Depends on who it's for. I slept really badly last night, I had nightmares that СG was over and I was knocked out of 50%.Do some really subscribe to the odd notion that playing a video game requires bravery or instils fear?
Depends on who it's for. I slept really badly last night, I had nightmares that СG was over and I was knocked out of 50%.Do some really subscribe to the odd notion that playing a video game requires bravery or instils fear?
Totally disagree. A ganker is very easy to distinguish from a regular pvp. No PvP player will kill without any game reason. If a PvP player kills without a reason, he is just a ganker.As I mentioned before – and which should be crystal clear to anyone who takes the few seconds to think it through – the entire problem stems from the fact that there is no way to clearly define a category known as 'ganker' seeing as it will instantly begin to stretch into infinity and ultimately encompass everyone who happens to open fire on someone who doesn't want to be opened fire on.
Well, I wouldn't say I'm afraid of PvP, but for me it is at best pointless and at worst massively wasting my time.Further apologies required - for the lack of inclusion of context in relation to "fear", i.e. the claim was that players are afraid of PvP.
I remember being intercepted sometimes, I killed them and they gave me some 2 million, which is very little.Well, I wouldn't say I'm afraid of PvP, but for me it is at best pointless and at worst massively wasting my time.
Maybe to those whose idea of meaningful PvP / combat in general includes the need to inflict penalties (as significant as possible) on their vanquished opponents.Equally horrifying.
Then the question stands: Do some really subscribe to the odd notion that playingathis video game requires bravery or instils fear?
.... or perhaps call it what it is for some players: a lack of willingness to have their time wasted in predictably tedious forced encounters initiated by players who don't seem to care whether their targets have any fun.Call it risk aversion, then. People in this community are, by and large, typically very risk averse. They don't want to risk the loss of their ship/credits/time/data/what have you/etc. This game certainly instills risk aversion, otherwise Open would be far more populous. Is it fear like fear of a bear mauling you in the woods? No, but it's fear in the sense that people are worried that if they fly in Open they take on risk of loss of something, so they don't do it.
It's fine by the game rules, which is all that actually matters.They're free to do it, fine by me (some people need to not be in Open due to risk taking tendencies even), but I'm also not wrong in noticing the population trends, either. Been this way basically since Elite came about as far as I can tell.
.... or perhaps call it what it is for some players: a lack of willingness to have their time wasted in predictably tedious forced encounters initiated by players who don't seem to care whether their targets have any fun.
It's fine by the game rules, which is all that actually matters.
Totally disagree. A ganker is very easy to distinguish from a regular pvp. No PvP player will kill without any game reason. If a PvP player kills without a reason, he is just a ganker.
Fair comment. Noting that the loss incurred by ship destruction may be a significant multiple of the rebuy cost.I am calling it what it is. There's a risk that they will have an encounter that doesn't go the way they intended concerning some asset they have (time, credits, etc, pick whichever you prefer), and the hypothetical player doesn't want this risk. It exceeds their risk tolerance so they use one of the allowed methods to circumvent it. Many such cases, and I would bet most of the active playerbase currently falls into this category to some extent, which is why I'm not yet really that expectant that Powerplay2.0 is going to be a jumpstart in this department. If the community is mostly tepid to this type of content... well... idk.
It matters not whether players accept, or not, what the game allows.Of course it's fine by game rules. Who said it wasn't?
No. I just wrote that there is a clear and simple line of demarcation between PvP player and ganker.You're including Powerplay in with PvP, I'm guessing by the wording used?
Maybe to those idea of meaningful PvP includes the need to inflict penalties (as significant as possible) on their vanquished opponents.
If the rebuy is removed for Powerplay 2.0, as was suggested earlier in the thread, then that may change how some players approach it.
It matters not whether players accept, or not, what the game allows.
the rules don't cater to players who want to experience risk.
There's always some risk of incurring in a loss... but when it's environment, NPCs, Thargoids or resulting from simple distraction (i.e. fell asleep in SC lol) all that loss becomes somehow acceptable. So the point imho it's more that open play (= encounters with other CMDRs resulting in a loss) makes the loss not acceptable because one player suffers a loss and another player is on the opposite side: having fun out of it (or having gain in case of a robbery).Call it risk aversion, then. People in this community are, by and large, typically very risk averse. They don't want to risk the loss of their ship/credits/time/data/what have you/etc. This game certainly instills risk aversion, otherwise Open would be far more populous. Is it fear like fear of a bear mauling you in the woods? No, but it's fear in the sense that people are worried that if they fly in Open they take on risk of loss of something, so they don't do it.
I'm sorry, but for some reason I don't believe that.For me, contextual risks are the incentive and optional risk is no risk at all.
There's always some risk of incurring in a loss... but when it's environment, NPCs, Thargoids or resulting from simple distraction (i.e. fell asleep in SC lol) all that loss becomes somehow acceptable. So the point imho it's more that open play (= encounters with other CMDRs resulting in a loss) makes the loss not acceptable because one player suffers a loss and another player is on the opposite side: having fun out of it (or having gain in case of a robbery).
Yeah, I agree in particular for NPCs difficulty scaling... they can offer some kind of a challenge at the very beginning, but once a player unlocks engineers, improves ships etc they're just annoyance and not a real threat. That's why I've recalled many times that NPCs must be scaling with players' level/engineering and become a high threat so that no one should be encouraged to fly shieldless hauling ships in any inhabited system.In my merely anecdotal experience, most of the game is so tame (except a few limited aspects) that people's risk of loss outside of other players is fantastically low. Technically there is risk there, but I would say that how small it is, is worth pointing out. Just my anecdotes, though, of course.
Yeah, I agree in particular for NPCs difficulty scaling... they can offer some kind of a challenge at the very beginning, but once a player unlocks engineers, improves ships etc they're just annoyance and not a real threat. That's why I've recalled many times that NPCs must be scaling with players' level/engineering and become a high threat so that no one should be encouraged to fly shieldless hauling ships in any inhabited system.
I had NPCs spamming hatch breakers against my Corvette in haz res. The ship doesn't even have a cargo rack....Hatchbreakers also are meme tier since they max at 500m/s but a Cutter can boost like 493m/s, so between the fly by and the boost, they'll just never catch a runner. The NPCs don't even spam them, either. They count down, in public, when they're going to boil you up.![]()
All that tasty cargo!I had NPCs spamming hatch breakers against my Corvette in haz res. The ship doesn't even have a cargo rack....