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Thread: Lack of pvp in deepspace or is it just no one wants to go there ?
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Narut0
Tue Feb 01, 2005 8:24 pm
#1
not sure about everyserver but deepspace is more like emptyspace its more or less kessel with more ships in it
at the start of JTL on our server we had all this moaning about imperials not PVPing in space n when we do the rebels are no where to be seen.
I tend to spend most of my time in space overt for faction points and im never bothered so its easy FP for me
at the start of JTL on our server we had all this moaning about imperials not PVPing in space n when we do the rebels are no where to be seen.
I tend to spend most of my time in space overt for faction points and im never bothered so its easy FP for me
KaylBreinhar
Tue Feb 01, 2005 9:06 pm
#2
Lack of motivation once you Ace, and furthermore, people just don't like getting owned.
Message Edited by KaylBreinhar on 02-01-2005 11:06 PM
KaylBreinhar
Tue Feb 01, 2005 9:08 pm
#3
Also, not that it's my style, but where did you get that icon? I can't find it on the lists I have.
Ducimus
Tue Feb 01, 2005 9:23 pm
#4
I had a somewhat elequent, logical explanation for lack of any major PvP (although pvp does exit), but to summerize from elequent to blunt..... most people are too chickn**it to PvP in space.
Although i had an idea to put some signficiance into deep space.
http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=172304
Although i had an idea to put some signficiance into deep space.
http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=172304
KaylBreinhar
Tue Feb 01, 2005 9:27 pm
#5
Yeah, funny that so few overt now when making Kessel non-PvP was such an incredibly unpopular decision.
I can make about 500k per day in direct credits and selling loot in Kessel and Deep Space just killing PvE targets. If I wanted to, I could sell faction or armor for extra cash on the side, as I can make 50k in a day or two depending on whether I get the spawns or not.
And unlike many other things in this game, the profit is free. I rarely take any damage to my ship, which makes any profit free and clear of any expense - I've LONG since paid off my initial JTL expenses.
I can make about 500k per day in direct credits and selling loot in Kessel and Deep Space just killing PvE targets. If I wanted to, I could sell faction or armor for extra cash on the side, as I can make 50k in a day or two depending on whether I get the spawns or not.
And unlike many other things in this game, the profit is free. I rarely take any damage to my ship, which makes any profit free and clear of any expense - I've LONG since paid off my initial JTL expenses.
Rebelcapt
Tue Feb 01, 2005 9:53 pm
#6
Besides the lack of motivation once at master, I know alot of people that kinda deside to call it quits around teir 3 & 4. Also it hink the lack of a PVP sytem available to all pilots not just the masters is what drives alot of people away. WIth all the corvettes and stuff in DS it can be hard to fight with out runnin into one. ANd one more thing, all the uber 1337 folks dont last anylonger than some poor smuck you just got a master ship withtwo 3k dmg guns on it. THeir expensive armor and grinding dont ensure victory so they stay away.
KaylBreinhar
Tue Feb 01, 2005 9:56 pm
#7
I like Deep Space for the very reason you say people hate it - I like having turrets firing at me while I take out fighters. 
It's very good stress training, and the fighters in DS usually universally aggro, since there are usually very few friendly ships around to draw fire.
It's very good stress training, and the fighters in DS usually universally aggro, since there are usually very few friendly ships around to draw fire.
Rilnax
Tue Feb 01, 2005 9:57 pm
#8
I think part of the problem is the fact that PvP in space is a two second long endeavor. Player A is in Deep Space looking for loot, red dots all over his radar. Player B sees the all telling stream of blaster fire that shows that speck in the distance is a player rather than an NPC. After seeing this Player B locks player A up and fires off a salvo of missiles. Player A either drops one of his very limited supply of countermeasures or like most players thinks it an NPC missile that is really not much of a threat and let's it (them) though. Player A is dead in the few seconds all that took place in. Even without missiles one to three good hits can do in most players.
Another part is the fact that there's nothing that comes from PvP in space. You don't get faction, you don't get a PvP rating, you don't get anything other than bragging rights. Even that isn't much when you take the first paragraph into consideration. I've participated in three large scale space PvP events on Starsider, and each kill, or death, left me feeling a bit of disappointment after that initial rush of excitement.
A scale down in PvP damage would do alot to help. It would allow for fights to last more than a few seconds. Having your target indicator change to an attacking player after the first shot, if you're targetting an NPC, would also be a welcomed feature IMO. The problem with a scale down in damage is that it would only further the gap between higher level pilots and lower level pilots pretty much taking the lower tiers out of PvP. A tier two pilot with 1k (and that's generous) weapons knocked down 60% wouldn't even be able to scratch an ace with a level ten shield. On the other hand a scaled damage system would only serve to nullify the benefits of being a higher level in PvP. Such as: An ace level pilot has his damage reduced 60% and a tier two has his reduced by 20% to keep him competetive end up with both players doing essentially the same ammount of damage regardless of pilot rank.
It's a tricky thing. I can only hope that people smarter than I am are working on it, because something needs to be changed to bring some life to PvP in space.
Ducimus
Tue Feb 01, 2005 10:20 pm
#9
>>Player A is in Deep Space looking for loot, red dots all over his radar.
>>
A problem easily countered by using "target nearest hostile player" habitually.
>>Another part is the fact that there's nothing that comes from PvP in space. You don't get faction, you don't get a PvP rating, you don't get anything other than bragging rights
>>
Agreed. Infact it blows my mind i dont get faction points.. however..
I'll point my idea out for this again
http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=172304
>>A scale down in PvP damage would do alot to help. It would allow for fights to last more than a few seconds.
>>
Strongly disagree. Any further reduction would result in unkillable players.
I sort of explained this here:
http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=172355
>>
A problem easily countered by using "target nearest hostile player" habitually.
>>Another part is the fact that there's nothing that comes from PvP in space. You don't get faction, you don't get a PvP rating, you don't get anything other than bragging rights
>>
Agreed. Infact it blows my mind i dont get faction points.. however..
I'll point my idea out for this again
http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=172304
>>A scale down in PvP damage would do alot to help. It would allow for fights to last more than a few seconds.
>>
Strongly disagree. Any further reduction would result in unkillable players.
I sort of explained this here:
http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=172355
KaylBreinhar
Tue Feb 01, 2005 10:58 pm
#10
Most PvPers are packing a pre-nerf droid interface that, if they're lucky, allows them to execute one command per 60 seconds.
I'd really like to see that stand up to a Borstel-based L8 I'm about to have REed. I could get off a lot of shots in that 60+ seconds.
I'd really like to see that stand up to a Borstel-based L8 I'm about to have REed. I could get off a lot of shots in that 60+ seconds.
Rilnax
Wed Feb 02, 2005 2:57 am
#11
I'd say that using the "target nearest hostile player" frequently would be viable only if you were using it every few seconds as thats about how long it could take another player to indentify you, target you and blast you from the stars.
Even in a sea of NPC's at a distance you can spot the player. NPC's are flying around, gernerally not sticking on a target for more than a second or two and sqeezing off shots occasionally. The player, however, is going to stick on a target and send an almost constant stream of fire at the target until it is destroyed. At least thats my observation. So as I fly around deepspace and see in the distance that player he would have to (in the middle of his current fight) use the "target nearest hostile player" to even notice me until I've already begun my attack run on him. It's not very useful unless you are already expecting an enemy.
Vicotnik
Wed Feb 02, 2005 4:32 am
#12
I'm Overt in deep space quite often, however I hardly never get to actually PvP. Always just end up farming FP.
I'd say that PvP in deep space doesn't happen because of two things:
1. A rather crappy PvP system - Only a very few fast, small ships are viable. Big ships can pack some more firepower and bigger shields, which means nothing since we all die from just a few shots anyway.
2. Absolutely no purpose to the PvP in deep space. - Yeah, so I just turned the Star Destroyer into a billion burning pieces. Big deal. No point to this, nothing is gained or lost on the greater scheme of things. No strategical value to it all. Heck, even the idea they had during beta with the "winner" in deep space would force loot-heavy transport spawns of the opposing side in Kessel would have done something to encourage PvP.
It's pretty sad that I saw more PvP during just a few days ofJTL beta than I have seen on the live servers since JTL was released. It's also pretty sad that people argued vehemently for Kessel remaining a gank-fest when it turns out that no one PvPs anyway.
Ducimus
Wed Feb 02, 2005 7:45 am
#13
KaylBreinhar wrote:
Most PvPers are packing a pre-nerf droid interface that, if they're lucky, allows them to execute one command per 60 seconds.
I'd really like to see that stand up to a Borstel-based L8 I'm about to have REed. I could get off a lot of shots in that 60+ seconds.
Assuming you can hit alot in those 60 seconds. I'll wager you won't.
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