Infamy! Infamy! They've all got it in for me!

I think I've just reached tipping point over all the posts/threads about murder/griefing. The next time I read yet another NEW post about how someone just got 'killed' I really don't know whether I'll be able to stop myself screaming or snarling.

I'm not into griefer gameplay and I hope such a thing can be curtailed by proper crime & consequence rule implementation, but I'm fed up of reading the same comments over and over again. I'm not giving lots of examples but you can be sure someone will suggest playing in solo, or that what happened is valid gameplay so everyone else should stop moaning (and, yes, I realise I am sort of moaning myself, here). You know what I mean, unless you are new to these forums.

So... I decided I'd start a pro-murder thread. Let's hear it for those killers - the human players whom we all hope not to meet! I want this game to live up to both its name and my expectations. With only NPC crazies on the loose this game is Elite : Mostly Harmless, as after a while (building up experience and skills, plus ship upgrades) it is basically just the human players who make this Elite : Dangerous (excluding some unfortunate jumps into close binary systems, of course). Yeah, I know we could talk about hitting asteroids or the station walls, but that's just bad flying.

Rule #2 for beginners should be that they need to move away from the starter systems. In my ED universe there are places that hold more potential danger than others, just as there are IRL. If I want to go on holiday I don't choose a war zone. If I am transporting goods from A to B I won't take a shortcut through place C if I know that C is being blockaded and my goods are frowned upon. If I want to go for a stroll I won't pick a nearby mine field. If I do any of these I understand quite clearly that I place myself in greater danger. Nor do I assume that by avoiding such places the risk reduces to the point of being removed entirely. I doubt very much that when I go to the shops and then the pub later today that I shall die, but it COULD happen. The odds of my death happening at the hands of a murderer are even lower, but it could still happen, and I'm certain I could travel to some places in the world where the odds of such a demise would increase dramatically.

What am I trying to say...? When I first started playing ED I tried hard to be lawful and not become a criminal; that was my chosen path in the ED universe. There were occasional moments when I strayed slightly (such as smuggling) but they were brief exceptions to the rule just so that I could see for myself how the game worked. The first time I killed an innocent NPC I felt guilty, as it went against the character of my Cmdr. The first time I had another Cmdr shoot at me without cause I felt peed off and angry. But would I ban such behaviour outright? Hell no! It is the knowledge that I must be aware of others in the game and the fact that they might not be fine upstanding members of lawful society that gives this game its edge. Keep me on my toes, why don't ya, but you'll have to catch me first! In short, I'm glad killers exist in the game (and I do not include griefers in that statement) as long as they spread it around a bit.

Thinking about the whole 'killing' thing and how it is occurring, it made me wonder how I could perhaps add to the danger within the game. The conclusion I came to is that it is too black & white at present. IRL we have surely all read reports or watched tv programmes about killers who remained hidden within the community for many years, and about their MOs (modi operandi), and this opens up a new way to play: I could become a serial killer!

As our ships have scanners which identify others by name this is where the forum rules (here, at least) add to the gameplay. A superb pilot might be able to sneak up and stay out of the scanning area of the prey but I doubt I'd be able to pull that off. If my name became known too quickly they'd scarper as soon as I was ID'd by their scan. As such, within the forums, all that'd be available would be a sketchy and worthless bit of info ("the killer was flying an FDL, but that's all I can say").

But... how shall I choose my victims? Serial killers often have specific types of target, so perhaps I shall only pick Haulers who are rated Novice (sort of 'young adult' if we applied a scale progression to rank vs age). Serial killers who remain hidden often have preferred hunting areas and other patterns, so maybe I'll park my 'killing ship' in a station somewhere and only pick on victims I find within 12 Ly of it. As for the pattern, I'm not sure yet; I could go with something along the lines of every Sunday with a '1' in its date (so two victims on the 11th), or maybe some other date pattern that has significance in the real world (e.g. dates of Zeppelin raids on England in WW1). The better the pattern the more likely people could pick up on it and the mystery killer could be suitably named (i.e. given a monicker).

So, there you have it. An acceptance that murder exists, but in game it would not be to the extent that dozens would be decrying it all at once. It would, however, add to the sense of danger out there ("when in the black, watch your back!"). After sufficient victims allow the pattern to be known I could end up being the hunted player.

Has anyone else got any other ideas for imaginative ways to incorporate murder in the game? If so, please share...
 
I have mixed views on the above but you get Rep+ for the Kenneth Williams (not Frankie Howard) thread title.
 
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Has anyone else got any other ideas for imaginative ways to incorporate murder in the game? If so, please share...

you could role play the psycho from 'No Country For Old Men' by interdicting players and stating "heads or tails?" to decide if they live or die

also, I agree with you, the more people that complain of random murders in this game, the more I want to go out and kill them (in game of course!)
 
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Can we have an NPC called (and acting like) Dexter Morgan please?

Using a variant of Harry's code, he hunts down and introduces to 'the room of plastic sheets', all the station rammers...?
 
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You could go full Khan and shoot out the explorers life support at Sag A. Murder by suffocation.....evil.

Or perhaps follow them as their Remlock timer ticks down, going Roy Batty style "where are you going?". Would be a psychotic but satisfying way to take out some of the pirates hanging around in the Old Worlds.

"Quite an experience to live in fear, isn't it? That's what it is to fly a Sidewinder".

Hmmm, judging by the above its good I can only play Solo...
 
As far as I am concerned the second paragraph says it all.

If there were proper and balanced consequences for criminal behaviour then the "random psycopath" gameplay style would be far more acceptable, as it stands you get more for a parking ticket than murder.
 
To do this properly, it seems you'd have to pick people that want to be murdered. Anything else is apparently griefing, according to some members of this forum.

So this means that you should send a questionnaire to possible victims making sure that they understand what open play is, and that it is part of the game play to be attacked and lose your ship. It seems that many are not aware of this and would feel grief at the loss of their ship. I've been told that if someone feels they have been griefed, then the act of attacking them is griefing, despite what is acceptable game play in open play.

So yes, a pre-murder questionnaire.
 
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You have potential.. the Dark Wheel will be in touch :)

Happy to do it if people think it will spice up the atmosphere a bit, after all I'm an explorer that plays Open Play in the hope that one day I'll meet a loon that does it!

Although I wouldn't take a Vulture...
 
To do this properly, it seems you'd have to pick people that want to be murdered. Anything else is apparently griefing, according to some members of this forum.

So this means that you should send a questionnaire to possible victims making sure that they understand what open play is, and that it is part of the game play to be attacked and lose your ship. It seems that many are not aware of this and would feel grief at the loss of their ship. I've been told that if someone feels they have been griefed, then the act of attacking is them is griefing, despite what is acceptable game play in open play.

So yes, a pre-murder questionnaire.

You've been wrong told, there is no griefing in this game. Let's not start this discussion again please....
 
You've been wrong told, there is no griefing in this game. Let's not start this discussion again please....

We don't have to start "that" discussion, but the OP did ask how to choose his victims in light of all the "I've been griefed" threads, so I thought my answer was spot on :p
 
A true killer would take Vulture to Sag A and wait.....
This appeals to my dark, twisted sense of humour. I couldn't bring myself to be so brutal, though. It'd be too traumatic for me, let alone the victim(s); I'd empathise too much with their loss.

you could role play the psycho from 'No Country For Old Men' by interdicting players and stating "heads or tails?" to decide if they live or die
This has potential...

Using a variant of Harry's code
I haven't watched Dexter so I'll need to look this up.

as it stands you get more for a parking ticket than murder.
I really hope this state of affairs changes.

Frank Muir was the originator
I've just learnt something new. Thank you.

So yes, a pre-murder questionnaire.
Hmmm... not sure how this could be implemented. I could get the potential victim in my grasp and ask him/her whether (s)he understands the risk of playing in Open. An answer of 'yes' would be be met with "Then die...!", and a 'no' would be met with "Time to learn...!". Not quite what you suggested, I know.

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Having spent time considering the proposed 'deviation' in my Cmdr's psyche I'm still doubtful that I'd be able to bring myself to do the deed. Perhaps I could take down their ship's shields and drives, picking away at other sub-systems whilst their hull strength allows it. When they're nearly dead and adrift I could reveal my intent, then let them reboot and limp back to safety. A close shave would be exhilarating. I also began to think about rules I would set myself, such as never targeting the same person twice. Even if I don't put the proposed game 'subplot' into practice it could be an enjoyable exercise planning it.
 
If people were smart they would have figured out that your 'solo' profile and gear carries over and spent some time building themselves up a bit and becoming comfortable with the game before jumping in the shark tank.
 
If people were smart they would have figured out that your 'solo' profile and gear carries over and spent some time building themselves up a bit and becoming comfortable with the game before jumping in the shark tank.

OT, but if I could have internet that allowed me to play Open without issues I would wipe my save (100 million credits, A and B grade Python) and start in a Sidewinder with 100 credits instantly. I really, really want to be in Open and be stalked and stalk in space.

French 'broadband' is so cruel.
 
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