- Rules in games in general. I thought the context of the post made that rather clear.
So... no rules have been broken then. Unless you can point me to something in the EULA that was broken.
- You can jump off a cliff because it's there, but that doesn't mean you should! Seriously, that is the very "get over it" logic I'm talking about.
No, you wouldn't, because that's got severe consequence.
I multi-account some games. If there was a rule against multi-accounting, I wouldn't do it, even if I could.
- Yes, it is a big deal to some. But I guess since you think it isn't, everybody should think like you? And if they don't, you resort to claims of "toxic", "real harassment", "pretty juvenile", "flavour of vindictive and spiteful posting". WOW.
You yourself said:
"Why in the world would a player want to attack other players for no apparent reason other than to kill them and take their stuff? That's basic thuggery, and it's a disgrace to humanity."
So, someone coming on, to play the game within the rules the game sets out, is a "disgrace to humanity".
Sounds pretty toxic to me.
- "...broadcasting it around the internet..."? Exaggerate much?
This is the internet, and your post is viewable publicly. Sounds like broadcasting on the internet to me.
- I'm willing to bet there are one or more things that ED has in the game that you don't like. But when others comment they don't like something you have no problem with, they are somehow wrong. Got it.
There's plenty in ED I don't like. I don't call people doing those things a "disgrace to humanity"... I call out ED's game design instead. Like I said, plenty to be talked about with regards to things in this space
People talk about the lack of consequence for crime in the game. That's because there's a lack of reward in the first place. This is hardly the thread for discussing that though... to reign it back in, for reasons I don't really need to understand, people can't look beyond a single location for sourcing materials.... but I guess people will pay for convenience.
Honestly, if people are stockpiling/reselling steel... they're pretty amateur... there's other things they could be targeting with much better effect. I personally welcome that Colonisation has finally brought some player-driven demand to the game, and it's a real shame that CMMs and Insulating Membranes got their resupply rates buffed, because there was no issue sourcing them if you looked outside one station. Why shouldn't people be able to markup when enabling logistics for others?
Of course that can lead to price gouging, but bluntly, these are
incredibly amateur and ineffective actions at this point.
- "A solution to this "problem"..."? We already know it can, and is done in ED, we are past that point of the conversation. Things can change, and be improved upon. ED could make it so that being a pirate has zero merit, and comes with severe consequences that discourages such activity.
Except once again, FD has clearly designed a game such that being a pirate
should be merited. The fact it
isn't done properly is exactly what leads to people ganking at a CG out of boredom...
If FD didn't want players to attack other players, we'd all clip through each other, weapons would just pass through each other... there would be zero interactions between players. Putting in things that are non-options like overwhelming punishments for actions with no actual reward is trash-bin game design. Want high consequences? There should also be high reward. In that way, you can apply a strata approach to crime; by applying heavy penalties to particular crimes which force criminals to assess "Is it worth it, given the consequence". That's impossible in the current game design, because there is no reward for PvP, and therefore it's impossible to apply measured consequences.
Conversely, if there's meant to be demand for goods, then players should be able to charge a premium for their provision as a substitution for the time to source them themselves. There can't be player-driven markets without player-driven demand, whether that's caused by hording, gold rushes or even just locking down supply ports.
Criminal gameplay has always been best designed when there's big incentives to do it, but bigger punishment if/when you get caught, whether it's that day or 5 years down the track.
That all rests in ED's game design. Again. To attack players doing things in the game, without exploits, that the game is
designed to allow is the only "disgraceful conduct" here. As crude as the saying is, "Don't hate the player, hate the game". I think there's
much more that can be done in this space, but that conversation can only happen when people talk about the problems in the game design, and not perceived problems of other people.
EDIT: To circle it back to this topic... the "hording/reselling" we see is an artefact of the market tools in-game not being particularly effective. There's no shortage of these things by any measure... it's just the barrier to entry to using ingame tools is high, so most people generally
don't know how to find goods.
The fix to that is FD needs to fix their in-game market tools to be more intuitive and useful... indeed for all people rave about it, even using Inara effectively seems a strech for quite a few on the forums.