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The relentless death from "pirates"... Lol
I love this game, especially the freedom of being able to get blown to bits anytime. Adds a scary, "real" factor most MMO games would have shielded delicate players from somehow. What I find incredibly frustrating is how veteran players seem to be able to always catch up to a less experienced player very quickly, and dominate them every time. Almost seemingly unfairly. I know the advice is to run in this situation, but it mostly feels impossible. I'm not sure which game mechanic I'm asking to be altered here, I only know it would be great to feel like there was more of a chance to get away from incoming hostile players if you aren't the best fighter yet (and like me REFUSE to pay bullies:). Hard to balance this, I'm sure. Just my thoughts. Thanks!
The best option isn't running, but prevention. I'd suggest you ignore missions that take you out of your nation's boundaries or perhaps even close to them, and instead focus on increasing licenses and improving your skill in flying. You might also want to consider flying with others, if you really must fly somewhere dangerous. At minimum, I know some people spam and abort escort missions so they can slip in with the NPC convoys, though I don't think this is always a good option.
There really isn't a mechanic that could be adjusted for your flights in grayspace; most any benefit the devs give you would also be used by pirates. At least, as far as I can think of.
There really isn't a mechanic that could be adjusted for your flights in grayspace; most any benefit the devs give you would also be used by pirates. At least, as far as I can think of.
I love this game, especially the freedom of being able to get blown to bits anytime. Adds a scary, "real" factor most MMO games would have shielded delicate players from somehow.
What I find incredibly frustrating is how veteran players seem to be able to always catch up to a less experienced player very quickly, and dominate them every time.
So, I separated the two above points for illustration, that the second bit is the reason why the first part is so uncommon. Having real risk, from other players (or, as we call it "no safe place"), means also having an increased risk of griefing.
If one really loves the feeling of the first (and I do as well), then one has to accept some degree of the second.
However, I strongly believe in the idea of a "gradient" of safety, places of "relatively" higher and lower risk, which is what we try to do with Nation Space versus Grayspace, as Luxen says.
We do lack measures to prevent really "raw" newbies from flying into dangerous locales, and we'll probably be adding that (like a Combat 3 requirement to leave Nation space, or some such), to hopefully give people a more realistic expectation.
But, it's always going to be likely that an average solo-player running into a veteran solo-Pirate in grayspace is going to have a tough time (unless they're prepared). That's where the "risk" comes from. The Pirates don't have an special or inherent advantages, they're usually just more experienced and practiced at the skills of PvP combat.
Those are skills that anyone can develop.. that's one of the other beauties of a game like this, that our combat is based around real player skill, far more than your "character" or "equipment". Much like a skilled musician can make the junkiest version of their particular instrument sound amazing, a skilled PvP duellist can similarly put up a hell of a fight with a pretty modest ship + weapon loadout.
What I find incredibly frustrating is how veteran players seem to be able to always catch up to a less experienced player very quickly, and dominate them every time.
So, I separated the two above points for illustration, that the second bit is the reason why the first part is so uncommon. Having real risk, from other players (or, as we call it "no safe place"), means also having an increased risk of griefing.
If one really loves the feeling of the first (and I do as well), then one has to accept some degree of the second.
However, I strongly believe in the idea of a "gradient" of safety, places of "relatively" higher and lower risk, which is what we try to do with Nation Space versus Grayspace, as Luxen says.
We do lack measures to prevent really "raw" newbies from flying into dangerous locales, and we'll probably be adding that (like a Combat 3 requirement to leave Nation space, or some such), to hopefully give people a more realistic expectation.
But, it's always going to be likely that an average solo-player running into a veteran solo-Pirate in grayspace is going to have a tough time (unless they're prepared). That's where the "risk" comes from. The Pirates don't have an special or inherent advantages, they're usually just more experienced and practiced at the skills of PvP combat.
Those are skills that anyone can develop.. that's one of the other beauties of a game like this, that our combat is based around real player skill, far more than your "character" or "equipment". Much like a skilled musician can make the junkiest version of their particular instrument sound amazing, a skilled PvP duellist can similarly put up a hell of a fight with a pretty modest ship + weapon loadout.
Be great if there was a scanner spoofer that jammed players radar, preventing them from seeing which sector I jumped into! :)
Be great if there was a scanner spoofer that jammed players radar, preventing them from seeing which sector I jumped into! :)
That's an interesting idea, but it's best framed in its own unique Suggestions thread. Otherwise the debates on various ideas, plus responses to your more "general" post, can get complex to wade through.
When you create the new thread, you can link to it here, using the "url" syntax found at the bottom of this thread.
That's an interesting idea, but it's best framed in its own unique Suggestions thread. Otherwise the debates on various ideas, plus responses to your more "general" post, can get complex to wade through.
When you create the new thread, you can link to it here, using the "url" syntax found at the bottom of this thread.
>Much like a skilled musician can make the junkiest version of their particular instrument sound amazing, a skilled PvP duellist can similarly put up a hell of a fight with a pretty modest ship + weapon loadout.
Except player pirates fly around with expensive ships (greyhound) and expensive loadouts (law neuts, queen blasters). They have every advantage, it's not like they're flying around in a taur with regular blasters.
Griefing is definitely a problem. I know the game is called vendetta, but some players go to extreme lengths to make sure you can't leave a station without getting harrassed.
Except player pirates fly around with expensive ships (greyhound) and expensive loadouts (law neuts, queen blasters). They have every advantage, it's not like they're flying around in a taur with regular blasters.
Griefing is definitely a problem. I know the game is called vendetta, but some players go to extreme lengths to make sure you can't leave a station without getting harrassed.
"Except player pirates fly around with expensive ships (greyhound) and expensive loadouts (law neuts, queen blasters). They have every advantage, it's not like they're flying around in a taur with regular blasters"
I've yet to see a pirate run this load out over a simpler cheaper loadojt of nuts or lenbs. Greyhounds are EXTREMELY easy to destroy in combat, they are a chase ship. Not a head on ship. You can spam energy at them and it should shred their Armour enough to make them run or die
I've yet to see a pirate run this load out over a simpler cheaper loadojt of nuts or lenbs. Greyhounds are EXTREMELY easy to destroy in combat, they are a chase ship. Not a head on ship. You can spam energy at them and it should shred their Armour enough to make them run or die
As an experienced PvP greifer/pirate I'll give you this advice:
1. Learn which ship to use and when, based on the ship the opponent is using and what your goal is.
It has already been said that greyhounds are extremely frail ships. They have been nerfed down quite a bit over the years. A pirate understands this and only uses the hound in certain circumstances. The part you don't realize is that if you are in nation space (guards will help) and the pirate is harassing you in a hound, this is when you should NOT RUN. The hound is a pursuit ship.. a glass race car of sorts. If he's behind you while your trying to run away, he will kill you. If you turn and face him and dodge and possibly shoot back, he's in trouble. This can also be done in a behemoth or atlas using a rear turret.
2. Stop using seeker missiles against players.
You have been a little mislead regarding weapons like swarms and gemini missiles due to your bot killing experience thus far. Seeking missile types are easily dodged by experienced players... and worse than that.. a nefarious pirate or greifer will deliberately guide your seeking missiles into a guard or NPC and cause you to TKOS. NEVER NEVER NEVER use a seeking missile against a skilled player.
3. Learn how the faction system works.
Unfortunately this has changed so much recently, there is no real place you can go to read an explanation of how the current faction penalties are laid out. Pirate players try to study and keep up to date on this system so they know when they can attack a player in faction space or not. Some pirates keep alts that have the sole purpose of maintaining poor standing at certain factions so they are usable without additional consequence. There are ways that a pirate will try to use this system against you.
A. Drive your seeking missiles into an innocent NPC to cause you to TKOS.
B. Drive your fire into his/her team mate so they can shoot at you also without reprocussions.
C. Coax you out of the NFZ by making you think you are in more danger than you are.
D. Using an expendable alt to kill you in the NFZ where you thought you were safe. (I have an alt from each nation for this purpose).
E. Challenge you to a duel and then engage the duel in the NFZ or near NPC ships. If you hit one of them, you will be TKOS and unable to dock, and killed by the guards.
F. Chase you to a Corvus station where the faction penalties are never permanent. If they get you a TKOS in nation space, they will often meet you at the Corvus station you are sent too.. further greifing you until you give in to their demands without consequence.
G. Catching you homed at a corvus station. Do not home at a Corvus station until you know how to fight and escape pirates. These stations have special rules regarding standing (cannot lose standing) and also allow a TKOS'd player to dock unlike other stations. These are a hang out spot for pirates and griefers. The guard response is very weak. If you are caught homed at a corvus station and haven't developed the skills to fight or escape, you might as well log off for a few hours to let them give it up.
Learning about these things and how they work will help you know what to do if you are being pirated in faction spaces... and please note that for some players who have learned to generate income in the game, this is trivial and they will just use their money to pay the pirate off or entertain themselves with endless ships and combat. Just like the real world.. money talks.. you can be untouchable in this game if you learn how to generate a good income in it... (ie.. Pandoram).
1. Learn which ship to use and when, based on the ship the opponent is using and what your goal is.
It has already been said that greyhounds are extremely frail ships. They have been nerfed down quite a bit over the years. A pirate understands this and only uses the hound in certain circumstances. The part you don't realize is that if you are in nation space (guards will help) and the pirate is harassing you in a hound, this is when you should NOT RUN. The hound is a pursuit ship.. a glass race car of sorts. If he's behind you while your trying to run away, he will kill you. If you turn and face him and dodge and possibly shoot back, he's in trouble. This can also be done in a behemoth or atlas using a rear turret.
2. Stop using seeker missiles against players.
You have been a little mislead regarding weapons like swarms and gemini missiles due to your bot killing experience thus far. Seeking missile types are easily dodged by experienced players... and worse than that.. a nefarious pirate or greifer will deliberately guide your seeking missiles into a guard or NPC and cause you to TKOS. NEVER NEVER NEVER use a seeking missile against a skilled player.
3. Learn how the faction system works.
Unfortunately this has changed so much recently, there is no real place you can go to read an explanation of how the current faction penalties are laid out. Pirate players try to study and keep up to date on this system so they know when they can attack a player in faction space or not. Some pirates keep alts that have the sole purpose of maintaining poor standing at certain factions so they are usable without additional consequence. There are ways that a pirate will try to use this system against you.
A. Drive your seeking missiles into an innocent NPC to cause you to TKOS.
B. Drive your fire into his/her team mate so they can shoot at you also without reprocussions.
C. Coax you out of the NFZ by making you think you are in more danger than you are.
D. Using an expendable alt to kill you in the NFZ where you thought you were safe. (I have an alt from each nation for this purpose).
E. Challenge you to a duel and then engage the duel in the NFZ or near NPC ships. If you hit one of them, you will be TKOS and unable to dock, and killed by the guards.
F. Chase you to a Corvus station where the faction penalties are never permanent. If they get you a TKOS in nation space, they will often meet you at the Corvus station you are sent too.. further greifing you until you give in to their demands without consequence.
G. Catching you homed at a corvus station. Do not home at a Corvus station until you know how to fight and escape pirates. These stations have special rules regarding standing (cannot lose standing) and also allow a TKOS'd player to dock unlike other stations. These are a hang out spot for pirates and griefers. The guard response is very weak. If you are caught homed at a corvus station and haven't developed the skills to fight or escape, you might as well log off for a few hours to let them give it up.
Learning about these things and how they work will help you know what to do if you are being pirated in faction spaces... and please note that for some players who have learned to generate income in the game, this is trivial and they will just use their money to pay the pirate off or entertain themselves with endless ships and combat. Just like the real world.. money talks.. you can be untouchable in this game if you learn how to generate a good income in it... (ie.. Pandoram).