, whether or not, your in the right place.

Try Modes, try Solo, you'll in good company!

Cheers

Unfortunately a series of bad balance and design decisions made that whole "unpredictable encounter" thing not work as well as it could. As soon FDev added stackable defensive modules that compete for space with modules needed to engage in PvE content, they threw that concept right out. Engineering and the associated power creep SPRINT has only served to wildly amplify this issue.
 
Its started out as a pretty awesome idea. If it were just meant to be like a single player co-op game without PVP or players fighting over territory. Then I dont think it would have ever been an issue. Its like they started with one thing and grew into another.

Its frustrating at times. Thats for sure.

That 90s Kid, Hi man.


We do fine in Open, PvP in Open is where it belongs.

Frontier does not change anything! Why should they?

A few, here, not happy does not mean, challenging players is wrong. If it so happens only a few are into it? - so Be it!

Their finest hour.


Check six!
 
Unfortunately a series of bad balance and design decisions made that whole "unpredictable encounter" thing not work as well as it could. As soon FDev added stackable defensive modules that compete for space with modules needed to engage in PvE content, they threw that concept right out. Engineering and the associated power creep SPRINT has only served to wildly amplify this issue.



Greetings the Frentox

Appreciate you address my musings!

What can possible ever go right with "unpredictable encounters" ?
Balancing, sword versus armor is a thing, yes. We have shields lasting a lifetime , literally! That's down to balancing and not the heart of the matter. Power, creep and going on,
where are we heading? I don't no. Sammarco does. At least, he does hes best to get us somewhere. Frontier, keeping Elite creeping on like a glacier of old, is moving along.
 
Any way. PvP is where it belongs best, in Open. PvP forums are best where they belong, open, welcoming players, up to the challenge.

The "if or whether better not" belongs elsewhere.
 
Unfortunately a series of bad balance and design decisions made that whole "unpredictable encounter" thing not work as well as it could. As soon FDev added stackable defensive modules that compete for space with modules needed to engage in PvE content, they threw that concept right out. Engineering and the associated power creep SPRINT has only served to wildly amplify this issue.

Defensive internal modules is the single worst design idea FD has implemented. It has made both PvE combat and PvP far less interesting than it could have been.

The mantra from both PvP and PvE combat pilots is: ‘A combat ship should be better at combat than a trade ship.’

Why should it? We got speed limits in space, for better combat gameplay. Dropping the build advantage of specialized combat ships seems like a small sacrifice, compared to that.
 
Defensive internal modules is the single worst design idea FD has implemented. It has made both PvE combat and PvP far less interesting than it could have been.

The mantra from both PvP and PvE combat pilots is: ‘A combat ship should be better at combat than a trade ship.’

Why should it? We got speed limits in space, for better combat gameplay. Dropping the build advantage of specialized combat ships seems like a small sacrifice, compared to that.
Agreed. I'd much prefer if combat specilization gave you more field enduranc (via things like hull repair drones, AFMUs, auxiliary ammunition racks / drones, etc.), utility (via things like KWS, wake scanner, prisoner pods, tracker limpets, etc.), and customization (modules to change the heating / cooling characteristics of the ship, modules to change the boost behavior of the ship, modules to change the acceleration-to-speed ratio of a ship, etc.). If a combat specialized ship was meant to be so wildly more durable than anything else, then why give trade ships hardpoints beyond what they'd need for a mining laser?

Additionally, why should specializing in combat just make fighting objectively easier and less risky (via huge health buffer)? Trade gets more efficient with more cargo racks, but doesn't get easier or less risky. In fact, it gets riskier since you're putting more credits on the line with bigger cargo runs.

I think you'd like this idea of mine from a while back: https://forums.frontier.co.uk/showthread.php/407768-Move-Defensive-Modules-to-Dedicated-Slots
 
Defensive internal modules is the single worst design idea FD has implemented. It has made both PvE combat and PvP far less interesting than it could have been.

The mantra from both PvP and PvE combat pilots is: ‘A combat ship should be better at combat than a trade ship.’

Why should it? We got speed limits in space, for better combat gameplay. Dropping the build advantage of specialized combat ships seems like a small sacrifice, compared to that.

Yo, does this mean my FDL gets to carry 700 tons of cargo now? ;)
 
Agreed. I'd much prefer if combat specilization gave you more field enduranc (via things like hull repair drones, AFMUs, auxiliary ammunition racks / drones, etc.), utility (via things like KWS, wake scanner, prisoner pods, tracker limpets, etc.), and customization (modules to change the heating / cooling characteristics of the ship, modules to change the boost behavior of the ship, modules to change the acceleration-to-speed ratio of a ship, etc.). If a combat specialized ship was meant to be so wildly more durable than anything else, then why give trade ships hardpoints beyond what they'd need for a mining laser?

Additionally, why should specializing in combat just make fighting objectively easier and less risky (via huge health buffer)? Trade gets more efficient with more cargo racks, but doesn't get easier or less risky. In fact, it gets riskier since you're putting more credits on the line with bigger cargo runs.

I think you'd like this idea of mine from a while back: https://forums.frontier.co.uk/showthread.php/407768-Move-Defensive-Modules-to-Dedicated-Slots

I have to agree. A good combat pilot shouldn't/doesn't need such disparity between builds.
Any new changes(unlikely) would effect all pure combat builds so effectively only change the META.
As far as I can see it would only encourage more participation whilst taking away a crutch that the less skilled rely on.
 
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Yo, does this mean my FDL gets to carry 700 tons of cargo now? ;)
No, but your combat ship does get to maintain it's already significant advantages in cross-section, speed, maneuverability, firepower, and base shield. If I had it my way, trade should would generally have a buttload of armour, but have so-so shields. Makes it tough to kill them, but not as tough to disable them- the ideal situation for making actual piracy possible. They'd be very durable, but their lower firepower and maneuverability would keep them from shining as combat vessels.
 
Yo, does this mean my FDL gets to carry 700 tons of cargo now? ;)

Not quite. ;)

A nearly PvP outfitted Python would be able to carry a a bunch though.
In the hands of a skilled pilot, it would be a challenging target.
This creates interesting scenarios in a CG, for exapmple.
ED has way to few ships in each instance and to have the level of specialization we currently see.
If we could run huge convoys with many escorts, the situation would be different.

In ED, it’s every man for him self and the game would be better If it was balanced with that in mind.
 

ALGOMATIC

Banned
Not quite. ;)

A nearly PvP outfitted Python would be able to carry a a bunch though.
In the hands of a skilled pilot, it would be a challenging target.
This creates interesting scenarios in a CG, for exapmple.
ED has way to few ships in each instance and to have the level of specialization we currently see.
If we could run huge convoys with many escorts, the situation would be different.

In ED, it’s every man for him self and the game would be better If it was balanced with that in mind.

Even a properly outfitted t7 wirh engineered shields and boosters alone will survive any attack, but it should not be able to fight back.

You are asking for a semi trailer to be equal to a tank in a battlefield, doesnt make sence.
 
Even a properly outfitted t7 wirh engineered shields and boosters alone will survive any attack, but it should not be able to fight back.

You are asking for a semi trailer to be equal to a tank in a battlefield, doesnt make sence.

Not a tank, a toyota hilux with a minigun.
 

Prole 217

Banned
Not a tank, a toyota hilux with a minigun.

Or a flying fortress with chin, cheek, belly, side and tail gunner positions. They could have hauled a lot of cargo but it was in exploding packages.

Bombardier what do you mean those were not the relief packages??!!
 
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People with no experience should "defer" to those with experience.
The experienced folks have no obligation to hear out the people who have never done the activity.
If anything they are obligated to shout them down.

while you are technically right, asking for pvp expertise in a game like elite dangerous is like asking for culinary expertise at a mcdonalds drivethrough.

there have been indeed a few passionate pvp'ers doing a serious and commendable effort with the game. even through all the noise they are really not that difficult to spot, but it says more about their goodwill than about the actual possibilities of the game.

bottom line, if you want quality pvp discussion best get a pvp game proper.
 
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