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

Lol, get out. It's perfectly legitimate, gankers have just waged an aeons-long campaign to pretend/convince people it isn't.

If you can escape via menu logging, you could have escaped legitimately.

Yes, it is legitimate... but it is something that most squadrons do not condone (house rules).
 

Robert Maynard

Volunteer Moderator
A "menu log" is considered a c-log and a player using that to leave a combat will be v likely kicked out by most of the squadrons without appeal.
When Sandro last commented on combat logging, reiterating that "the official stance on exiting the game via the menu, at any point, is that it is legitimate. I suspect at some point we may increase the "in danger" countdown, but for now you just have to wait fifteen seconds", he also noted that "However, we can't speak for how other Commanders view such actions.".
 
I speak about always whining carebears who accidentially went to open in Deciat, Shinrarta or CG system, died once and have urge to disable pvp and delte it from game completely. Not all carebears are bad, I am a bgs carebear XDD
Yes, but look at the forum. Those carebears you describe don't actually exist. Threads or posts from people who accidentally went to Deciat in Open and now want PvP disabled aren't really here. These immense threads actually get started by PvP enthusiasts: this one is a prime example.

The title of this thread is leading. "Would you play in Open if you could disable PvP?" A few have honestly answered "yes", but the thread didn't start with them demanding it.
 
Ah, might have been good to specify that. How you wrote it would be like writing "all PvPers are griefers"
i dont want to get in to philosophy , but I see nothing bad as "griefing", as it make players git good. As Nietzsche said :

“That which is ready to fall, shall ye also push! and those whom you cannot help to fly — let them fall down faster!"”

 
Yes, it is legitimate... but it is something that most squadrons do not condone (house rules).
No, most squadrons prohibit combat logging. Seeing as combat logging is explicitly and by Fdev's own words NOT the same as Menu logging, they are definitively NOT the same thing.

I wish gankers would stop pretending they have some moral authority over everyone else. If you can't kill someone before they menu log, maybe you should consider getting better at the game, rather than whining when someone uses a perfectly legitimate mechanic exactly the way it's designed to work.
 
When Sandro last commented on combat logging, reiterating that "the official stance on exiting the game via the menu, at any point, is that it is legitimate. I suspect at some point we may increase the "in danger" countdown, but for now you just have to wait fifteen seconds", he also noted that "However, we can't speak for how other Commanders view such actions.".

Just have a look at INARA squadron pages... "no combat log/no menu log" is the most common house rule adopted.
 
Yes, but look at the forum. Those carebears you describe don't actually exist.
As a part of Russian community, I may say that they are exist. They dont use forum(as English usage level is VERY low) but discord servers. And community pretty much devedid into 2 RADICAL groups described as : " PVPers are not numans" and "Carebears are not humans" (very roughly) . One of streamers even task killed on the stream(and got his deserved ban). And it happens more over 3 years. Constantly. I got tired of it.
 
It is absolutely a game about flying spaceships, and it definitely needs to be light and understandable for the majority of players, but that doesn't rule out high level strategy. If anything, it does the precise opposite; high-level grand strategy is exactly the sort of thing that brings communities together, and transforms banal gameplay into truly memorable events. Look at EVE online; every one of the most epic moments in that game take place because of grand strategy, not because of individuals flying space ships. People need a REASON to fight, and if all a fight means is one lost system that can be regained next week or next month when the opposition gets bored, nobody cares. By contrast, if one tiny strategic mistake can lead to dozens of systems flipping and changes for months or years, then people will always remain fully invested in the fight!

But before you respond; consider, the gameplay from the average EVE player's perspective isn't high strategy. It's basically just, 'show up and fight'. When you use players as pieces on a board with thousands of similar pieces, that's all they really CAN be; you can't have ten thousand hands on the tiller, or nothing meaningful ever gets done. The average player doesn't need to worry about the grand strategy. And that's okay. They don't need to worry about actually planning it, they just need to recognize that it's important! That their actions, no matter how small and banal they may seem on an individual scale, actually matter!
The problem lies in scalability, and is apparent in Powerplay and the BGS.

Whatever actions can be taken at a high level have to scale from one player to potentially hundreds. A game like Civ would be horrible if 1000 players decided on what do do each turn for one country alone.

Powerplay was intended for the 'majority rule' like this and was unsatisfying because of that agency given to anonymous others (not to mention 5C), and that because the population is small (so majority rule becomes a liability).

The BGS works because each expansion / move can be done alone but does not affect other moves elsewhere- so all strategy is hyper local. Although it needs balancing there is huge amounts of strategy going on in the BGS, more than enough (which also dovetails well with ship activity) which then satisfies the 'higher' goal (of taking something).The other benefit to the BGS is that strategies are done via playstyles, so you really can play out things. All it really lacks is reward and a more visually apparent outcome on the ground / how you are treated.

I fully get what you want, but I don't think its possible in ED.
 
Lets think about pvp system in EVE. You lose ship permanentally, when in elite you pay 5(!)% of its cost. Pvp is cheap, as credits farm rate is higher than ever(1-2 bil per day). There are no big damage in PvP, but in PvE. Some player groups develop and distubute "Black Lists" where you can get, even if you once spaken to "griefers"(on their opinion)(and i dont speak about PP PvP protection system). And list already contains OVER 200 PLAYERS IN IT. Pure hate speach! Moreover, they are destroying bgs from private groups, because they have more than 150 Carebears, which are combat log if they accidentally get in open. There are no way to "fight against" them. only thing tou may do is overcarebearing. And this - is logical consequence of private groups ability to affect BGS. All in All, Black lists need to be redeveloped, as they are used as weapon used to harrass large parts of community.
When I played EVE security forces had an almost instant reaction to player attacks in high sec and the result was usually an instant death of the attacker, except he had a high end ship. Also losing the ship had a far more severe impact on the ganker than in ED.

That encouraged pvp players to stay in null-sec sectors and pve players could play in high sec.
 
The problem lies in scalability, and is apparent in Powerplay and the BGS.

Whatever actions can be taken at a high level have to scale from one player to potentially hundreds. A game like Civ would be horrible if 1000 players decided on what do do each turn for one country alone.

Powerplay was intended for the 'majority rule' like this and was unsatisfying because of that agency given to anonymous others (not to mention 5C), and that because the population is small (so majority rule becomes a liability).

The BGS works because each expansion / move can be done alone but does not affect other moves elsewhere- so all strategy is hyper local. Although it needs balancing there is huge amounts of strategy going on in the BGS, more than enough (which also dovetails well with ship activity) which then satisfies the 'higher' goal (of taking something).The other benefit to the BGS is that strategies are done via playstyles, so you really can play out things. All it really lacks is reward and a more visually apparent outcome on the ground / how you are treated.

I fully get what you want, but I don't think its possible in ED.

Honestly, I don't actually think it would be all that difficult at its most basic level. You need two things:

1: A meaningful set of rules that modify relative strength and weakness of defenses. Right now, it's basically 'friendly faction+distance', which is purely binary and doesn't leave any room for strategic thinking.
2: Meaningful rewards players will care about. People in EVE don't fight over meaningless systems, they fight over systems with real, meaningful value.

Take Civilization, for example; there are multipliers for defense based on terrain, you can build roads and fortresses and such to modify movement speed and defense, and the placement of your cities is also very important, to ensure you both exploit necessary resources while being suitably defended from attackers.

On a fundamental level, none of those things is particularly complicated. It all just breaks down to dice rolls in the end. But taken together, as a whole, it becomes far more than the sum of its parts! And any player could do any one of them, but it would only be taken together that they would become truly meaningful.

Even better, this would have real, meaningful impacts on the way the bubble develops. Right now, powerplay is just this big fuzzy blob that makes no sense. If powers needed to develop in strategic and tactical ways, such that they maximize their ability to defend and attack, then suddenly the map becomes meaningful for once! Wars will actually develop along faction lines!

And the thing is, the game is already well-suited to this type of content, because it's basically a turn-based game already. It already operates on week-long 'turns', so you can basically slot in lots of the existing aspects of similar games wholesale.
 
Honestly, I don't actually think it would be all that difficult at its most basic level. You need two things:

1: A meaningful set of rules that modify relative strength and weakness of defenses. Right now, it's basically 'friendly faction+distance', which is purely binary and doesn't leave any room for strategic thinking.
2: Meaningful rewards players will care about. People in EVE don't fight over meaningless systems, they fight over systems with real, meaningful value.

Take Civilization, for example; there are multipliers for defense based on terrain, you can build roads and fortresses and such to modify movement speed and defense, and the placement of your cities is also very important, to ensure you both exploit necessary resources while being suitably defended from attackers.

On a fundamental level, none of those things is particularly complicated. It all just breaks down to dice rolls in the end. But taken together, as a whole, it becomes far more than the sum of its parts! And any player could do any one of them, but it would only be taken together that they would become truly meaningful.

Even better, this would have real, meaningful impacts on the way the bubble develops. Right now, powerplay is just this big fuzzy blob that makes no sense. If powers needed to develop in strategic and tactical ways, such that they maximize their ability to defend and attack, then suddenly the map becomes meaningful for once! Wars will actually develop along faction lines!

And the thing is, the game is already well-suited to this type of content, because it's basically a turn-based game already. It already operates on week-long 'turns', so you can basically slot in lots of the existing aspects of similar games wholesale.
And all of that could be done physically in SC via BGS states and more involved SC too- so its really augmenting what exists. In essence beef up the PvE and PvP because the 'moves' are already there. On a higher level you could do things like this (OT mind)- https://forums.frontier.co.uk/threa...ignment-numbers-have-bgs-consequences.543240/

So there your local effort has a knock on effect at a higher collective level. You don't need to understand very much other than support your team.

'Value' in ED is also hard to quantify for an effective reward as well. Stations and assets are valuable, but for many the disappointment lies in the unchanging headspace above 'allied' because...well, nothing changes other than a label in the context of the lore and wider game. You can't place stations or megaships, and FCs although placeable are invincible so can't be leveraged as pieces.

I mean, you can build synergy between superpower / power, system faction and pilot for rewards (I mean FD are there 80% now with Powerplay), its just attaching a reward to the outcome correctly.
 
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