Dont do a weed wrote:Ultimately everything the PvE experience is pvp by choice because you are still competing in beating a player to a spawn, a resource, or a sale so granting pve players an immunity because they are not direct combat characters dosen't make a lot of sense to me since they have their way of beating some one and pvpers have their own way of beating someone.
From this perspective, you are right- almost anything you do is some form of competition with another player.
That's not a bad thing in any way- it's what games are all about. But I think what is bothering people here is really two things:
First, of the three playstyles we've been discussing, there are really only two types: combat-specialized players (either PvP or PvE) and industry-specialized players (builders, miners, researchers).
The problem is that one has a clear advantage. That is, the combat-specialized player can do what the others do, but the others cannot do what the combat player does. Consider:
as well as being able to engage in combat and harvest high-level kernels, a combat-specialized character can harvest any resource, and may also manufacture or research pretty much anything.
industry-specialized characters cannot combat high-level mechs, nor can they be very effective in PvP combat. But in order to improve their trade, they must have the items and kernels that can only come from combat specialists.
As a result, there is a one-sided dependence: combat specialists do not depend on industrial characters, but industrialists must depend on combat specialists: industrial players are completely unnecessary to the game dynamic.
The other issue is that several people have said that the solution to the "problem" is to allow PvP on the alpha islands. This is simply incorrect, because a) the "problem" has nothing to do with the "risks" or "challenges" that industrial characters face, and b) it is a solution that forces combat on non-combat oriented players, which effectively puts them at an even greater disadvantage.
Wraithbane is correct, but a few people are incapable or unwilling to listen: those who most forcefully desire to allow PvP in the Alpha islands are those who want to ruin the game for other people.
Adding PvP to the Alphas has nothing to do with 'immersion,' for as I pointed out in a different post, it makes more sense that the Alphas would be combat-free.
Adding PvP to the Alphas is a combat-oriented "solution" to a non-combat problem.
The solution to the imbalance is not to provide more combat; it is to provide other forms of competition.