PvP Why PvP is broke and how to fix it

Having played the game for 2 years and staying quiet, I thought it was time to share my musings on PvP in Elite Dangerous.

First of all, I would like to state that I am just expressing an opinion and have no wish to get into a debate with anyone who has a differing view.
Secondly I would like to state that I like the idea of PvP as it adds realism, danger and depth to the game. Initially I enjoyed the idea of running a trade ship in community goals in open play, quite happy to be interdicted by PC Pirates, deciding whether to fight, run, or to pay them off with a few tonnes of cargo. I like the idea of pirating a community goal, picking my targets and evading the wing of bounty hunters that are on my tail. I like the idea of joining a power play faction and interdicting enemy factions who have been downright cheeky enough to undermine my home system. I like the idea of PC bounty hunters having the challenge of bringing a notorious player to justice. I like the idea of squadrons being at war with each other.

But none of that has ever happened in my 2 years of playing the game. I rarely encounter other players and NEVER seem to encounter like minded ones. Maybe its because they have been driven into private groups or solo play by the random PC killers. In every instance where I have been attacked by another player, they have had literally no in-game reason to do so. I am not in an enemy faction, they make no attempt to take cargo, I have no bounty on my head. The only apparent reason that they do so is that they want to disrupt my gaming experience. I am not going to get into the motivations of players who randomly attack other players, but I think there is a wide base of players who consider this to be an issue in the game that has not yet been addressed. Players hanging around in solo or private groups diminish the game, as does combat logging, but I do understand why they do so. Being ganked for no reason is not fun.

So what are my solutions? I think two changes need to be made: Firstly put mechanics in place to prevent a player from attacking a player without a genuine in-game reason and secondly encourage more players into open play and punish combat logging.

First point first: My suggested solution is to disallow a player from firing on another player that does not have a ‘Hostile’ tag on them. Without a hostile tag, the player’s weapons simply have no effect. I know what you are thinking “but hey that eliminates friendly fire!” but perhaps friendly fire can still occur as long as a player is aiming for a legitimate target. So for example, if I randomly attack another player I cause no damage, but if I am targeting an NPC pirate (ie I have him as my selected target and not aiming at an untargeted ship) and my shots go astray, I can damage my wing mate by accident.

There are several conditions that will set a player hostile which I will elaborate on:

  • Being in an enemy power play faction automatically sets both players to hostile and they can attack freely.
  • Being in an enemy squadron automatically sets both players to hostile and they can attack freely. Squadrons would only be set as hostile if BOTH squadron leaders set the other squadron to hostile.
  • You are allied to any local faction to which the other player is hostile (or vice versa).
  • You or wing mates detect a bounty on another player.
  • The other player scans you, or somebody in your wing, with a kill warrant scanner or manifest scanner.
  • The other player interdicts you or somebody in your wing.
  • The other player fires at you or somebody in your wing.
  • You are in ‘Piracy’ mode. If in Piracy mode the game will announce your presence to other players by saying “Pirate Commander X demands that you pay tribute!”. The other player has the option of dropping (perhaps) 25% of his cargo, which ends your piracy mode. You then cannot re-enter piracy mode for (lets say) 5 minutes. The above is reported as a crime, the severity of which is proportionate to the value of the cargo dropped.
  • The other player is in piracy mode.
  • The other player collides with you above a certain velocity.

Please note that some of these actions only set one player as hostile but not the other. For example if another player interdicts me he is set as hostile to me which allows me to attack. However I am still not yet to hostile for him, so he can not attack me unless I chose to fire upon him.
Also please note that I may not have come up with an exhaustive list of reasons to PVP so please add more.

Now onto my second point: Encouraging more players into open play and preventing combat logging. This one is pretty simple and has been discussed previously.

  • Power play no longer available in private groups or solo.
  • Community goals no longer available in private groups or solo.
  • Faction influence from missions more pronounced in open play.
  • Combat logging is punishable by limiting the player to solo play for X amount of hours where X is related to the number of times they have combat logged in the last Y amount of days.

That ends my musings. I would like to end by saying that I know latterly nothing about programming and do not know how easy/difficult any of the above would be to incorporate. I think these ideas would create a lot more potential for fun and dynamic PvP in elite dangerous.
 
I like changes you suggest, i m also sure that squadrons add more diplomacy options in the future, problem is that game balance in mission payouts, engineers and general lack of depth in gameplay (like being pledged to empire and still being able at fed stations and buy fed ships) where actually majority of players dont really care about make will changes impossible in long run. most important "open only" anything is very polarising right now, and TBH devs being cautious on the subject not surprise me at all.
 
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When I PK another player it is always for RP reasons (Far God related) and I always send a text message before attacking stating my reasons and instructions on how to avoid death.

For me, the reason pvp fails so hard in ED is the lack of game play around it combined with FDev's nerfing of pvp and it's opportunities for it to happen.

I do not support the idea of making pvp weapons ineffective against other players unless certain conditions are met. That both breaks a part of the simulation, is clunky, and is a veiled attempt to reduce what you are really on about.

But Open Only yes!
 
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Hairball hacker- if all players were like you (and gave in game reasons for player killing) I would not feel the need to change much and would not have posted this thread :D

Sadly I think drastic measures are required to save PvP from less noble players.
 
So basically a PvP flagging system.

I like the idea of PvP flags existing, but just not over complicating it too much. tl;dr:

You are not offered pvp-flagging protection if:
You're in a CZ, haz-res, CNB, populated anarchy system or other area with the "system link disabled" warning.
You're being fired upon by someone from an enemy powerplay faction.
You have an active bounty in the current jurisdiction.

Your PvP flag is automatically set to hostile until you leave the instance if:
You target another player, including a wingmate, and pull a firegroup trigger. Yes, your PvP flag is set hostile if you heal a wingmate.
You fire upon a PvP-hostile player without targeting them (just to catch people who try to get around the above by not targeting them and aiming manually)
You have "report crimes against me" turned off.

The flag is set to hostile until you dock if:
You're scanned by a kill warrant scanner and have an active bounty.
You're scanned by a manifest scanner and have cargo.

This should basically allow PvP under most circumstances, even making traders valid targets for piracy if the pirate scans them, while protecting people from random gank behaviour.
The flag should only apply to damage - interdicting would still be possible (though pointless) and hatchbreaker limpets and so on should still work.
Ideally this should be a mode rather than applied to the no-holds-barred version of open. If people want to make a "no pvp at all ever" and the above protections still aren't good enough for them then private still exists I guess.
 
Hairball hacker- if all players were like you (and gave in game reasons for player killing) I would not feel the need to change much and would not have posted this thread :D

Sadly I think drastic measures are required to save PvP from less noble players.

But your suggestion: "prevent a player from attacking a player without a genuine in-game reason" would forbid his playstyle (I'm assuming it's somewhat like mine, when I'm in bubble - interdict->comms->give orders: obey order = free to go | disobey/mouth off/ignore = rebuy heaven). Far god isn't Powerplay...

Anything that forces me to interact with BGS/PP is a hard no. I spent a lot of my noob time beating my head against the wall with those mechanics and would quit the game before trying again. They're terribly designed, especially PP. I also find wings/squads/player factions etc to often be filled with outside of game human drama I prefer to avoid.

Why 25% for piracy? What if I want it all? What if I want 0% and instead want them to yaw-pitch-yaw their ship then roll 360, giving the proper "ZO" salute?

That said, I do agree with various incentives to play in open, and feel along with that FDev must put better in-game training, actual security in noobspace, and reduced grindwall for it to successfully attract random players into open. I think those things would help more than yet another convoluted set of rules added to elite.

[Also, any PvP proposal that doesn't nerf ridiculously overpowered healies is incomplete IMO.]
 
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That said, I do agree with various incentives to play in open, and feel along with that FDev must put better in-game training, actual security in noobspace, and reduced grindwall for it to successfully attract random players into open.

That too, that's part of why I'd included "lol no you don't get to enjoy pvp-protection in anarchies" because anarchies should be somewhere dangerous for the law-abiding players to hang out. Kinda like FE2 - you could do the Barnard's Star to Sol run unarmed if you wanted to because those were high security systems, but if you tried that stunt in Riedquat you'd be space dust in about ten seconds flat.
Right now there's virtually no difference between low, medium and high sec as far as the target of a gank is concerned, and the only real difference for the attacker between "anarchy" and "not anarchy" is that they're mildly inconvenienced by C&P after the fact in the latter.
Hell, the Inara PvP murder attempt board consistently lists shinrarta and eravate as being dangerous places to be, both high security systems.
 

AP Birdman

Banned
So what if my reason is "you crossed my path, therefore you must die"?
It sounds to me like you're trying to make up "acceptable reasons" for yourself and no one else.
 
Having played the game for 2 years and staying quiet, I thought it was time to share my musings on PvP in Elite Dangerous.

First of all, I would like to state that I am just expressing an opinion and have no wish to get into a debate with anyone who has a differing view.
Secondly I would like to state that I like the idea of PvP as it adds realism, danger and depth to the game. Initially I enjoyed the idea of running a trade ship in community goals in open play, quite happy to be interdicted by PC Pirates, deciding whether to fight, run, or to pay them off with a few tonnes of cargo. I like the idea of pirating a community goal, picking my targets and evading the wing of bounty hunters that are on my tail. I like the idea of joining a power play faction and interdicting enemy factions who have been downright cheeky enough to undermine my home system. I like the idea of PC bounty hunters having the challenge of bringing a notorious player to justice. I like the idea of squadrons being at war with each other.

But none of that has ever happened in my 2 years of playing the game. I rarely encounter other players and NEVER seem to encounter like minded ones. Maybe its because they have been driven into private groups or solo play by the random PC killers. In every instance where I have been attacked by another player, they have had literally no in-game reason to do so. I am not in an enemy faction, they make no attempt to take cargo, I have no bounty on my head. The only apparent reason that they do so is that they want to disrupt my gaming experience. I am not going to get into the motivations of players who randomly attack other players, but I think there is a wide base of players who consider this to be an issue in the game that has not yet been addressed. Players hanging around in solo or private groups diminish the game, as does combat logging, but I do understand why they do so. Being ganked for no reason is not fun.

So what are my solutions? I think two changes need to be made: Firstly put mechanics in place to prevent a player from attacking a player without a genuine in-game reason and secondly encourage more players into open play and punish combat logging.

First point first: My suggested solution is to disallow a player from firing on another player that does not have a ‘Hostile’ tag on them. Without a hostile tag, the player’s weapons simply have no effect. I know what you are thinking “but hey that eliminates friendly fire!” but perhaps friendly fire can still occur as long as a player is aiming for a legitimate target. So for example, if I randomly attack another player I cause no damage, but if I am targeting an NPC pirate (ie I have him as my selected target and not aiming at an untargeted ship) and my shots go astray, I can damage my wing mate by accident.

There are several conditions that will set a player hostile which I will elaborate on:

  • Being in an enemy power play faction automatically sets both players to hostile and they can attack freely.
  • Being in an enemy squadron automatically sets both players to hostile and they can attack freely. Squadrons would only be set as hostile if BOTH squadron leaders set the other squadron to hostile.
  • You are allied to any local faction to which the other player is hostile (or vice versa).
  • You or wing mates detect a bounty on another player.
  • The other player scans you, or somebody in your wing, with a kill warrant scanner or manifest scanner.
  • The other player interdicts you or somebody in your wing.
  • The other player fires at you or somebody in your wing.
  • You are in ‘Piracy’ mode. If in Piracy mode the game will announce your presence to other players by saying “Pirate Commander X demands that you pay tribute!”. The other player has the option of dropping (perhaps) 25% of his cargo, which ends your piracy mode. You then cannot re-enter piracy mode for (lets say) 5 minutes. The above is reported as a crime, the severity of which is proportionate to the value of the cargo dropped.
  • The other player is in piracy mode.
  • The other player collides with you above a certain velocity.

Please note that some of these actions only set one player as hostile but not the other. For example if another player interdicts me he is set as hostile to me which allows me to attack. However I am still not yet to hostile for him, so he can not attack me unless I chose to fire upon him.
Also please note that I may not have come up with an exhaustive list of reasons to PVP so please add more.

Now onto my second point: Encouraging more players into open play and preventing combat logging. This one is pretty simple and has been discussed previously.

  • Power play no longer available in private groups or solo.
  • Community goals no longer available in private groups or solo.
  • Faction influence from missions more pronounced in open play.
  • Combat logging is punishable by limiting the player to solo play for X amount of hours where X is related to the number of times they have combat logged in the last Y amount of days.

That ends my musings. I would like to end by saying that I know latterly nothing about programming and do not know how easy/difficult any of the above would be to incorporate. I think these ideas would create a lot more potential for fun and dynamic PvP in elite dangerous.

No.
 

AP Birdman

Banned
Hairball hacker- if all players were like you (and gave in game reasons for player killing) I would not feel the need to change much and would not have posted this thread :D

Sadly I think drastic measures are required to save PvP from less noble players.

ROFL, all these anti-ganker posts are so entertaining. "Let's nerf the game so we can all hold hands and shoot rainbows out of our butts"! It's truly hilarious to watch and read. Please continue, by all means.
 

AP Birdman

Banned
BTW, PvP does need fixing but random ganking is not the problem and all of the "solutions" you listed are terrible.
 
I'd say insta-ban loggers.

Permanantly and without mercy.

Cheat in 99% of other games it's a clear cut breach of ToS.

Why the hell should those who refuse to put the time in to be competative get a free pass to escape any threat whenever they please? This is an online game, there should be ramifications for cheating the system.


So yeah, I fully advocate instant perma bans, and instant stripping of assets from said cmdr.


Get the loggers removed from the game entirely. Can't play fair? Remember your childhood? Yeah. You lost out then. If by some miracle you never learned it, you definatly should lose out now.
 
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I'd say insta-ban loggers.

Permanantly and without mercy.

Cheat in 99% of other games it's a clear cut breach of ToS.

Why the hell should those who refuse to put the time in to be competative get a free pass to escape any threat whenever they please? This is an online game, there should be ramifications for cheating the system.


So yeah, I fully advocate instant perma bans, and instant stripping of assets from said cmdr.


Get the loggers removed from the game entirely. Can't play fair? Remember your childhood? Yeah. You lost out then. If by some miracle you never learned it, you definatly should lose out now.

How do you deal with crappy internet connection? I mean I hate clogging, but even my connection sometimes craps out. I paid money for the game. I'm not ok with getting banned for that.
 

Guest 161958

G
Anything that forces me to interact with BGS/PP is a hard no. I spent a lot of my noob time beating my head against the wall with those mechanics and would quit the game before trying again. They're terribly designed, especially PP. I also find wings/squads/player factions etc to often be filled with outside of game human drama I prefer to avoid.

And yet, the bgs is the only way you can hope I give a ffff about your self entitled leader who possesses no territory unlike powerplay powers. Play ingame not out of it and I will join you all in pvp.
 
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Why the hell should those who refuse to put the time in to be competative get a free pass to escape any threat whenever they please? This is an online game, there should be ramifications for cheating the system.

To put it in the most simple terms possible - you (as in other players, not you you personally) are worth my time in-game exactly proportional to how much you compensate me for my time.
 
And yet, the bgs is the only way you can hope I give a ffff about your self entitled leader who possesses no territory

No, there's no way I could hope you give a ffff.

I think we'll manage to make do without you just fine.

Zarek possesses hearts and minds and souls of his devoted henchmen. Not numbers related to grindy game mechanics that have been broken since 3.3 dropped (BGS) or broken forever (PP).

Also, at the moment he effectively controls whatever Open mode territory of DG2 he chooses. Listings in galmap are the illlusion of control. The ability to destroy your enemies, and keep them out of system or in solo/pg is actual control. As a henchman, I roam WP3 in open as I please. The same cannot be said of those who defy him.
 
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How do you deal with crappy internet connection? I mean I hate clogging, but even my connection sometimes craps out. I paid money for the game. I'm not ok with getting banned for that.

Agreed, some folks like myself are forced to play utilizing old antiquated internet connection due to where we live. Personally, my latency averages over 100. Thus even if one were to send me a message, I don't receive it for one to three minutes afterward one gets bored and opens up on me. My entire Barrio (neighborhood) which consist of only 25 houses are all connected to one central device which feed our telephones and internet connection. With each and every new house, we have more and more disconnections.

Fortunately, the local satellite company (DISH MEXICO) is supposedly offering internet connection at the rate of 5, 10 and 20 Mb. I'll be switching from my local dial up connection to that in the next month or so. Which should fix, (unless it's raining) my disconnect and latency issues. I'm going to op for the 20 Mb.
 
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