What do you guys think of a minimum timer locking you in for conflict zones and powerplay zones?

Ok, you spawn back at the station.
So in order to bypass the lock-in, one just needs to die/suicide.... seems a little pointless, frustrating to the player with little to no actual gain for anyone involved.

I prefer manual, automatics are too boring.

If you're dead you cant complete the combat zone, you lose your bonds and merits. Which means if you and your team lose repeatedly your pockets are hurt based of the size off your ship and rebuy. You lose the war for controlling faction because you cant turn in the bonds or merits.

Pretty simple why your loss matters. While youre dead. I gain influence, credits and win the zone.

Pretty simple stuff there.
 
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If you're dead you cant complete the combat zone, you lose your bonds and merits. Which means if you and your team lose repeatedly your pockets are hurt based of the size of your ship and rebuy. You lose the war for controlling faction. Or powerplay struggle.

Pretty simple why your loss matters. While youre dead. I gain influence, credits and win the zone.

Pretty simple stuff there.

Then what's the point of the lock-in? To stop you from fleeing for repairs if you were about to die?

And again, it doesn't take into account someone who wants to leave for whatever reason within the lock-in period. Eg: New player joins out of curiosity, wants to leave when they figure out what's what. A player joins, but then two wings of enemy player's join - most would simply choose to leave at such an imbalance yet the lock-in would prevent them doing so. A player joins, gets locked-in... baby starts crying.

Right now, the course of action is to flee and then wake.
Your suggestion is to 1) die, or 2) log off or 3) CLog.

I get what you are trying to accomplish with the suggestion, but I just see the cons outweighing the pros.
 
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If you ask a person if they'd rather be payed a wage, salary or contract a smart person takes the contract. You're proposing a wage. At least it's better than a salary.
 
Then what's the point of the lock-in? To stop you from fleeing for repairs if you were about to die?

And again, it doesn't take into account someone who wants to leave for whatever reason within the lock-in period. Eg: New player joins out of curiosity, wants to leave when they figure out what's what. A player joins, but then two wings of enemy player's join - most would simply choose to leave at such an imbalance the lock-in would prevent that and then they'd die needlessly. A player joins, lock-in... baby starts crying; right now, just wake out. Your suggestion is to 1) die, or 2) log off or 3) CLog.

I get what you are trying to accomplish with the suggestion, but I just see the cons outweighing the pros.

The reason for the lock is to keep people engaged against each other.

What happens is people check zones if they are there. They will either combat log, or leave the zone to reset the instance without people in them.

People that are headed to these zones are going there for a farming session. This is where teams will be working together against one another on both sides. You have to pick a side when you enter them.

Once you pick a side you farm those ships. While you are farming those ships there maybe commanders on the other side. The goal is to farm safely and punish the other commanders for overextending.

Using weapons like long range phasing, Stealth assassination ships, healing beams to keep your team alive. Torpedoes.

There is a ton of gameplay not happening with in these zones.

And lets pretend for 1 second all this is played in open. Well, as you can tell throughout this games history. And in any game out there. The goal is to complete an objective, but if people have the chance. They will take every possible way to complete the objective unopposed.

In Elites cases this is very extreme. Its removing winning and losing against each other. And it becomes who can PVE the most, who has the most time on their hands IRL. Which involves no skill or gameplay. Its just mindless farming against each other. Thats not how this is supposed to be played out.

These ships are going to these zones to farm, to complete a goal. If they see someone there that can oppose them. Instead of staying they will leave, just like people mode swap if affected or lose.

Because they still want to complete that goal against each other. When they leave they will do their best to reset the instance or go to another zone to try to win the wars. These wars are against other people.

WHat this does is gives reasons for people to engineer their ships, learn the game, stop getting "seal clubbed" after 5 years of play.

Whens the last time someone used a wake scanner to track someone down in a powerplay or BGS war? I think I have only seen this happen one time. And I did it. Utitlites are either shield-boosters, chaff or a kill warrant scanner during these activities. What good is a manifest scanner if no one sees each other during these events anyways.

This game is hindered by people removing themselves from conflict. To complete the conflict against each other.

It doesnt have to be a timer, heavy masslock factors were brought up and I think its a good idea.

People are working against each other anyways. So why not have meaningful teamfights, builds, wing comps, communication and put some of these weapons, ships and modules to actual use?
 
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The reason for the lock is to keep people engaged against each other.

What happens is people check zones if they are there. They will either combat log, or leave the zone to reset the instance without people in them.

People that are headed to these zones are going there for a farming session. This is where teams will be working together against one another on both sides. You have to pick a side when you enter them.

Once you pick a side you farm those ships. While you are farming those ships there maybe commanders on the other side. The goal is to farm safely and punish the other commanders for overextending.

Using weapons like long range phasing, Stealth assassination ships, healing beams to keep your team alive. Torpedoes.

There is a ton of gameplay not happening with in these zones.

And lets pretend for 1 second all this is played in open. Well, as you can tell throughout this games history. And in any game out there. The goal is to complete an objective, but if people have the chance. They will take every possible way to complete the objective unopposed.

In Elites cases this is very extreme. Its removing winning and losing against each other. And it becomes who can PVE the most, who has the most time on their hands IRL. Which involves no skill or gameplay. Its just mindless farming against each other. Thats not how this is supposed to be played out.

These ships are going to these zones to farm, to complete a goal. If they see someone there that can oppose them. Instead of staying they will leave, just like people mode swap if affected or lose.

Because they still want to complete that goal against each other. When they leave they will do their best to reset the instance or go to another zone to try to win the wars. These wars are against other people.

WHat this does is gives reasons for people to engineer their ships, learn the game, stop getting "seal clubbed" after 5 years of play.

Whens the last time someone used a wake scanner to track someone down in a powerplay or BGS war? I think I have only seen this happen one time. And I did it. Utitlites are either shield-boosters, chaff or a kill warrant scanner during these activities. What good is a manifest scanner if no one sees each other during these events anyways.

This game is hindered by people removing themselves from conflict. To complete the conflict against each other.

It doesnt have to be a timer, heavy masslock factors were brought up and I think its a good idea.

People are working against each other anyways. So why not have meaningful teamfights, builds, wing comps, communication and put some of these weapons, ships and modules to actual use?



And once again you show your lack of understanding how BGS work, pretty amusing from someone who repeatedly says that other people do not understand what it is all about.

I have already gone over why PvP is bad for working the BGS. no suprise that you decided skip that one.
 
And once again you show your lack of understanding how BGS work, pretty amusing from someone who repeatedly says that other people do not understand what it is all about.

I have already gone over why PvP is bad for working the BGS. no suprise that you decided skip that one.

I skipped it because its not your fault you dont understand it. Trying to explain it to you without it actually being played out is a lost cause.

You see how the game is "now" and not why they are building the game for the future. Just like our ships and space legs. All made from the beginning with the intent of eventually walking around them.

This would be like arguing with a bronze league of legends player that thinks they know everything. But their team is holding them back.

Eventually you ignore those people because they are a lost cause and dont understand some of the processes.

However that's not your fault. This game really doesnt hold your hand. And Fdev can be pretty Vague until they are ready to announce something about it. Other things like the Karma system and what not needs to be in place for any of this to work at all.

This is under the assumption all the protections are already in place to allow meaningful interaction.

Take your time and think about it for a while.
 
Dream on, but OK: I still hate being stunlocked or babysat on what I can do or not. And I hate these games where you wait to play (and sometime pay microbucks to pass the wait).

So: No.

No one is making you wait. You would be going to these zones to farm anyways for a considerable amount of time. Having something keep you there whether it be high end masslock factors or a timer it doesnt matter how its handled.

The goal is keep people engaged for a small amount of time so they just dont up and leave the moment someone could stop them.

They should be engaging in the tug of war. And not looking for a free one sided NPC battle.
 
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I skipped it because its not your fault you dont understand it. Trying to explain it to you without it actually being played out is a lost cause.

You see how the game is "now" and not why they are building the game for the future. Just like our ships and space legs. All made from the beginning with the intent of eventually walking around them.

This would be like arguing with a bronze league of legends player that thinks they know everything. But their team is holding them back.

Eventually you ignore those people because they are a lost cause and dont understand some of the processes.

However that's not your fault. This game really doesnt hold your hand. And Fdev can be pretty Vague until they are ready to announce something about it. Other things like the Karma system and what not needs to be in place for any of this to work at all.

This is under the assumption all the protections are already in place to allow meaningful interaction.

Take your time and think about it for a while.


So you are guessing and posting this as the truth, who is the one not understanding things really? You are never going to force PvE players do PvP on your terms. And three is not enough of the PvP crowd to sustain this game alone, so basic economic principals dictates that your pure PvP vision will never happen. but who am I kidding, you will never understand simple things like this and continue to puruse to drive away players from this game, at all costs, while lying to yourself that PvP will keep this game afloat.
 
So you are guessing and posting this as the truth, who is the one not understanding things really? You are never going to force PvE players do PvP on your terms. And three is not enough of the PvP crowd to sustain this game alone, so basic economic principals dictates that your pure PvP vision will never happen. but who am I kidding, you will never understand simple things like this and continue to puruse to drive away players from this game, at all costs, while lying to yourself that PvP will keep this game afloat.

Nothing to guess about if you play the game to its fullest extent and have experienced the gameplay itself. It already exists.

Everything I said already exists. Except the timer or a way to keep people in those zones for a small amount of time before they can leave again.
 
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So you are guessing and posting this as the truth, who is the one not understanding things really? You are never going to force PvE players do PvP on your terms. And three is not enough of the PvP crowd to sustain this game alone, so basic economic principals dictates that your pure PvP vision will never happen. but who am I kidding, you will never understand simple things like this and continue to puruse to drive away players from this game, at all costs, while lying to yourself that PvP will keep this game afloat.
Exactly. PvE money outweighs PvP money around here, and the money is what really makes the design decisions. There is no money in catering to something the existing player base statistically doesn’t want.
 
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No one is making you wait. You would be going to these zones to farm anyways for a considerable amount of time. Having something keep you there whether it be high end masslock factors or a timer it doesnt matter how its handled.

The goal is keep people engaged for a small amount of time so they just dont up and leave the moment someone could stop them.

They should be engaging in the tug of war. And not looking for a free one sided NPC battle.

There is no tug of war happening. Where would all the players come from to play in all the instances? Dude, the open world is too big. There's too many systems. Too many states. It'll only happen in places of special interest.
 
There is no tug of war happening. Where would all the players come from to play in all the instances? Dude, the open world is too big. There's too many systems. Too many states. It'll only happen in places of special interest.

Go to colonia and take a look around. Those are all player groups fighting over territory. There are even "invisible walls" you cant expand out from.

Its like a giant oval of pupulated space.

People have BGS wars within the bubble all the time. All day every day. Powerplay too all have conflict zones with different names.

What you're saying doesnt exist. Already does.
 
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Go to colonia and take a look around. Those are all player groups fighting over territory. There are even "invisible walls" you cant expand out from.

Its like a giant oval of pupulated space.

People have BGS wars within the bubble all the time. All day every day. Powerplay too all have conflict zones with different names.

What you're saying doesnt exist. Already does.

And all of them are full with people... Powerplay are limited opportunities. The BGS wars are not. The number of BGS wars that aren't actually fought are greater than direct or indirect opposition. The player base is simply too fractured.
 
And all of them are full with people... Powerplay are limited opportunities. The BGS wars are not. The number of BGS wars that aren't actually fought are greater than direct or indirect opposition. The player base is simply too fractured.

Its really not that fractured. The only thing that fractured it is the mode system. Again this is under the assumption Fdev follows though with the Open Only stuff.

There is no difference in powerplay or the BGS going open only. Its the same game.

Just a different set of rules with crime and punishment.

Player groups can defend themselves on a smaller level. And powerplay battles will be fought on a larger level.

However, I do believe the BGS over time will gain more traction. Because that part of the game is very in depth.

And players have the chance to sign up and rep their own faction in a place they get to pick on the map as well as name them. They are invested.

Especially in a places like colonia where its essentially all player groups in an enclosed area of space. I was out there for a while. And when I found out everyone was in other modes instead. I left after we took alberta back from MCRN.

Its fun, but its not fun not being able to win or lose. Because after I left the war continued on for 8 months after the fact. All because people remove winning and losing conditions.

Conflict zones with 2 sides to them in a tug of war. Have those winning and losing conditions. I don't think they way they are designed. They were ever supposed to be a 1 sided NPC grind fest. WIth the way they react to other commanders attacking each other. Last hitting and objectives that they added.

So under the assumption this is played out. And the way people can reset instances sometimes to remove the people for a quick farm and conflict zone win. It just doesnt make sense to allow any of this to happen.
 
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