Cool story bro. I'll have a little bit of whatever it is that you're smoking.
You think I'm joking. Lol.
"...We can actually put griefers off into their own session..."
[video=youtube;Kb5hqjxmf4M]https://www.youtube.com/watch?v=Kb5hqjxmf4M[/video]
Cool story bro. I'll have a little bit of whatever it is that you're smoking.
David Braben has actuallly said that - you know words from his actual mouth that I've seen both in person and on video. He also talked about setting up a griefer "hell" if needed where griefers get instanced together away from the other players.
Of course what defines griefing in the context of this game can only be defined by FD and I'm not aware that they have exactly..
Hello Commanders!
I'd just like to add this morsel to the debate, again to explain where we're coming from.
I'm not overly interested in the whole "who wins the encounter" discussion, especially when the encounters can be very lopsided. I'm interested in how game play is served for both parties:
So a combat-heavy ship interdicts a trader. What's interesting to me here is: how are the players' game play needs being served? My first thought is: is the frequency and mechanics of the interdiction process working? If it is, then great, I know that the trader is facing a threat that I believe traders need to create interesting and exciting journeys.
I know that if I asked a bunch of traders about their thoughts on this particular interdiction they would all likely cry out in despair - the odds are stacked against them. But I have faith that the potential of this encounter makes their overall game play experience better (of course, this assumes that the frequency and game play is correct, something which might need a number of tweaks).
I look at the combat ship. Regardless of what their intent is, at this point in the game play they have a material advantage. But I want to make sure that the length and options of the encounter mean that both parties have at least *some* tricks to employ (hence I want to make sure that the trader could have fitted modules that make life more difficult if used well, and that the combat ship has the means to potentially prevent instant escape and actually attack). If you fly a stripped down trader with no shields or means to defend yourself, I contend that you are taking a calculated risk and can't complain too much when you get interdicted.
All in all, the end result of this encounter is mostly likely that the trader suffers some amount of material loss (the extreme being that they are destroyed) and that the combat ship more than likely has a bounty. Depending on player skill and materials involved the result can swing one way or another, but this is most likely outcome.
At this point, the trader needs to recoup their losses (being traders, they'll likely trade to do this). I believe we currently have some issues linked to the severity of their potential loss, but I suspect we may be able to find ways of softening the extreme cases a little better (tweaks to the credit line, for example is something we're looking at, or some changes to overall ship costs). Importantly, to me it makes no sense for the trader to perceive that they somehow "lost" this encounter - because the deck was stacked against them from the start.
The only sensible way for traders to assess how well they did is to consider how much they lost. And in a nutshell, this is where we have to make sure that traders can *if they wish* alter their ships to mitigate the loss caused by loss. Tough shields, armour, point defence, weapons - these all make a difference. For sure it's no guarantee that the trader can defeat the combat ship, but - if we get the numbers to the right place - it may well mean the difference between some hull/module damage and complete ship loss, depending on the equipment and *how well* it's used.
And I have to say that this is a core concept for the trader's basic journey. It really has nothing to do with them "beating" or "losing" to ships that are designed specifically for combat. It's about the dangers and efficiencies of haulage.
For the combat ship Commander, who presumably wants to fight - they now have a bounty which allows anyone to attack them in the area. Both player and AI ships can take advantage of this, and, again, almost certainly through some ongoing balancing, they should get more fights, which is kind of what they want, I would hope. The idea we want to create here is that living by the sword means risk of dying by the sword, potentially quite often.
Now, for the combat ship pilot who targets weaker ships then pays off the bounty instantly, I don't believe the answer is in making trader ships invincible, or impossible to find or catch. I'd suggest we will get better results in increasing the likelihood of dangerous combat encounters for them, such as tweaking the frequency of more powerful authority ships, especially around stars and starports, increasing the bounty they accrue based on the imbalance between ships, making bounties they accrue sit around as debt once they've been claimed - basically making their infamy count against them wherever we can do so and in so doing increase the chance for combat.
Again, this isn't to make them "lose", it's to provide an entertaining experience for them to work through. The only time player versus player becomes a clear cut case of win/lose is when too evenly fitted ships decide to slap each other about (which they can do, I have no issues with that).
I'd say that possibly we should look into AI to make sure that the more experienced Commanders can feel challenged, without destroying newer players. I think that there is perhaps room to look at rewards in addition to credits, to minimise the perception/reality that trading is the path of least resistance to progression. I think we can look at improving AI goals and activities in super cruise (for example having AI more interested in players based on how the player acts, maybe AI that can use wakes). We will also have lots of interesting situations to monitor when player wings and other features come on-line.
This game is certainly an ongoing endeavour and we're committed! All I'm saying here is that, due to the nature of the game, Commanders are going to inevitably find themselves in situations that aren't necessarily balanced or fair.
What I want to be able to do is make sure that Commanders who employ skill and knowledge (which can include knowing how to outfit your ship) maximize their success in those encounters.
Of course, to caveat, no guarantee or ETA on stuffs that are discussed here, it's simply me trying to explain our current line of thinking (and therefore is in no way immune to change!) Hopefully though, there's some food for thought (and of course, just because you disagree does not instantly make you "wrong" or us "right").
I hope this proves at least an interesting read![]()
"Works very well" is...not exactly the way I would describe Eve's bounty system, either old or new. The old system was basically a piggybank for the bad guys, they'd just use an alt to pop themselves and claim the winnings.
The new "10 % payout" system is basically used the same way. Nobody actually goes "bounty hunting", because anyone with shoot on sight standings knows better than to fly an expensive ship. 10% of a 1milISK destroyer is nothing. If you know you're going down, you get a buddy/alt to pop a few shots at you, to recover 10% of your ship loss.
It's one of the more glaring failures overall of a bounty system, regardless of the game. If I get a big enough bounty in Elite, I can just hook up with a friend, get an el-cheapo sidewinder, and let him pop me and claim the winnings. Anything you do to counter that will also counter the ability of legit bounty hunters to earn a living.
I've considered setting up a goods-based third party bounty system, using friends groups and such to make claims (and check them for shenanigans). Problem is, that's a lot of :effort:, and I have no clue what direction Frontier may be taking with the current bounty systems.
* Murder is not serious enough: This is an interesting one that has a couple of different strands to unpick. Firstly, we are looking to add in a future update a change that will cause any bounty claimed to become a special, non-expiring fine for the perpetrator. The idea is that when you commit a crime you are expected to pay at some point. Currently some game play flow options remove the bounty completing when you are killed, which is not what we want.
It's also worth noting that a bounty is not simply a fine to pay (otherwise it would be called a fine). It is also a green light for you to be attacked. In fact, this is undoubtedly the more serious part of the punishment. I think we still have some way to go to tweak background events to pick up on Commander bounties more (as in, when you fly around with a bounty the game takes it into account when deciding what to generate in the game world near you).
We already have a system that keeps bounties alive when you are killed but they are not claimed (dormant bounties). I just think it would be too punishing to have bounties that kept on being active after respawning. Sure this would not be an issue for the tiny minority of super wealthy Commanders, but our data suggests that losing a ship is a non-trivial event for the majority of pilots - and having a more or less permanent target on your back would likely just stop people committing crimes. That's my current take, anyway.
We are considering bounty adjustments based on some difference metric between Commanders (for example, Elite Commanders getting slapped with a bigger bounty when attacking lower rated pilots, or perhaps based on ship strength).
...pvp is quite happily embraced by the devs as another aspect of the game as we move forward.
Not sure where you got your quote from either, looks dubious, and/or very old...
Im afraid it does.
Firstly, that 'speil' if you actually read it, is about interdiction, combat in general, and the balance between traders and combat ships. So you are quite clearly wrong, maybe you didn't read it all. By the way its from the game lead designer. Its also about future concepts for features. Nice deflection try though, saying its just about traders in combat. Read it again.
Secondly, what you actually said is that pvp is actively discouraged. This is also wrong. Its not actively discouraged or encouraged. There are procedural features in the game, that are designed to make pvp have negative affects. Bounties and the like. We all know they aren't sufficient right now, but nevertheless its simply a system thats in place, not active discouragement. Its clear, especially from the dev post i linked, that pvp is quite happily embraced by the devs as another aspect of the game as we move forward.
Not sure where you got your quote from either, looks dubious, and/or very old.
EDIT: To clarify on the post i linked, it was about pvp between traders and combat commanders, not NPC's. Cheers.
You forgot to mention boarding... another proposed Elite expansion.
Won't submit? Shut down the engines and while the pilot's outside doing repairs, pull alongside him, board and transport all the juicy cargo off... or leave him one tonne of rabbits!!! (Or Toxic Waste... if he really was an obnoxious crow.)
That's about to change. The Bounty for PKing will become legacy. So no matter who claims the bounty, you will have to pay it off the next time you see the insurance screen. Got a 1M Cr bounty? Hope you have that in the bank the next time you eat space.
That's about to change. The Bounty for PKing will become legacy. So no matter who claims the bounty, you will have to pay it off the next time you see the insurance screen. Got a 1M Cr bounty? Hope you have that in the bank the next time you eat space.
You think I'm joking. Lol.
"...We can actually put griefers off into their own session..."
[video=youtube;Kb5hqjxmf4M]https://www.youtube.com/watch?v=Kb5hqjxmf4M[/video]
I can mitigate that in one of many ways. I can just not-care about the legacy bounty, then see how many friends it takes in loaner sidewinders to pop a hauler. Supposing my future "murdering pirate wing" doesn't work out, I can snag a couple more accounts with disposable income and multibox them. Failing THAT, I can retire the character, clear save, and be set up with a brand new CMDR for more pirating in a few hours of Solo play. Assuming that all of those are prohibited/unworkable, I can flip my wanted character over to Solo after each kill, grind out a few trade routes with my backup hauler (and no fear of PC bounty hunters), then bounce back into open for more killin'.
That's the magic of Solo. Traders can use it to avoid unwanted PVP, and bad guys can use it to cleanse themselves of bounties without fear of other PCs interfering.
We are considering bounty adjustments based on some difference metric between Commanders (for example, Elite Commanders getting slapped with a bigger bounty when attacking lower rated pilots, or perhaps based on ship strength).
And it has been. I got fairly bored of linking it dozens.. and dozens... of time because those who'd benefit most from reading it don't want to acknowledge it when it fails to label random player killing as outright wrong. Best of all they just acknowledge the sentence or part of a sentence that backs up their belief that nothig that is in anyway detrimental to their trade run will be allowed in Open. Anyway. That statement by DB isn't the be all and end all of the 'PvP' stance FD have. It's a single soundbyte without clarification or granularity. The more specific stance FD have is rather nifty imo and seeks to create an environment of freedom and consequence where all roles from murdering pirate to non combative trader are accepted.
That's not what he said at all. He said it would become a special kind of fine after being claimed and in the long run you would eventually have to pay it off, so far the details of how that works and when exactly you would be required to pay it off haven't been clarified. What they are not intending to do is make sure piracy and playing the bad guy is hammered so hard no-one ends up playing it. Sorry if you think the opposite is true. It does of course mean that in the long run pirates will be paying the bounties to those who collect, and that's not an entirely unreasonable request so long as the career paths remain capable of earning enough to maintain this.
Video date - Mar 2014
Nice one.
And hes talking about griefers, not pvp, or whether its discouraged.
Pvp isn't griefing. Dying to pirates because you cant plan a route or because you dont drop 15t out of 128t of cargo and try to run isn't griefing either. or maybe it could be classed as griefing yourself. I have seen it happen.
Except that mode switching is not possible in certain circumstances. Figuring this *might* be one of them.
Ahh, so we're extending it just a little here, now I can't switch modes. No biggy. Worst comes to worst, i invest in a totally separate feeder account. I'll use that one to harvest money in solo, then do a controlled commodity flip to my "locked in Open" killin' alt.
That's the problem with attempting to use game mechanics to discourage player behaviours. I just see it as a challenge to be overcome. If the devs don't want PVP, they can turn PvP off. All that implementing game mechanics will do is just encourage people like me to find ways to continue operations in spite of them.
I would imagine the fact that I can completely avoid PVP altogether is fairly leaning towards "actively discourage PVP". You can drop out of it at almost any time, no matter what situation you are in.
Of course PVP will be an aspect the developers need to look into. And yeah, I kind of agree that it isn't "actively discouraged" but it's definitely not (hopefully) at this point a main driving factor of development and never will be. That's not saying I hope it isn't improved upon.
I think that's where the big divide comes into play. I don't really give a crap about Shield Cell Balance, that can come later, there are so many things that need addressing regarding PVE that seeing the lead designer focus so much of his forum time on discussing this with people is a bit disheartening. I don't want this to become a PVP-focused Arena game. I don't want player owned stations that can control commodity prices. That's not what I read this game was going to be. It's "make my own way in space" and right now, PVP players are causing changes to "my own way". It's just that simple. If I want PVP I play different games. I don't really want that in this game right now but it seems to be the focus.
Is the Python being nerfed because a bunch of players in Solo were able to take out NPCs? I would assume, no.
Are SCB's being nerfed because a bunch of players in Solo were using them to win encounters? I would assume, no.
These changes are happening because of "PVP balance" and I will put that in quotes every time I type it because it doesn't exist, it will never exist, it's a carrot to be chased by developers, something not solved by companies that devote entire teams to it.
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