or fails to deliver basic functionalities/consequences of choice etc...
Pretty much this.
Implementing some form of medium/long term consequence for piracy and murder would deter a lot of the weekend warriors, if they are unable to just attack someone and be clean two minutes later after a 6500 spacebuck slap on the wrist - something on the order of restricting access to anarchy/low sec stations for refuelling/repairing/selling the loot until such time as they redeem themselves - and redemption in this case takes TIME, not cash. (Perhaps similar to rep missions in their time taken and slooooow impact on regaining rep
This would have the effect of massively reducing the number of interdictions for the 'wannaplayopenbutdon'twannapvp' crowd, without significantly impacting the "career" pirates
I would just like to add and remind everybody that it was expected from the atart that most 'interactions' would be against NPCs. PvP was never, ever meant to be a central part of the game. PvP is meant to be RARE. But that isn't what we have. And it is because we have too many players playing PvP style that the game is skewed against the PC trader, making their chances of survining an attack by a PvP armed ship much less likely than the game intended. The game intended much more in the way of attacks by NPCs and players working together against the NPC/Simulation. The game now is just degenerating into a PvP shooter.
Not sure it was ever expected that pvp would not be a central part of the game. Most of the design compromises that were made seemed deliberately to cater for it! Unfortunately, the system that the compromises were made for hasn't been brought to fruition. Unfortunately for the "it's only an alpha/beta/gamma/release 1.0/patch1.1/just wait till patch 1.2/just wait for patch X.Y" guys, the lack of these features means that, lacking the alternatives, a proportion of players will turn to whatever avenues ARE available to them - which at the moment includes no holds barred pvp
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