Elite Dangerous

Elite Dangerous

711 Oct 22, 2019 @ 7:02am
Is Elite actually a decent PVP-combat game?
Large scale space battles without permanent server isuues and such? I am asking for a friend (I really do).

Me, myself and I are playing this game on Solo-mode only. I like the idea of dwelling in a persistent universe w/o really encountering other players. I played EVE for a couple of months but quit it b/c there was way too much human interaction for my taste.

I just love the sense of being all by myself in the vastness of the void that Elite invokes in me.
Last edited by 711; Oct 22, 2019 @ 7:12am
< >
Showing 1-15 of 20 comments
Shadowdancer Oct 22, 2019 @ 7:07am 
Originally posted by 711:
Large scale space battles without permanent server isuues and such?
The short answer is no.

For general PvP aspects, there's no horizontal balance, no gating, no matchmaking. It's just who you happen to meet and get instanced with.

On the technical side, a lot depends on how bad everyone's ISP and home routers are. The game uses a peer-to-peer architecture, so you will need a robust link with decent upstream bandwidth and competent handling of IPv4 issues (NAT at home or in a DSLite stack) or, preferably, proper IPv6. It can work well, but many people experience problems.
There are no large scale space battles in this game - instancing doesn't help it. It's several ships vs several ships, at best.
Stanist Oct 22, 2019 @ 10:59am 
Playing for 270 hours, never met another player.
Planewalker Oct 22, 2019 @ 11:10am 
Go to the CGs; plenty of other cmdrs, and it was quite busy and fierce yesterday.
Agony_Aunt Oct 22, 2019 @ 1:32pm 
Depends on who you ask.

I personally would say no.

For me a decent PvP game requires all participant to be on a level playing field, where the main factor is skill, with a smidgen of luck possibly playing a part.

In ED, in most PvP situations, the main factor is the ship you have.

Now, there are some people who do organized fights, either stock ships or engineered ships, where the participants go into it knowing what they are doing, but that's not very organic.

The organic PvP in this game generally revolves around someone flying a combat fitted ship destroying someone not fitted for combat.

Personally i feel FD should have thought a lot harder about the question "What happens when a combat ship meets a trade ship" when they started and as soon as they decided to make it a multiplayer game.

Instead they used a design plan for a single player game and bolted multiplayer onto it.

On the up side, they did a great thing with modes, basically allowing people to choose who they encountered when flying. Thereby eliminating the need for PvP balance for those who don't want to face the imbalance.

This makes some PvPers very angry. Which i find amusing.
MadArtillery Oct 22, 2019 @ 4:23pm 
No it's absolutely trash for pvp. You have to be endgame engineering to pvp and that also requires buying the expansion. Until you are fully done maxing everything there is no point at all to pvp. You'll just get instantly vaporized by ships you can't deal any damage to because of all the resistance and damage modifiers you'll be behind on.

What pvp there is is usually just griefing or the occasional duels. It's a shame the one or two times I faced other ships of similar engineering level it was an absolute blast pvp wise but saying those are a once every year or two events is an understatement.
Last edited by MadArtillery; Oct 22, 2019 @ 4:26pm
bbfloyd Oct 22, 2019 @ 4:26pm 
For general open play, MadArtillery is spot on; there are a lot of old killers out there with deadly crap you've never seen.

But there has to be some guilds/clans that run organized leveled combat, big enough to make it fun. Check the Frontier forums ?
ZombieHunter Oct 22, 2019 @ 4:39pm 
In general it is not a good PVP game for many of the reasons listed. Similarly engineered ships are definitely fun battles but they are few and far between. Engineers also causes the best possible PVP build phenomena whereas in other parts of the game there isn't one best build. For PVP there pretty much is just one set of builds that are even viable.

It needs to be redesigned and rebalanced. Not sure that will ever happen.

On the plus side everyone knows that most fights are unfair and whether you win or lose it is nice to friend your opponent and make some conversation and see what their build is vs yours, etc. Most players freely admit that the fight was fair or not fair and are pretty cool overall. I haven't ran into a lot of YOU GOT PWNED types of players in ED. Most everyone is pretty chill and just trying to make their way in the game.
Last edited by ZombieHunter; Oct 22, 2019 @ 4:40pm
Waylander Oct 22, 2019 @ 4:43pm 
Originally posted by Agony_Aunt:
Depends on who you ask.

I personally would say no.

For me a decent PvP game requires all participant to be on a level playing field, where the main factor is skill, with a smidgen of luck possibly playing a part.

In ED, in most PvP situations, the main factor is the ship you have.

Now, there are some people who do organized fights, either stock ships or engineered ships, where the participants go into it knowing what they are doing, but that's not very organic.

The organic PvP in this game generally revolves around someone flying a combat fitted ship destroying someone not fitted for combat.

Personally i feel FD should have thought a lot harder about the question "What happens when a combat ship meets a trade ship" when they started and as soon as they decided to make it a multiplayer game.

Instead they used a design plan for a single player game and bolted multiplayer onto it.

On the up side, they did a great thing with modes, basically allowing people to choose who they encountered when flying. Thereby eliminating the need for PvP balance for those who don't want to face the imbalance.

This makes some PvPers very angry. Which i find amusing.


I totally agree re the balancing. It always seems a bit off to me that a tiny viper can destroy a type 9.
MadArtillery Oct 22, 2019 @ 4:44pm 
Considering how long engineering has existed in its current state I wouldn't hold my breath on that. Paywalling pvp separately from the game itself probably helps push expansion sales on top of FDev just not caring about pvp balance.
Last edited by MadArtillery; Oct 22, 2019 @ 4:45pm
ZombieHunter Oct 22, 2019 @ 7:35pm 
Originally posted by MadArtillery:
Considering how long engineering has existed in its current state I wouldn't hold my breath on that. Paywalling pvp separately from the game itself probably helps push expansion sales on top of FDev just not caring about pvp balance.
I wouldn't say they don't care. How do you fix it? That is the giant question. You have all kinds of builds of various ships and inevitably one person will be kitted for mining and one for combat. If those two meet how do you balance that?

AI wingmen
The answer is most likely with AI wingmen. The only way I can see a balance is to allow us to hire up to 3 AI wingmen. Higher ranked AI would cost more, etc.

For instance, I do PVP quite a lot but anytime I see 2 to 4 players winged up I definitely think twice about interdicting. Even 4 Sidey's and Eagles could be quite a challenge if they are engineered even a little bit.

The reason this balances it is b/c most traders and miners have tons of money. I don't know why they whine about dying when they have billions of spacebucks, but they do. So to balance it allow them to hire 3 Elite level FDL AI wingmen for protection. This would definitely keep me from interdicting them b/c 3 Elite FDLs would be one hell of a fight and by the time I actually killed them my PVP target would be long gone.

New players may only be able to hire 1 or 2 Competent to Dangerous level AI wingmen, etc. I think if you priced it based on ship, loadout and rank you could really add some balance to the game....at least for the non combat folks. The ship launched fighters sort of demonstrate this balancing act. Although there aren't enough of them and they are fairly weak. But they still help a bit.

Allow engineered modules to be sold on the markets
Another balance would be to allow engineered modules to be sold at stations. They could have been player engineered modules that were sold or pre-set engineered modules that are instantiated by the game. Now traders, miners and explorers could sort of play on the same field as the PVP crowd or at least stand more of a chance. Also forcing these players to do engineering doesn't seem like a wise design choice. The players that do the engineering do it for PVP and they still would and I don't think they would mind someone else purchasing said modules.

Probably the reason they did not do this is b/c you could game it. A player could create a fantastic module and then sell it and have his friend buy it. You could build up several ships pretty quick this way. But I don't see much of a problem with it b/c it would balance out the availability of various engineered modules.

PVP balancing for PVP players
Now how do you balance PVP between two PVP players? That is a little more difficult. I don't think I have a good answer for that one. The selling of engineered weapons and modules would be a start - now lower ranked players could have nicer modules, etc. But then you are ripping off the player that put the time into the game....but then that player made a conscious choice to sell the module. And on it goes.
Last edited by ZombieHunter; Oct 22, 2019 @ 7:49pm
22Ƹ 🌟 Oct 22, 2019 @ 8:17pm 
Originally posted by Stanist:
Playing for 270 hours, never met another player.


played once , and met good freinds ;) :pooleight:
Shadowdancer Oct 22, 2019 @ 11:29pm 
Originally posted by ZombieHunter:
PVP balancing for PVP players
Now how do you balance PVP between two PVP players? That is a little more difficult.
Actually not that difficult to make a coarse balance. You make a dedicated PvP game where player assets are inherently all the same and then vary their core parameters in ways that make them suitable to different styles of play without offering an inherent advantage. Basically, you remove vertical progression and create horizontal variety. Then you make sure your matchmaking takes into account perceived player skill, ensures team balance, etc., and bam, balanced PvP game.

What you don't do is try to put a competitive game inside a sandbox with vertical progression, because that has never worked and will never work, no matter how hard you try.
MadArtillery Oct 23, 2019 @ 12:08am 
Hiring allied wingmates would be amaizing. I always fly with a fighter wingman and having even more wingman I would thoroughly enjoy. Being able to buy engineered modules would be something I'd HIGHLY prefer over mining various ice belt for 6 hours trying to find a materiel that according to all sources has to be acquired there and walking away with nothing, or scanning a bunch of wakes outside a station, or the countless other horribly tedious pieces of gameplay I can't stand doing.

The real problem with engineering though is how insainly powerful it is. Tons of raw upgrades with no downsides that really make anything not engineered completly and utterly useless in comparison. Really impossible to make any sort of pvp balance with such dramatic differences in power. It's why I can't be arsed to pvp with a player if there is even the slightest hint of being completly engineered. Even in a Corvette I won't bother, no point because my shield booster arn't engineered.
Mu77ley Oct 23, 2019 @ 12:14am 
The game is not designed as a PvP game. It just happens to be a game where PvP can happen.
< >
Showing 1-15 of 20 comments
Per page: 15 30 50

Date Posted: Oct 22, 2019 @ 7:02am
Posts: 20