if we want the game to be better, we need to work with each other to improve the community aspect.
If I misinterpreted, it was not my intention.
I think I agree with your argument.
if we want the game to be better, we need to work with each other to improve the community aspect.
Are you calling me ignorant? I thought insults were against the rules here.
Ugh. Here we go.
"if we want the game to be better, we need to work with each other to improve the community aspect"
Yes, FD does not pay any attention to the quality of arguments and the voracity of the insults. They are logging vast stats and have data mining software informing them
what people are doing. They have corporate goals for the game. When the stats do not match their goals, they make "balancing" adjustments. Mostly these internal goals represent
the owners personal satisfaction in providing to the public the game they themselves want to play, believing there are others which also want to play.
The goals of course represent present and future sales. Should these numbers falter or are perceived as potentially faltering, this would result in "adjustments" and "balancing."
We know what may of the goals are including the ability to engage in human and AI combat. To role play various job descriptions using time invested in the game to represent
the ability to advance one's own game incentives.
When human combat interferes with a person's game satisfaction, provide alternatives where the human element is reduced or eliminated.
If a person's game satisfaction involves the maximum amount of player interaction, being overly aggressive will eventually reduce the availability of human interaction.
Removing the ability entirely to avoid aggressive player interaction will render the game untenable to new players and will reduce FD's income and marketability, so will not happen.
Everyone by now knows the formula.
Open play vs Private or group is increased risk. Everyone chooses their risk.
Being pledged to a power is increased risk. Everyone chooses their risk.
Piloting your ship in human congested areas known to attract griefers is increased risk.
Needless to say, if you are a person who believes you should be able to do all or any the above with no risk, then this is not the game you bought and never will be the game you bought.
Griefers are here to stay. All you can do is make the correct response which are many and known. The game is not going to change the rules to make them go away.
-Pv-
The problem is, there is no risk for pirates/greifers, whatever you want to call them, there are no consequences at all.
For me, being a pirate/psycho would come with massive costs.
1) Massive increases insurance. What insurance company is going to insure pirates? They are not, simple as that and any third party intermediate will charge a fortune. Any pirate killed in system/faction where they are wanted/recognised you don't get insurance or at incredibly high levels.
2) Pirates should banned from docking in systems/factions that they are pirating in. Yes that also means if pirate in Federation space, you will not be able to dock at federation stations. You would have to go elsewhere, like making uses of pirate bases where you would get missions for piracy. Why would a station let known pirates who have been killing civilians land at the station, they wouldn't unless it was to ask the pilot what colour soap they would like to pick up.
This also means that pirates would not be able to do the best trade and make millions, your pirates, you can't have everything.
3) System security should applied accordingly, pirate in a wealthy system with good security and you might as well roll over and smile, unless you are the best of the best. Whilst it is easy to pirate in anarchy systems or systems with poor security.
4) As for people that just want go around slaughtering people for fun? Fine do that, but be prepared to be restricted here there and everywhere. And eventually the only ship you will be able to kit out, is your free sidewinder... If you can get out the station without getting shot at.
Yes people can play whatever way they want, but they had better accept that their are pro's and con's to everything.
If traders want to earn big money, the best routes should be from the lower policed outer rim systems (More piracy) to the better protected systems. So traders know they have a chance of meeting up pirates (proper cost and reward) or they can stay safe earn lower profits but know they are much much safer as it would hard to pirate in better protected systems.
There is no risk to being pirate, but you try to make it risky and the pirates are the first ones to cry like babies and say it is not fair, why should being a pirate come with consequences.
That's the risk/ reward that comes with such a social event. Picking the right ship for the job (credits willing) and then understanding how to best use it is often the key.
The problem is, there is no risk for pirates/greifers, whatever you want to call them, there are no consequences at all.
For me, being a pirate/psycho would come with massive costs.
1) Massive increases insurance. What insurance company is going to insure pirates? They are not, simple as that and any third party intermediate will charge a fortune. Any pirate killed in system/faction where they are wanted/recognised you don't get insurance or at incredibly high levels.
2) Pirates should banned from docking in systems/factions that they are pirating in. Yes that also means if pirate in Federation space, you will not be able to dock at federation stations. You would have to go elsewhere, like making uses of pirate bases where you would get missions for piracy. Why would a station let known pirates who have been killing civilians land at the station, they wouldn't unless it was to ask the pilot what colour soap they would like to pick up.
This also means that pirates would not be able to do the best trade and make millions, your pirates, you can't have everything.
3) System security should applied accordingly, pirate in a wealthy system with good security and you might as well roll over and smile, unless you are the best of the best. Whilst it is easy to pirate in anarchy systems or systems with poor security.
4) As for people that just want go around slaughtering people for fun? Fine do that, but be prepared to be restricted here there and everywhere. And eventually the only ship you will be able to kit out, is your free sidewinder... If you can get out the station without getting shot at.
Yes people can play whatever way they want, but they had better accept that their are pro's and con's to everything.
If traders want to earn big money, the best routes should be from the lower policed outer rim systems (More piracy) to the better protected systems. So traders know they have a chance of meeting up pirates (proper cost and reward) or they can stay safe earn lower profits but know they are much much safer as it would hard to pirate in better protected systems.
There is no risk to being pirate, but you try to make it risky and the pirates are the first ones to cry like babies and say it is not fair, why should being a pirate come with consequences...
The argument over punishment of killing a fellow CMDR and the 'cost' of that from a penalty state is pretty simple. It won't ever make people happy. Regardless of what is done. There really isn't a middle ground on this. FD know this. They try to find some kind of consequence. But it won't ever the right amount of "enough".
Fold
I'll believe this when I see it. Until FDev make some kind of attempt to make life harder for pirates/murderers/psychos, this point is null.
But pirates. For the reward of getting to kill who they want, and pirating big cargo holds of valuable materials... they face what risk? Paying their insurance in the event they die? Of all players in Elite I believe pirates/murderers/psychos have it easiest, which doesn't make sense because they're usually the ones creating the risk for everyone else!
Some sociopaths are pirates, but not all pirates are sociopaths. That you lump greifing, killing without reasons or compunction and straight out sociopathic tendencies into the same argument, I am afraid doesn't help.
I do not agree. I would like to see "letters of marquee" for pirates, much like the privateers had during the days of British piracy, but they aren't there. There is a pirate faction though, so we really can't exactly ban it.
Pirates are also at risk of a hauler calling in friends who wing up and go hunting. So it's not all free candy. Piracy is a terrible income source. Trading in open, is dangerous. The game is called Elite: Dangerous. It's called that for a reason.
And lumping random killers with pirates doesn't help your argument.
I'll believe this when I see it. Until FDev make some kind of attempt to make life harder for pirates/murderers/psychos, this point is null.
again, you lump a profession with a social interaction. I am afraid doing so makes it impossible to have a reasoned debate. I actually agree with the pirate above. Maybe I should join his band of merry souls. They actually seem to have some sense of code and don't just blindly label.
How weird is that?
Fold
again, you lump a profession with a social interaction. I am afraid doing so makes it impossible to have a reasoned debate. I actually agree with the pirate above. Maybe I should join his band of merry souls. They actually seem to have some sense of code and don't just blindly label.
How weird is that?
Some sociopaths are pirates, but not all pirates are sociopaths. That you lump greifing, killing without reasons or compunction and straight out sociopathic tendencies into the same argument, I am afraid doesn't help.
I do not agree. I would like to see "letters of marquee" for pirates, much like the privateers had during the days of British piracy, but they aren't there. There is a pirate faction though, so we really can't exactly ban it.
Pirates are also at risk of a hauler calling in friends who wing up and go hunting. So it's not all free candy. Piracy is a terrible income source. Trading in open, is dangerous. The game is called Elite: Dangerous. It's called that for a reason.
And lumping random killers with pirates doesn't help your argument.
Piracy isn't random killing. There is always a purpose. Mostly it's to take a portion of cargo and let the mark live.
It is an amoral activity. There in fact were legalised pirates, called privateers and they had a letter of marquee from the King or Queen of England. Their goal was to hunt down Spanish, French or Dutch ships. The difference there is that they often took the ship into their own fleet, or simply scuttled it and abandoned/ killed the crew.
In ED they just pester you for some cargo and would rather see you drop some and allow you to be on your way. Killing you isn't really the goal. Freighting can be some of the single fastest ways to make credits in elite.
However, confusing piracy with random and unreasoned killing does not help the argument that people should be free to cart all many of goodies across a fair chunk of space and do so entirely unhindered. This isn't elite: space trucking simulator. It's space. It's dangerous. Stations murder people for loligaggin.
Piracy is annoying. But it is a valid part of the experience. Please at least seperate piracy from random killing. They are not the same.
Cba to edit my way through that mess, so here.
1) you talk about countries reconciling with pirates? Pirates fighting wars for nations? Right. When this mechanic exists , come find me. In the meantime, pirates can dock at whatever station they want, no questions asked, no "reconciliation" involved. It shouldn't be this way.
2) You say pirates have no reward. Perhaps this is synonymous with the fact that they also have no risk? It's not a case of "pirates have no rick, therefore they should have no reward", or, "Pirates have no reward, therefore they should have no risk" - it's simply "pirates have no risk or reward - both should be increased equally."
2.1) That said, how do you measure reward? I assume you measure pirates' rewards in credits (in which case, yes, most Elite: Dangerous pirates make next to no credits for their efforts). BUT, piracy, buy-n-large, is an entertaining medium of PvP. I'm confident in saying that the reward for piracy for a lot of pirates is they enjoyment factor - interdicting traders, killing players, enjoying being a superior fighter. Again, up for debate, but please acknowledge that to say "Pirates have no reward" is rather subjective..
2.2) A good analogy is this: the main reward for most explorers is getting to explore the galaxy. Credits don't come quick for explorers, compared to other mediums of earning money, but that's okay to explorers - they're content just seeing the sights. In a similar way, the main reward for pirates is (I imagine) getting to hunt down players and pirate them. I suppose you could say that piracy is a great entry into RP!
2.3) If you're still adamant that piracy isn't rewarding in any sense, I'd ask why people are pirates then - because there's a lot of them.
3) I think SkipRat made a mistake. He wasn't saying that pirates = griefers. He was just saying that, I believe, neither of these two demographics have sufficient risks involved in their play style.