a fantasy future dystopia video game
a PvE / PvP flag, but I find that very gamey
One of these things is not like the other?
a fantasy future dystopia video game
a PvE / PvP flag, but I find that very gamey
Isn't there a private group with a gazillion members that caters for no-PvP?
There is - but again it is a bit of a gamey solution. Only seeing commanders that are "safe" regardless of where you go doesn't make sense in the context of Elites galaxy. I reckon it would be much better with safer and more dangerous areas, just like there are in the real world![]()
This is an idea I have presented before, but I believe it is relevant given all the PvP / PvE discussions lately:
Theory:
The main reason for the PvP hatred is that it doesn't happen by choice. Being blown out of the sky for no reason can happen anywhere, any time, with little to no consequence for the attacker. For PvE'ers that aren't specialised in combat, or even good combat pilots that haven't spent a large amount of time engineering, there is very little to do about this other than escaping (which still wastes time and is annoying compared to not being attacked) or moving to PG or Solo.
Solution:
Ensure that the different system security states actually mean something, AND give incentives for moving into more dangerous areas of space.
1. System Security. The security response in a high security system should be near instant and overwhelming. The defending ship should only have to be able to survive say 15 seconds before the attacker is swarmed by god-like system security ships and nuked to oblivion. Scale this progressively down to where low sec is more or less like medium sec is now, and anarchy is just that, anarchy.
2. Security State. Make the system security state obvious. Make a tutorial that explains to new players that they should remain in high sec systems, plot routes through high sec systems, and only take missions to high sec systems if they wish to remain safe.
3. Rewards. Make rewards for taking missions going to low sec or anarchy systems considerably higher (twice?) what you would get for a similar mission in high sec. Same for CG's - higher risk = higher reward. Ensure that this is true also in Solo by populating low sec systems with aggressive highly engineered pirates, bounty hunters and psychos.
4. Locations. Spread the system security states out according to some logic. Make some areas of the bubble dangerous, others safer, create crime hotspots, maybe connected to large material deposits (gold rush style).
Summary:
In short, make PvP a player choice even in Open. Stray out of high sec and you risk getting shot at. For me this would mean that instead of getting killed and thinking "what an ing *** he was" I'd think "damn, I should have stayed in high sec because I suck". It would be my choice to risk leaving high sec for a higher reward or a lucrative CG.
Would this entice anyone else back into Open? Edit: Assuming of course that you are interested in player to player interactions at all - if not then there is no reason to not be in Solo![]()
There is - but again it is a bit of a gamey solution. Only seeing commanders that are "safe" regardless of where you go doesn't make sense in the context of Elites galaxy. I reckon it would be much better with safer and more dangerous areas, just like there are in the real world![]()
Nope. It would never work.
You miss the point by the distance to the nearest other galaxy. PvE players will never ever want to become content for PvP players. Period. I will never fly in the same universe with those want to PvP with me. There is nothing that would persuade me to become your content. Nothing. Lock content behind PvP (such as in the more dangerous areas) for me and I shall find another game to play and support with my money.
PvP players want more targets and PvE players do not want to become their targets.
PvE players do not want to PvP. *sighs* Which part of this sentence exactly is it that keeps eluding the PvP players' minds?
Im sick of being PvEers content.
Lol, im a dissident-racing champion! (it's a thingGit Gud
I understand that this is how you feel, but given that I am a PvE'er too, and don't agree with you, then we can be quite sure that this isn't true for everyone. Just as griefers don't represent all PvP'ers, then your views don't represent all PvE'ers. Some of us want our PvE to be believable
Maybe it is too late though as AntoineDoinel states - the game and community are so entrenched in the split between "PvP all the time every time" and "PvE for life" that trying to make the two play stiles interact a bit more seamlessly appears unthinkable.
If Frontier don't make any changes along the lines of what I have suggested (or other good suggestions to the same effect), then they will have to create an Open PvE mode or PvP flag. Having Mobius run and administrate the only PvE mode for free is just bonkers.
You miss the point by the distance to the nearest other galaxy. PvE players will never ever want to become content for PvP players. Period.
PvP players want more targets and PvE players do not want to become their targets.
PvE players do not want to PvP. *sighs* Which part of this sentence exactly is it that keeps eluding the PvP players' minds?
This is an idea I have presented before, but I believe it is relevant given all the PvP / PvE discussions lately:
Theory:
The main reason for the PvP hatred is that it doesn't happen by choice. Being blown out of the sky for no reason can happen anywhere, any time, with little to no consequence for the attacker. For PvE'ers that aren't specialised in combat, or even good combat pilots that haven't spent a large amount of time engineering, there is very little to do about this other than escaping (which still wastes time and is annoying compared to not being attacked) or moving to PG or Solo.
Solution:
Ensure that the different system security states actually mean something, AND give incentives for moving into more dangerous areas of space.
1. System Security. The security response in a high security system should be near instant and overwhelming. The defending ship should only have to be able to survive say 15 seconds before the attacker is swarmed by god-like system security ships and nuked to oblivion. Scale this progressively down to where low sec is more or less like medium sec is now, and anarchy is just that, anarchy.
2. Security State. Make the system security state obvious. Make a tutorial that explains to new players that they should remain in high sec systems, plot routes through high sec systems, and only take missions to high sec systems if they wish to remain safe.
3. Rewards. Make rewards for taking missions going to low sec or anarchy systems considerably higher (twice?) what you would get for a similar mission in high sec. Same for CG's - higher risk = higher reward. Ensure that this is true also in Solo by populating low sec systems with aggressive highly engineered pirates, bounty hunters and psychos.
4. Locations. Spread the system security states out according to some logic. Make some areas of the bubble dangerous, others safer, create crime hotspots, maybe connected to large material deposits (gold rush style).
Summary:
In short, make PvP a player choice even in Open. Stray out of high sec and you risk getting shot at. For me this would mean that instead of getting killed and thinking "what an ing *** he was" I'd think "damn, I should have stayed in high sec because I suck". It would be my choice to risk leaving high sec for a higher reward or a lucrative CG.
Would this entice anyone else back into Open? Edit: Assuming of course that you are interested in player to player interactions at all - if not then there is no reason to not be in Solo![]()
This game is heading down the drain with the eventual Open-only game agenda.
It's really quite simple, ladies and gentlemen. Reclaim YOUR game.
The reason they don't have any elaborate definitive content to flesh out this game is because they expect "emergent" content to do it for them.
The funny thing is there's nothing "emergent" about gameplay here. This has all been done before and nothing is new. It's the same old PvP vs. PvE arguments I've seen elsewhere, just new terminology.
Being blown out of the sky for no reason can happen anywhere, any time
No it can't its extremely rare, I think the fear of the above is the issue.