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

What irritates certain people is that system treats them equally. Say blocker is instanced with players who have not blocked the blockee. Blocked person cannot instance at that point with those other persons. Likewise other way around, blocked person is allready instanced with others, blocker comes to play, does not get to same instance.
Ok. Get it so far. Thanks. I could not see why this upsets players so much.
I suppose I am not blocked by anyone, but that's not certain. Same system, two instances. In one is the blocked with 5 cmdr's, in the other the blockee with 6 cmdr's, for example. If there were no block we had one instance with 13 cmdr's, right? So it is the number of cmdr's?
 
Ok. Get it so far. Thanks. I could not see why this upsets players so much.
I suppose I am not blocked by anyone, but that's not certain. Same system, two instances. In one is the blocked with 5 cmdr's, in the other the blockee with 6 cmdr's, for example. If there were no block we had one instance with 13 cmdr's, right? So it is the number of cmdr's?
Maybe, or it may still be two instances with varying numbers. But if we assume instancing algorithm gets it all right, it could produce that 13 commanders.
 
Maybe, or it may still be two instances with varying numbers. But if we assume instancing algorithm gets it all right, it could produce that 13 commanders.
Did not instances change all the time? I enter a system in SC - one instance. I get interdicted by npc pirate and submit - new instance. I engage SC again - new instance. Drop from SC to station - new instance... And so on. I personally don't see the benefit to instance with 10 cmdr's in comparison to 5 cmdr's only. A ganker could only interdict one at a time. So as long he is in one instance with 1 other cmdr he should be happy. If he constantly is instanced alone because so many blocked him, he seems to deserve it.
 
Did not instances change all the time? I enter a system in SC - one instance. I get interdicted by npc pirate and submit - new instance. I engage SC again - new instance. Drop from SC to station - new instance... And so on. I personally don't see the benefit to instance with 10 cmdr's in comparison to 5 cmdr's only. A ganker could only interdict one at a time. So as long he is in one instance with 1 other cmdr he should be happy.
Yes they do so.
 
So... Instancing with fewer players then possible seems to me a minor problem in comparison to ruin others gameplay by griefing /ganking. I see why FDev installed the blocking feature. Seems very reasonable and the least hurting actions for all.
Of course if our blocked person is in multiple blocklists consequences begin to be rather nasty. But at that time it would be right time to reflect one's own playstyle choices. It is like if you are on no-admittance list of the most bars in your city :) It could be because all bouncers are jerks and somehow discriminate you, or because you are known for bar brawling, drink stealing and vomiting on counter.
 
I could have blocked pre-emptively. Like lurking from solo mode in syschat after reading his ganky messages. Or getting his commander name from his gank videos, or from some precompiled list.

Mr Ganky Gank tends not to post system chat messages and he has like 6 accounts and 632 ingame friends, so good luck.
 
Then I maybe meet him again. Just to remove his second alt from my experience. And so on. He runs out from alts faster than I run out from places on the list.

That does not matter. The point was that he was totally not optional for you, despite the existence of blocking, and it's already proven, no matter how hard you try not to admit it. :)
 
That does not matter. The point was that he was totally not optional for you, despite the existence of blocking, and it's already proven, no matter how hard you try not to admit it. :)
And thats why this thread is pointless because of muppets like Mr Ganky, most of us will just sit snuggled in Solo.

O7
 
Mr Ganky Gank tends not to post system chat messages and he has like 6 accounts and 632 ingame friends, so good luck.
And he has for every account a gank g5 murderboat? Such persons do not exist. I have heard of some players who have one additional account, so be it for their happiness.

If there are indeed people with 6 accounts for ganking... They should get a job and a life.

Are we now there? We compare hilourios possibilities and minor instancing problems to justify a specific behavior in game?
 
It might have been interesting to see some sort of limiter on PvP, but it'd have to be something more than just disabling damage outright. F76 had an interesting one of severely nerfing incoming damage until you return fire.

Personally I'd be interested in something that still allowed you to damage/disable but not destroy a ship. As in, you still take full hull and module damage while being attaked by another player, can still be scanned, hatchbroken, and so on - but as long as you qualify for protection, it doesn't trigger a canopy breach, powerplant explosion, or take your last hull point so you're always left in a position where you can log out after the 15s timer, log back in to solo, reboot, and continue on your way.

The qualifications would be things like:
  • Not wanted in the current jurisdiction and haven't been KWS'd by your attacker
  • Not a powerplay enemy of your attacker
  • Have your hardpoints stowed
  • Not in a "dangerous" location (ie. no system link, CZs, etc)
  • Haven't fired on another player since your last jump.
This would make it very difficult to pull off the classic random gank/sealclubbing, while still allowing powerplay PvP , wars and piracy to continue unhindered. Sure, it wouldn't protect against everything (shooting someone's drives off 1km above an engineer base, for instance, will let gravity do the dirty work for you) but for people worried about ganks it'd be better than nothing.
The thing about PvP is that Elite doesn't have an actual security system.

A game where that works perfectly is Eve Online, where if you do something illegal in High Security system you're immediately blown up.

So people can choose to spend their entire career in high sec and have little (although non zero) risk of engaging in non consensual PvP.

In null sec there are much much better rewards to be had, but obviously if you hang out there it's pretty much granted you'll get in a fight.

IMHO the security system in Elite should be rewritten from the ground up. There's pretty much no downside to ganking, which makes the game unbalanced. Like, if I'm going from one place to another in a paper thin exploration ship, I have no chance to survive a dedicated attacker, and he would have no deterrent from doing it.

That makes it for a fairly flat gameplay in my opinion.
 
I don't understand this instancing problem. When I get blocked by someone we don't instance together, ok. But what does beyond this happen? Are there any more effects for me as the blocked person?


So I block you, and the effect between two of us is pretty simple,

Now, I am flying in super cruise at current CG system. and you also jumps into this system, as I am already here, you are put in a second instance, because we should not see each other anymore.

Now take the FOMO players, arriving in CG system, and since I was here first, my instance is probably the "primary" instance, and yours is the secondary, so they get placed in my instance. and now they are upset about the fact that they cannot see you, because you are in a different instance.



Now if redo the same situation, but you are first in the CG system, and I jumps into the system, now I am the one getting placed in a new instance, and when the FOMO player, jumps into the system, they are being placed with you, and they are now missing out on seeing me.



So they can "never" see the two of us at the same time.... and they are now playing the victim card of having their "experience" ruined because on of us blocked the other one, and this now affect their instancing. And who are the players that is most crying crocodile tears over this? PvP players. Players whose chosen game play is to attack other players, which for the most part is the very same players using the block function to exclude such players from their game. Which tells me, that blocking is working as expected, the more efficient it is to separate PvP playes from playuers not interrested in PvP, the more upset the PvP players will be, as they are running out of targets....


and it is just hilarious to read about how some PvP players block other PvP players, because they ruin their fun...imagine that...
 
Tough luck. They are as much as permitted to play in open as you are. Deal with it. Blocking is a legitimate response to factors that ruin one's own gameplay.

Emphasis mine.

Not sure how that's any more related to what you've replied to than your previous statements have been, but it's also incorrect.

As is self-evident in the block functionality, blockers take precedence. They aren't permitted to play in open as I am, they are permitted to have their way in open at my expense. They have tools to force the gameplay they want upon others they encounter, potentially ruining the gameplay of others, and no one has any recourse other than to deal with it.

That's what other people want, too. They just don't neccessarily align with your idea of playing the game.

Indeed, but the game encourages them to disrupt my play to achieve the experience they want. It's a gross double standard, and it doesn't need to be that way.

It would depend on the player - they would be unlikely to even consider blocking every player they encounter - and as we change instance all the time, to share an instance once with a player one would not want to play with again isn't much of an issue.

My point was that they would need to block everyone, or at least everyone not specifically vetted, for block to be tantamount to playing in a different mode, even if we take only their perspective into account.

And thats why this thread is pointless because of muppets like Mr Ganky, most of us will just sit snuggled in Solo.

I'd wager that Open is still the most popular mode, and that most people in Solo are in Solo because they want to be, not because of any perceived threat from gankers. Not that the demographic specifics really matter either way.
 

Robert Maynard

Volunteer Moderator
My point was that they would need to block everyone, or at least everyone not specifically vetted, for block to be tantamount to playing in a different mode, even if we take only their perspective into account.
Of course - however the idea is not to play in a different mode, the idea is to play in Open without those with whom playing was not fun (as Open has an unlimited population, unlike Private Groups).
 
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