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

See this is why I think people are generally suspicious of you and your proposals. You seem less interested in finding ways to make your own victory meaningful for you, and more interested in ensuring that someone else's loss is meaningful for them.

Hit point inflation is a whole other discussion and for the record yeah the shield booster nerf absolutely should have happened (also feedback and reverb cascade should have stayed "OP" as originally implemented and we should have had the gimbal tracking arc tied to sensor grade as well).

BUT, I feel like your main interest in all of this is because you want more people to have their ships blown up, and what is more you want them to be sad about it.

It's really common for people to try and absolve combat loggers by saying things like "if they retreated, you should consider that a win," and I don't really agree with that as a general principle, but in an objectives-oriented contest (like say a CZ tug-o-war), this is absolutely how you should look at it. We don't need more penalties for losing, we need more meaningful rewards for winning. The primary cost of losing should be that you didn't get to win. The primary reason for sticking it out in a fight all the way to the bitter end is because the benefit of winning is SO TEMPTING that you'll keep at it for as long as you still think you *might* be able to turn things around. The problem, right now, is that almost nothing in the game rewards winning in a way that overshadows the penalty for losing, so people have an incentive to always flee (by any means necessary) when things don't go their way.

I don't need new players in harmless sidewinders to be trapped in a CZ for 15 minutes. They WONT be trapped for 15 minutes anyway - they'll be blown up in 15 seconds and then they'll be gone, exactly as if they had been allowed to leave on their own. The only people you WANT to stay in a CZ are the ones who at least THINK they can hang for a while in the first place. Give players a sense of investment in the outcome of an instance, and they'll be reluctant to leave at the first sign of trouble. Right now, you could have a wing of 2 players working a CZ, and if a single opposing brave CMDR in a vulture showed up, there is a decent chance the wing of 2 would just flee rather than deal with the potential threat. If on the other hand they had already achieved Objective #1 (thus enabling them to earn Combat Bonds), and were 75% of the way to achieving Objective #2 (which would double the Combat Bond payout and move the needle on the BGS), they would almost certainly stick it out. And whatever happens after that, whether the vulture flees immediately, or they fight it out and win, or lose, or eventually are driven out by that lone Vulture, OR EVEN IF THEY COMBAT LOG; the experience and its outcome would have meaningful repercussions for everyone.

FORCING players to stay in a CZ on the other had, doesn't do anything. It just ensures that ill equipped ships die 100% of the time when they drop into a situation they can't handle. Which is boring for the superior ships and either annoying or devastating for the inexperienced pilot.

No the whole point is them not to be sad about it. The point is for them to understand the loss.

With the tools available in the game, I would be equally at risk at losing as well.

Am I sad or frustrated as a gamer when I lose games in League? Hell yea! Im a salty sailor. Cussing up a storm whatever.

But the new players you mentioned wouldn't even be affected here. Because they haven't even got past learning what power priorities or engineers.

Failing. Failing is how you get better at anything. Even in life. You have to fail to succeed.

This game, removes the ability to fail. That's not okay. Because its not hard to survive for X amount of time once you learn the game.

I agree there has to be some balance between what the new player sees and what the late game player sees. But the late game players shouldnt suffer on behalf of the new to mid game players learning the game.

If anything, the new or mid game players goals, Like in League or World of warcraft is to get better, and get those high end rewards. And in order to do that.

Failure has to be a part of the game. You HAVE to lose to improve.
 
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If you think you're a great combat pilot, why don't you put your engineered weapons in storage and fight toe to toe with someone with the same load out? I'd be up for that. I'd probably lose for lack of experience, but I'd learn from it. I'd learn more than small rock loses to big scissors.

While I have entertained this many times in the past. Im talking about late game play here. And rewarding people that actually put in the time engineering and making their ships they way the want.
 
Basically what happens is you are locked to the instance for a minimum amount of time. Lets say you were in a power play zone with people on each side. Where you farm and work against each other at the same time. Except you cant leave until the zone is won, or a timer expires.

This would promote friendly competition, working together, wing comps and more.

People usually spend a considerable amount of time in them anyways.

How do you guys feel about it? What would be a good time to set if any?

Deployable, destructable AoE FSD disruptors for EVERYONE. Yes, I like it.
 
While I have entertained this many times in the past. Im talking about late game play here. And rewarding people that actually put in the time engineering and making their ships they way the want.

So in other words "No, I do not partake combat with a ship that might fight back and possibly kill me, I only attack targets in know I have a superior advantage over, otherwise I will run away" :D
 
So in other words "No, I do not partake combat with a ship that might fight back and possibly kill me, I only attack targets in know I have a superior advantage over, otherwise I will run away" :D

Not at all. If you're better than 90% of the people in the game. Is that my fault or theirs?

To be honest, Im sure if you ask my fellow PVPers out there. Im pretty mediocre at best. If anything im on the lower end of the PVP totem pole.

Im really not that great. Even though I say I am. :)
 
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Being trapped in an instance/CZ/Conflict/BGS hoopla after seeing it is something I am not interested in doing is a very fast way to get me to uninstall the game.
 
Deployable, destructable AoE FSD disruptors for EVERYONE. Yes, I like it.

Now that's a great idea. Place them in a zone, you have to destroy it before you can leave.

Cant synth them, Can only carry 1 per ship and they don't stack. Unaffected by EMP.

Very large radius. This could be an answer.

And there is an in game explanation for it.
 
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Okay, so basically you farm merits here.

The goal is to farm while the other side is farming. If people are caught out of position. You have a chance to kill them.

When you kill them they lose their merits. They lose progress against you. Which eventually they lose those zones.

These zones are choke points anyways for people to gather and fight.

Kind of like Community goals are right now.

The amount of people that dont understand whats in the game is astonishing. I mean no offense. But after all this time. The same people playing this game over a long period of time. And they dont understand why losing Rep, Conflict zones, Merits, Rebuys is important and what all this stuff is for is mind boggling.

You seem to be confusing what is important for you (playing politics?) with what is important for anyone else.

Just because someone isn't interested in something doesn't mean they don't understand it.

Community Goals are where you can join in with others on some task or other occasionally that involves a fight where you are allowed to choose your own strategy and tactics not some sort of cage fight.
 
You seem to be confusing what is important for you (playing politics?) with what is important for anyone else.

Just because someone isn't interested in something doesn't mean they don't understand it.

Community Goals are where you can join in with others on some task or other occasionally that involves a fight where you are allowed to choose your own strategy and tactics not some sort of cage fight.

I think we can both agree a community goal is way different than an ongoing BGS or Powerplay war yes?

However we both know the reason they were created, among other reasons was that get a large group of people in one area doing multiple activities at once.

The difference here would be these conflict zones are choke points for people to fight over in these wars.

So what you're really trying to say is. You're aware of the winning and losing conditions in the game.

And seek to remove them even though you understand it?

Seems a bit counter intuitive.
 
Yes however youd be working with a team thats what powerplay is. Thats what player groups are.

Hell Brabens vision really is teamwork. Hes pretty Keen on it.

And while you have the option to go out on your own. Eventually you WILL be working with other people in the same instance. At the same time. On a level playing field.

There might be people there with wake scanners, there might be people hanging out in different system routes.

Im talking about the zone gameplay with 2 sides working against one another.

Nothing else. Whats happening at that time.

This is definintly not a 1v1 scenario.

So you want a team CQC arena, why didn't you say so.
 
Wanting to be there is not the same as being locked in there.

They obviously wanted to be there. But are they going to want to be there the minute someone tries to kill them. Or are they going to immediately leave the conflict zone to find another without commanders in them? By resetting the instance or going to another within the same system?

Remember these are groups of players in a war against one another.

The whole reason they exist is 2 sides fight and farm. Thats why you pick a side to begin with.

Again, you seem to skip over this part of the conversation. People already do their best to cut personal losses by fighting these wars against one another as it is. What makes you think it wont be any different without some rules set for open either?
 
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They obviously wanted to be there. But are they going to want to be there the minute someone tries to kill them. Or are they going to immediately leave the conflict zone to find another without commanders in them? By resetting the instance or going to another within the same system?

Again, you seem to skip over this part of the conversation. People already do their best to cut personal losses by fighting these wars against one another as it is. What makes you think it wont be any different without some rules set for open either?

And you seems to miss the point that players want different things, and some player do want to only be playing Co-op and not having to do PvP. and if you haven't got this yet, FDev have been pretty CLEAR about that this is also OK and have its places in this game.
 
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