To Solo Play Players: If You Could Disable PVP, Would You Play in Open Play Mode Instead?

Yes, but not always (robigo mines in open, with a single medium landing pad ? Yeah no).

There I contributed in this totally unique thread never seen before.
 
If my time is limited, "risk", no matter how minimal, is enough to spoil the game for me for the moment and for the future.
It's all the fault of engineering - many players are now so used to flying their impervious mega ships that swat aside any NPC, they associate risk with PvP and nothing else.
 
It's all the fault of engineering - many players are now so used to flying their impervious mega ships that swat aside any NPC, they associate risk with PvP and nothing else.
And before engineering it was class A modules (in addition to the fact that earning credits was at a different ballpark than it is now, mind you). The problem is the same still, only its fault changed.

My point still stands. Loss on defeat (credits, ship, time, ...) is casual-hostile, no matter what the attacker gains.
 
Last edited:
And before engineering it was class A modules. The problem is the same still, only its fault changed.

My point still stands. Loss on defeat (credits, ship, time, ...) is casual-hostile, no matter what the attacker gains.
Module class is not separate from engineering. It's on top of engineering.
Also, there are no weapon class. All the large weapon are of the same class.

I engineered my guns yesterday on a new ship. It literally double the DPS at max grade. No amount of money pre engineering could have done anything to the guns.

It's not even a sidegrade or a minor modification. No, those multicannons now have double the DPS, and don't need to reload (au loader). That's quite big.
 

Robert Maynard

Volunteer Moderator
And before engineering it was class A modules. The problem is the same still, only its fault changed.
Even if we were all in the same ship with fixed outfitting there'd still be the opportunity for many against one to swing the odds in favour of the attacker.

Even before engineering, with ships being able to be optimised for roles other than combat, compromising their defensive capabilities, the gap between the attacker and target was wide. Engineering widened the gap to a gulf.

It all boils down to different players wanting different things from the game. Some players want to engage in combat with other players as much as possible - some players can't be bothered with combat with other players and want to engage in other activities.
My point still stands. Loss on defeat (credits, ship, time, ...) is casual-hostile, no matter what the attacker gains.
Typically the attacker gains nothing from destroying a clean ship - the target loses time, more time than the attacker spent in their self-gratifying attack.
 
Last edited:
Module class is not separate from engineering. It's on top of engineering.
Also, there are no weapon class. All the large weapon are of the same class.
It's not only the weapons. Shields for example. Mind you, pre-engineering:
6D shields + 4x 0D boosters on a Python: 422 base MJ for ~700K CR
6A shields + 4x 0A boosters on a Python: 716 base MJ (+ ~70%) for ~17.4M CR
That's likely a lot of CR back then. Let alone getting a Python.
 
It's not only the weapons. Shields for example. Mind you, pre-engineering:
6D shields + 4x 0D boosters on a Python: 422 base MJ for ~700K CR
6A shields + 4x 0A boosters on a Python: 716 base MJ (+ ~70%) for ~17.4M CR
That's likely a lot of CR back then. Let alone getting a Python.
Not only you can still do that, but you can also double most of those stats on top of it. Also make builds that would otherwise be impossible thanks to PP engineering.

No matter how you turn it around, engineering is a big power increase.
 
The gameplay preference of some players relies on forcing interactions with players who don't want to interact in that particular manner....
I think the main problem is that there are three groups of players.
Singles for single game.
Pvp for open game.
Co-op players for co-op.

The last group is completely ignored by the game.
 
I think the main problem is that there are three groups of players.
Singles for single game.
Pvp for open game.
Co-op players for co-op.

The last group is completely ignored by the game.
I am a mainly open mode player who is certainly up for co-op play, does pvp occasionally (piracy mostly) but for various real life reasons usually ends up playing alone.
Where do I fit in guys?
Let's not define groups, they cause 'identity politics' ;-)
 
I am a mainly open mode player who is certainly up for co-op play, does pvp occasionally (piracy mostly) but for various real life reasons usually ends up playing alone.
Where do I fit in guys?
Let's not define groups, they cause 'identity politics' ;-)
The fact that the players of the first and second group, depending on their mood can switch to the desired mode.
Group 3 players have nowhere to switch.
 
So you DO think that Open only BGS will make BGS fair?

BGS? the thing specifically designed to be an indirect asynchronous competitive play between platforms, modes and timezones and with a 24h cycle?

Not fair, but (excluding issues regarding platforms, TZs, etc) I have some legit doubt about fairness when speaking about a veteran player/squadron voluntarly attacking the BGS of an enemy player/squadron and, again, voluntarly not doing that in open to avoid direct confrontation...
 
I have some legit doubt about fairness when speaking about a veteran player/squadron voluntarly attacking the BGS of an enemy player/squadron and, again, voluntarly not doing that in open to avoid direct confrontation...

Why would they?
If the BGS is the purpose, there is nothing in the BGS that requires to kill another player.
A very weak case could be made about wars and fighting in a CZ.. But that's about it (and it's still faster to win CZ in a PG than to win CZ in open fighting humans).

Who ever wants to win the BGS will do it in PG, else if they fool around in Open wasting time in PVP it means they are not filling the PVE buckets that are making the BGS influence and they lost already

PVP might be fun, but it's disconnected from the game objectives 🤷‍♂️
 

Robert Maynard

Volunteer Moderator
Not fair, but (excluding issues regarding platforms, TZs, etc) I have some legit doubt about fairness when speaking about a veteran player/squadron voluntarly attacking the BGS of an enemy player/squadron and, again, voluntarly not doing that in open to avoid direct confrontation...
Whether players/squadrons are composed of veterans, or not, there's a high probability that they are not PvP players - as rather few players engage in PvP, according to the Inara statistics posted earlier in the thread - and no players require to engage in PvP to affect the BGS..
 
That's for the devs to figure out. In the meantime you can check out games where it is employed to combat griefing.

You mean stacking player ontop of eachother in massive groups? or having games where you can just "run" through enemy lines as a group with healers keeping you alive, yeah, we do not need more of that..
 
Two times no.
1. BUT - PG gives no guarantee that there will not appear ganker.
Yes it can be removed over time and banned, but it is a fact.
2. BUT - How inside the game to choose my desired group?
I want to hire a team in the Pleiades to destroy the interceptors, what should I do? In steps.
 
Interesting little update...
I just had a system update on PS and now I can't log in to open or PG. It just gives me an ad for PS+ despite my current subscription running to May!🤬
Looking forward to getting my new PC delivered...
 
Back
Top Bottom