Star Citizen Needs To Separate PvP And PvE

The speaker advocates for separating PvP and PvE in Star Citizen through dedicated zones and improved faction systems to reduce chaos, griefing, and enhance meaningful gameplay. They emphasize that such changes would make the game more accessible, trustworthy, and sustainable by catering to both play styles and fostering a healthier community.

The speaker reflects on their previous opposition to separating PvP and PvE in Star Citizen, acknowledging a change in perspective after participating in PvE-focused activities like the Care Bear events. They now see the importance of distinguishing these play styles to appeal to a broader audience, emphasizing that both PvP and PvE players contribute valuable revenue and support vital for the game’s sustainability. The discussion aims to explore potential solutions to the ongoing issues caused by the game’s lack of clear separation, suggesting that nuanced approaches are necessary rather than simple fixes like sliders or server splits.

The core problem identified is that Star Citizen’s current design, which attempts to blend realism with gameplay, results in a chaotic and untrustworthy environment. The game’s obsession with realism hampers enjoyable gameplay, leading to issues like weak deterrents for griefing, unreliable faction systems, and difficulty distinguishing between players and AI. The speaker advocates for meaningful factions with patrols, police, and territorial control to create genuine consequences for actions, reducing chaos and encouraging trust. They criticize the current reliance on ineffective systems like crime stats and comm arrays, which fail to prevent griefing or foster accountability.

The speaker highlights how the lack of proper faction systems and safe zones discourages players from engaging with content, especially in testing environments. They cite examples such as solo players avoiding PvP zones and the disastrous results of the Stormbreaker PTU, which devolved into a PvP chaos. The current mechanics, including reduced jail times and easy loopholes like alt accounts, undermine accountability and make the game feel hollow. The concealment of player identities and the prevalence of griefing further diminish social gameplay, creating paranoia and deterring meaningful interactions and testing.

Drawing comparisons to classic games like Dark Age of Camelot and Warhammer Online, the speaker advocates for a structured separation of PvP and PvE zones, with high-risk, high-reward systems that incentivize meaningful engagement. They suggest implementing different server or zone types—PvE, PvP, and consensual contested areas—that allow players to choose their preferred experience without dividing the entire player base. This approach would preserve the shared universe, foster community, and make the game more accessible while still catering to players seeking danger and competition.

In conclusion, the speaker emphasizes the need for a robust faction system and better-designed zones to improve the game’s appeal and longevity. They acknowledge their own past behavior and current participation in PvP but stress that the responsibility lies with Star Citizen’s developers, CIG, to create systems that promote consensual, meaningful PvP and protect PvE players. They call for the shutdown of the current arena module and urge for systemic changes that balance the interests of all players, ensuring the game can grow and thrive with a broader, more engaged community.