[Potential Solution]PvE Vs PvP in Open Play: Pilots Federation Rep & Restricted Matchmaking

Potential Solution for PvE Vs PvP in Open Play: Pilots Federation Rep & Restricted Matchmaking

The Problem

Ok I think most of us understand the issue now.. PvE players wish to play in open mode because;
  • They are perhaps fed-up with playing alone
  • The Mobius groups are limited in their capacity to offer a true 'open experience' as all members have to be granted access and private groups have a hard-coded player-limit
  • They are reliant on players administering Mobius or other groups in their own time
  • They don't like feeling 'forced' into solo or groups
But their main concern participating in open play is that they do not wish to play in the same game mode as player-killers or so called 'griefers' (this is an overly-misused term but hey-ho).

There has been much talk from the PvE community of ideas such as a 'Open PvE' mode or 'PvE-only flags', with the intention to stop the more aggressive players attacking them, but at the same time allowing them to interact with like-minded players.

Why are 'PvE Open' mode or 'PvE flags' NOT desirable solutions?

Despite the popularity of these ideas, there are of course issues with them (probably why FDev have not implemented them);
  • There is no lore reason why any ship should not be able to damage or destroy another ship
  • Dividing up the playerbase into yet another mode could potentially fragment the community more than it already is
  • 'Griefing' would not necessarily stop because players can't be damaged, it would just change in nature
  • Legitimate PvP gameplay pathways could suffer with these solutions (Powerplay, Bounty Hunting, Piracy, Protection Wings, Faction Combat, Community Goal Diversity)
  • Knock-on effect from introducing these solutions would effectively draw most non-combat players into Open PvE, causing what is now 'Open' to become 'Open PvP', which is undesirable to a lot of players (including myself)
  • Players would have yet another method of circumventing player-opposition in Community Goals & Powerplay
  • The notion that the Elite: Dangerous world is a 'Cut-throat galaxy' would likely be diminished
  • Splitting 'Open play' mode up or making certain players off-limits to attack would be an admission of failure from FDev that they couldn't get open working the way they wanted it to

For these reasons, I believe a smarter solution to the problem must be sought, here is my proposal;

Step One: Introduce a 'Pilots Federation Reputation' system

This feature would assign reputation labels to players based on how they interact with other members of the Pilots Federation (i.e players only).

Reputation Tiers

This points-based system would have the following tiers (Not visible in Anarchy systems):
  • Legendary (+1000) (Top-end limited to +1500)
  • Honorable (+500)
  • Upstanding (+250)
  • Reliable (+100)
  • Neutral (Default)
  • Unpredictable (-100)
  • Dishonorable (-250)
  • Treacherous (-500)
  • Murderous (-1000) (Bottom-end limited to -1500)

The tier your commander would occupy would be determined by how you interact with other commanders. Everyone's starting tier would be 'Neutral' and would rise or fall depending on recent player interactions. Over time, this rep would reset to 'Neutral' so players must keep their standards high to maintain a good standing. The reset of rep to neutral would take some time, probably somewhere around 25 points a week.

At time of implementation, all players would start from 'Neutral' with a clean slate (not including fines & bounties).

Reputation Gain

Being given an 'Endorsement' by players who themselves have a high-reputation would boost player rep. These could only be given to the same commander once to avoid exploiters boosting their friends up continuously.
Players with negative rep could not give endorsements at all.
Here are the proposed endorsement values;
  • From 'Neutral' Commander : +5
  • From 'Reliable' Commander : +10
  • From 'Upstanding' Commander : +25
  • From 'Honorable' Commander : +50
  • From 'Legendary' Commander : +75
* Max rep awarded would be capped at +10 for all levels if friends (to stop artificial boosting)
* Endorsements could only be confirmed while docked, to counter potential 'rep extortion' (threatening players to award them rep)

Reputation Loss

Rep-loss penalties would be given for acts deemed dishonorable by the Pilots Federation, these include:
  • Killing clean commander ships without cause in secure systems (i.e not wanted, no Powerplay rivalry or not an enemy in a Combat Zone) : See Murder Scenarios
  • Speeding 'incidents' around stations with other commanders (player moving fastest gets the rep-loss penalty) : -50 rep
  • Using the 15 second 'graceful exit' menu system to log-out during combat (with players only) : -75 rep
  • Killing members of your own Powerplay faction (unless self-defence) : -100 rep
  • After repeated complaints of task-kill-style combat logging on a certain player, FDev could manually set the player in question's rep to 'Treacherous': Rep-loss at FDevs discretion
The first two points on this list would not apply to 'Anarchy' or otherwise 'Lawless' systems, as they need to remain dangerous places.
There would be caveats to make sure that rep-loss is not applied unfairly. For example, if you are wanted, and get interdicted by a clean commander and managed to kill them; you would not receive any rep-loss because you were not the aggressor.
No rep-loss would be applied for Powerplay related kills regardless of ranks or local security rating (though it still would for logging or killing your own faction).
Also if the victim has 'report crimes against me' set to 'off', no-rep loss is applied to the aggressor (except for menu-logging).

Murder Scenarios

We would need a system to measure murder-severity, so it would be a good idea to have degrees of murder (include rep loss if against other CMDR):
  • 4th degree = self-defence (when wanted vs clean opponent) or sanctioned kill (Powerplay) : 10,000 credit bounty & no rep-loss
  • 3rd degree = murder of equal or higher level clean pilot : 25,000 credit bounty & low rep-loss (-50 rep if not Powerplay, Wanted or Conflict Zone)
  • 2nd degree = murder of clean lower-level pilot (all ranks less or equal to 'Mostly xx') : 50,000 credit bounty & med rep-loss (-100 rep if not Powerplay, Wanted or Conflict Zone)
  • 1st degree = murder of clean lower-level pilot + ship value under 100k credits : 75,000 credit bounty & high rep-loss (-200 rep if not Powerplay, Wanted or Conflict Zone)

So we do not return to the days of bounty-farming, FDev would need to standardise the conversion of unpaid fines to bounty value to say 20,000 credits. This will stop illegal-cargo fines being used to bounty-farm, and thereby allow higher bounties for murder.

Low Reputation Consequences

There would be consequences for having a low Pilots Federation rep, these could be:
  • Refuse docking permission for 'Murderous' or 'Treacherous' commanders at High-security ports
  • Refuse docking permission for 'Murderous' commanders at Medium-security ports
  • Refuse to issue a 'clean' status to 'Murderous' commanders in High-security systems
  • Issue kill-on-sight orders to NPC security against 'Murderous' commanders in High-security systems
  • Some faction-types would refuse to work with negative-rep commanders, regardless of ranks, making some missions unavailable.

Step Two: Give players a 'Restricted Matchmaking' switch in the options menu

So, now we have a system that can measure how honorably players interact with each-other, we can offer commanders an option in the game menu that restricts which players are match-made with them in open-play (in certain systems).

The Switch

This would be a simple two-way switch that could either be set to;
  • No Restrictions (Normal)
  • Restricted Mode

Who would it filter-out and where?

How this would work is; players who switch to 'Restricted Mode' would not be placed in the same instance as players with:
  • Rep-levels of 'Treacherous' or 'Murderous' in High-security systems
  • Rep-level of 'Murderous' in Medium-security systems
There would be a few exclusions to this system:
  • Low security systems would continue to have full player matchmaking, with commander rep-level displayed to all players in the instance (after basic scan)
  • Lawless & Anarchy systems would have full player matchmaking, with commander rep-level displayed as 'Unknown'
  • If a player with a negative rep of 'Dishonorable' or lower switches to 'Restricted Mode', it has no effect and they will still be match-made with low-rep players - this is an excellent way to discourage combat logging.
  • If a player with Restricted mode set to 'On' is wanted in the local area or system, they are placed in the normal instance with everybody
  • Rival Powerplay commanders are always instanced together in power 'Control' systems regardless of rep level or 'Restricted mode' setting

The potential benefits

The effect this could possibly have would be:
  • Feeling a bit safer, non-combat or PvE players may return to open.
  • Low-rep players would gravitate towards 'Low-security', 'Lawless' and 'Anarchy' systems, where there would be no-matchmaking restrictions.
  • Forum-rage may subside quite a bit (it won't go away entirely)
  • Pirates would have a motivation to not kill their targets. By keeping their rep high, they would benefit from having access to more targets (No matchmaking restrictions)
  • Combat logging would be discouraged naturally, as the end result for the logger would be that 'Restricted Mode' no longer works for them and they are unable to avoid player-killers

Step Three: Make running the risk of Low Security / Lawless Systems worth going to for non-combat players

Dangerous systems have to have an incentive to visit

With a system like I have outlined above, there would need to be a reason for traders, miners & explorers to go to the riskier systems.
What should happen is that profit margins for all activities in these systems should be increased. This would include trade profit margins (including rare commodities), bounty vouchers, exploration data and mission rewards.
Something like this could work well:
  • High Security : Profits have 0% bonus modifier applied
  • Medium Security : Profits have 10% bonus modifier applied
  • Low Security : Profits have 25% bonus modifier applied
  • Lawless/Anarchy : Profits have 50% bonus modifier applied

Net result is, non-combat players can stay safe and trade in the secure systems relatively hassle-free -or- they can try their luck trading in risky systems for a nice bonus to their profits. This way if they get killed or robbed, the blame can be put squarely on them for venturing to low or no security systems unprotected.

With a system like this in place, PvE-leaning players would have a barrier of protection against player killers (as long as they stay in secure systems). This way they could have the benefits of Open play social interaction, with a much-reduced risk from player killing. At the same time, criminal players would have more of a reason to keep their rep at a certain level, otherwise their targets will dry up. This may encourage more positive forms of outlaw play (such as piracy).

All of this could potentially be achieved without extra modes being tacked-on to the game.
 
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+1
I like this idea.

I would add a way to see where a "murderous" player was last seen, in secure space only. So bounty hunters can decide to hunt them (with appropiate rewards). That would be great PvP and gameplay, and those few real actual noob abuser griefers will have to think twice who they kill, because really dangerous and prepared bounty hunters could come in retaliation.
 
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And why would people who play 'player killers' (as you named them) stick to these rules?

Surely the whole aspect of griefing is to go against what others want to have their own fun? So sticking to 'allowed areas' or a restricted 'Matchmaking' would have little or no appeal.

If this idea did appeal to them, there would be large private groups (akin to Mobius) that would just be for player killers.
 
Potential Solution for PvE Vs PvP in Open Play: Pilots Federation Rep & Restricted Matchmaking

The Problem

Ok I think most of us understand the issue now.. PvE players wish to play in open mode because;
  • They are perhaps fed-up with playing alone
  • The Mobius groups are limited in their capacity to offer a true 'open experience' as all members have to be granted access and private groups have a hard-coded player-limit
  • They are reliant on players administering Mobius or other groups in their own time
  • They don't like feeling 'forced' into solo or groups
But their main concern participating in open play is that they do not wish to play in the same game mode as player-killers or so called 'griefers' (this is an overly-misused term but hey-ho).

There has been much talk from the PvE community of ideas such as a 'Open PvE' mode or 'PvE-only flags', with the intention to stop the more aggressive players attacking them, but at the same time allowing them to interact with like-minded players.

Why are 'PvE Open' mode or 'PvE flags' not desirable solutions?

Despite the popularity of these ideas, there are of course issues with them (probably why FDev have not implemented them);
  • There is no lore reason why any ship should not be able to damage or destroy another ship
  • Dividing up the playerbase into yet another mode could potentially fragment the community more than it already is
  • 'Griefing' would not necessarily stop because players can't be damaged, it would just change in nature
  • Legitimate PvP gameplay pathways could suffer with these solutions (Powerplay, Bounty Hunting, Piracy, Protection Wings, Faction Combat, Community Goal Diversity)
  • Knock-on effect from introducing these solutions would effectively draw most non-combat players into Open PvE, causing what is now 'Open' to become 'Open PvP', which is undesirable to a lot of players (including myself)
  • Players would have yet another method of circumventing player-opposition in Community Goals & Powerplay
  • The notion that the Elite: Dangerous world is a 'Cut-throat galaxy' would likely be diminished
  • Splitting 'Open play' mode up or making certain players off-limits to attack would be an admission of failure from FDev that they couldn't get open working the way they wanted it to

For these reasons, I believe a smarter solution to the problem must be sought, here is my proposal;

Step One: Introduce a 'Pilots Federation Reputation' system

This feature would assign reputation labels to players based on how they interact with other members of the Pilots Federation (i.e players only).

Reputation Tiers

This points-based system would have the following tiers (Not visible in Anarchy systems):
  • Legendary (+1000) (Top-end limited to +1500)
  • Honorable (+500)
  • Upstanding (+100)
  • Reliable (+50)
  • Neutral (Default)
  • Unpredictable (-50)
  • Dishonorable (-100)
  • Treacherous (-250)
  • Murderous (-500) (Bottom-end limited to -3000)

The tier your commander would occupy would be determined by how you interact with other commanders. Everyone's starting tier would be 'Neutral' and would rise or fall depending on recent player interactions. Over time, this rep would reset to 'Neutral' so players must keep their standards high to maintain a good standing. The reset of rep to neutral would take some time, probably somewhere around 25 points a week.

At time of implementation, all players would start from 'Neutral' with a clean slate (not including fines & bounties).

Reputation Gain

Being given an 'Endorsement' by players who themselves have a high-reputation would boost player rep. These could only be given to the same commander once to avoid exploiters boosting their friends up continuously.
Players with negative rep could not give endorsements at all.
Here are the proposed endorsement values;
  • From 'Reliable' Commander : +10
  • From 'Upstanding' Commander : +25
  • From 'Honorable' Commander : +50
  • From 'Legendary' Commander : +75
* Max rep awarded would be capped at +10 for all levels if friends (to stop artificial boosting)
* Endorsements could only be confirmed while docked, to counter potential 'rep extortion' (threatening players to award them rep)

Reputation Loss

Rep-loss penalties would be given for acts deemed dishonorable by the Pilots Federation, these include:
  • Killing clean commander ships without cause in secure systems (i.e not wanted, no Powerplay rivalry or not an enemy in a Combat Zone) : See Murder Scenarios
  • Speeding 'incidents' around stations with other commanders (player moving fastest gets the rep-loss penalty) : -50 rep
  • Using the 15 second 'graceful exit' menu system to log-out during combat (with players only) : -75 rep
  • Killing members of your own Powerplay faction (unless self-defence) : -100 rep
  • After repeated complaints of task-kill-style combat logging on a certain player, FDev could manually set the player in question's rep to 'Treacherous': Rep-loss at FDevs discretion
The first two points on this list would not apply to 'Anarchy' or otherwise 'Lawless' systems, as they need to remain dangerous places.
There would be caveats to make sure that rep-loss is not applied unfairly. For example, if you are wanted, and get interdicted by a clean commander and managed to kill them; you would not receive any rep-loss because you were not the aggressor.
No rep-loss would be applied for Powerplay related kills regardless of ranks or local security rating (though it still would for logging or killing your own faction).
Also if the victim has 'report crimes against me' set to 'off', no-rep loss is applied to the aggressor (except for menu-logging).

Murder Scenarios

We would need a system to measure murder-severity, so it would be a good idea to have degrees of murder (include rep loss if against other CMDR):
  • 4th degree = self-defence (when wanted vs clean opponent) or sanctioned kill (Powerplay) : 10,000 credit bounty & no rep-loss
  • 3rd degree = murder of equal or higher level clean pilot or Powerplay Agents : 25,000 credit bounty & low rep-loss (-25 rep if not Powerplay, Wanted or Combat Zone)
  • 2nd degree = murder of clean lower-level pilot (all ranks less or equal to 'Mostly xx') : 50,000 credit bounty & med rep-loss (-50 rep if not Powerplay, Wanted or Combat Zone)
  • 1st degree = murder of clean lower-level pilot + ship value under 100k credits : 75,000 credit bounty & med rep-loss (-75 rep if not Powerplay, Wanted or Combat Zone)

So we do not return to the days of bounty-farming, FDev would need to standardise the conversion of unpaid fines to bounty value to say 20,000 credits. This will stop illegal-cargo fines being used to bounty-farm, and thereby allow higher bounties for murder.

Low Reputation Consequences

There would be consequences for having a low Pilots Federation rep, these could be:
  • Refuse docking permission for 'Murderous' or 'Treacherous' commanders at High-security ports
  • Refuse docking permission for 'Murderous' commanders at Medium-security ports
  • Refuse to issue a 'clean' status to 'Murderous' commanders in High-security systems
  • Issue kill-on-sight orders to NPC security against 'Murderous' commanders in High-security systems
  • Some faction-types would refuse to work with low-rep commanders, regardless of ranks, making some missions unavailable.

Step Two: Give players a 'Restricted Matchmaking' switch in the options menu

So, now we have a system that can measure how honorably players interact with each-other, we can offer commanders an option in the game menu that restricts which players are match-made with them in open-play (in certain systems).

The Switch

This would be a simple two-way switch that could either be set to;
  • No Restrictions (Normal)
  • Restricted Mode

Who would it filter-out and where?

How this would work is; players who switch to 'Restricted Mode' would not be placed in the same instance as players with:
  • Rep-levels of 'Treacherous' or 'Murderous' in High-security systems
  • Rep-level of 'Murderous' in Medium-security systems
There would be a few exclusions to this system:
  • Low security systems would continue to have full player matchmaking, with commander rep-level displayed to all players in the instance (after basic scan)
  • Lawless & Anarchy systems would have full player matchmaking, with commander rep-level displayed as 'Unknown'
  • If a player with a negative rep of 'Dishonorable' or lower switches to 'Restricted Mode', it has no effect and they will still be match-made with low-rep players - this is an excellent way to discourage combat logging.
  • If a player with Restricted mode set to 'On' is wanted in the local area or system, they are placed in the normal instance with everybody
  • Rival Powerplay commanders are always instanced together in power 'Control' systems regardless of rep level or 'Restricted mode' setting

The potential benefits

The effect this could possibly have would be:
  • Feeling a bit safer, non-combat or PvE players may return to open.
  • Low-rep players would gravitate towards 'Low-security', 'Lawless' and 'Anarchy' systems, where there would be no-matchmaking restrictions.
  • Forum-rage may subside quite a bit (it won't go away entirely)
  • Pirates would have a motivation to not kill their targets. By keeping their rep high, they would benefit from having access to more targets (No matchmaking restrictions)
  • Combat logging would be discouraged naturally, as the end result for the logger would be that 'Restricted Mode' no longer works for them and they are unable to avoid player-killers

Step Three: Make running the risk of Low Security / Lawless Systems worth going to for non-combat players

Dangerous systems have to have an incentive to visit

With a system like I have outlined above, there would need to be a reason for traders, miners & explorers to go to the riskier systems.
What should happen is that profit margins for all activities in these systems should be increased. This would include trade profit margins (including rare commodities), bounty vouchers, exploration data and mission rewards.
Something like this could work well:
  • High Security : Profits have 0% bonus modifier applied
  • Medium Security : Profits have 10% bonus modifier applied
  • Low Security : Profits have 20% bonus modifier applied
  • Lawless/Anarchy : Profits have 30% bonus modifier applied

Net result is, non-combat players can stay safe and trade in the secure systems relatively hassle-free -or- they can try their luck trading in risky systems for a nice bonus to their profits. This way if they get killed or robbed, the blame can be put squarely on them for venturing to low or no security systems unprotected.

With a system like this in place, PvE-leaning players would have a barrier of protection against player killers (as long as they stay in secure systems). This way they could have the benefits of Open play social interaction, with a much-reduced risk from player killing. At the same time, criminal players would have more of a reason to keep their rep at a certain level, otherwise their targets will dry up. This may encourage more positive forms of outlaw play (such as piracy). All of this could potentially be achieved without adding extra modes being tacked-on to the game.

There's been a significant amount of posts suggesting this in one form or another with a reputation system, but others as well as myself. so yeah, hopefully they will hear it, as almost all suggestions are near identical.
 
i like the idea on the rep, its similar to the hero/bandit system used in day Z it would be easy to see what a player is like, without needed a cargo scanner so you can see how trustworthy they are
 
Interesting ideas, the only thing where i disagree is the bounty part.

your idea would make the current exploit even worse than it is now. the exploit that allows the murderer to switch to a sidewinder and get shot by a friend, who then receives all of that bounty as a bonus for cleaning the murderers crimes.
so instead of that i would again want to see a percentual based system, based on the murdered commanders ship and cargo value. also i would change a few other things

  • 4th degree = self-defence (when wanted vs clean opponent) or sanctioned kill (Powerplay) : 10,000 credit bounty & no rep-loss
    4th degree = Contract-Kill (With a Contract from the Mission Board, Combat Zone or in Powerplay):
    10% credit bounty
    no rep-loss
    (the contractor should pay the remaining 10% bounty once you complete his contract)
  • 3rd degree = murder of equal or higher level clean pilot or Powerplay Agents : 25,000 credit bounty & low rep-loss (-25 rep if not Powerplay, Wanted or Combat Zone)
    3rd degree = murder of clean pilots that are wanted in another system OR have a bad reputation:
    50% credit bounty ± a value based on his reputation
    -25 rep ± a value based on his reputation
    (a punishment for killing a murderer outside the system where he is wanted or killing someone who is known as a bad guy)
  • 2nd degree = murder of clean lower-level pilot (all ranks less or equal to 'Mostly xx') : 50,000 credit bounty & med rep-loss (-50 rep if not Powerplay, Wanted or Combat Zone)
    2nd degree = murder of clean pilot outside of Powerplay, Combat Zones or Lawless systems:
    100% credit bounty ± a value based on his reputation
    -50 rep ± a value based on his reputation
  • 1st degree = murder of clean lower-level pilot + ship value under 100k credits : 75,000 credit bounty & med rep-loss (-75 rep if not Powerplay, Wanted or Combat Zone)
    1st degree = murder of clean pilot + playtime less than X hours outside of Powerplay, Combat Zones or Lawless systems:
    200% credit bounty ± a value based on his reputation
    -150 rep ± a value based on his reputation
    (basically a noob-protection)

also there could be another one:
Protector: Killing a player who is figthing a clean commander
no bounty
+25 rep ± a value based on his reputation (bad rep = more) + additional rep when the attacked commander survives.
 
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Interesting ideas, the only thing where i disagree is the bounty part.

your idea would make the current exploit even worse than it is now. the exploit that allows the murderer to switch to a sidewinder and get shot by a friend, who then receives all of that bounty as a bonus for cleaning the murderers crimes.
so instead of that i would again want to see a percentual based system, based on the murdered commanders ship and cargo value. also i would change a few other things

  • 4th degree = self-defence (when wanted vs clean opponent) or sanctioned kill (Powerplay) : 10,000 credit bounty & no rep-loss
    4th degree = Contract-Kill (With a Contract from the Mission Board, Combat Zone or in Powerplay):
    10% credit bounty
    no rep-loss
    (the contractor should pay the remaining 10% bounty once you complete his contract)
  • 3rd degree = murder of equal or higher level clean pilot or Powerplay Agents : 25,000 credit bounty & low rep-loss (-25 rep if not Powerplay, Wanted or Combat Zone)
    3rd degree = murder of clean pilots that are wanted in another system OR have a bad reputation:
    50% credit bounty ± a value based on his reputation
    -25 rep ± a value based on his reputation
    (a punishment for killing a murderer outside the system where he is wanted or killing someone who is known as a bad guy)
  • 2nd degree = murder of clean lower-level pilot (all ranks less or equal to 'Mostly xx') : 50,000 credit bounty & med rep-loss (-50 rep if not Powerplay, Wanted or Combat Zone)
    2nd degree = murder of clean pilot outside of Powerplay, Combat Zones or Lawless systems:
    100% credit bounty ± a value based on his reputation
    -50 rep ± a value based on his reputation
  • 1st degree = murder of clean lower-level pilot + ship value under 100k credits : 75,000 credit bounty & med rep-loss (-75 rep if not Powerplay, Wanted or Combat Zone)
    1st degree = murder of clean pilot + playtime less than X hours outside of Powerplay, Combat Zones or Lawless systems:
    200% credit bounty ± a value based on his reputation
    -150 rep ± a value based on his reputation
    (basically a noob-protection)

Balance of bounty/rep-loss values is something FDev would definitely have to look at in detail. Your suggestions may work better, it's a very hard thing to get right without trials. My suggested values were just to demonstrate proof-of-concept really.

also there could be another one:
Protector: Killing a player who is figthing a clean commander
no bounty
+25 rep ± a value based on his reputation (bad rep = more) + additional rep when the attacked commander survives.

The problem with any artificial way of gaining rep is that it could be farmed by player-killers to give themselves an artificially high rep.

Players awarding each-other rep, based on their own rep-tier is the only real way to do it without providing a loop-hole.
 
Using the 15 second 'graceful exit' menu system to log-out during combat (with players only)

Great post. Only one thing here and that I've seen in similar threads: Combat logging should be treated equally versus players and NPC's.
 
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Great post. Only one thing here and that I've seen in similar threads: Combat logging should be treated equally versus players and NPC's.

Thanks. I generally agree with that yes, but 'rep' should only be affected by player interactions in my opinion.
 
Why are people constantly trying to find a way to rid this game of any danger? If you don't like the chance of getting killed then stick to solo or private. Stop trying to ruin open play because you don't understand the concept of the word OPEN.

You consent to PvP the moment you click open. Nothing is going to change that.
 
Why are people constantly trying to find a way to rid this game of any danger? If you don't like the chance of getting killed then stick to solo or private. Stop trying to ruin open play because you don't understand the concept of the word OPEN.

You consent to PvP the moment you click open. Nothing is going to change that.

I play exclusively in open, have done from the start... This is actually a suggestion to lessen combat logging. Did you skim-read by any chance?
 
I think general approach to reduce bad pvp behaviours in Open Mode is good idea. Still adding something like filters for matchmaking is immersion and lore breaker. I think much better solution is to limit access to stations and outpost for lawless players. Also it will be good idea to add some Pilot Federation Authority Vessels which should be present in every high and medium security system. Their should have special FSD disruptor device which for example blocks jumping to SuperCruise in range 50 km. Thanks to that these Authority Vessels should be able to punish murderers. Bad griefers should also have access limited only to pirate stations and outpost. Frontier should add something like Omega station from Mass Effect 2. Of course villain players should be able to redeem themselves.

Another great idea is "undercover" module which allow outlaw players to travel to high security systems. However it is still possible to scan them and with 25% chances to mark them as criminals. In that case, they will be kill on sight by authority vessels and station systems.

Important question is insurance for criminals. Will legal, trustworthy insurance company insure criminal ship? I think no. So cost of insurance should scale up with your karma status, because you need to insure your ship in carters bosses like Jabba the Hut ;).

Anyone who disagree with me, please read about Concord in EVE Online and security system. This game have really good solution, much better than solo/group/open modes.
 
Balance of bounty/rep-loss values is something FDev would definitely have to look at in detail. Your suggestions may work better, it's a very hard thing to get right without trials. My suggested values were just to demonstrate proof-of-concept really.



The problem with any artificial way of gaining rep is that it could be farmed by player-killers to give themselves an artificially high rep.

Players awarding each-other rep, based on their own rep-tier is the only real way to do it without providing a loop-hole.

yeah, in theory there are many things that could work...but in reality you have to try them to see which one is actually good.

thats one reason why i think that the whole logging discussion we had a few days ago is pointless. as long as the whole combat and bounty system is flawed, there is no real reason to complain about just that one single part.

players awarding eachother is in theory a good idea, and since Elite isnt free to play it could even work without being exploitable (or atleast not much). Overall more interaction between players would be nice
 
Okay, I was point to this thread by CMDR GTR2014 from: https://forums.frontier.co.uk/showt...-Mega-Thread?p=4843469&viewfull=1#post4843469

Right off the bat, there is a massive loop hole with your reputation system with players gifting players reputation.

There is nothing stopping, if implemented, murderers with multiple accounts to log in, gift reputation to their main accounts to each other, and then achieve a higher reputation to enter these instances in High or Medium security space to kill players. Because of this Loop Hole in Step One, step Two and Three fall apart.

There is no suitable Punishment system in place besides killing anything cheaper than an Adder (which would only leave 2 other ships, the Sidewinder and Eagle) because of the 100,000 credit cap. And even then, a 100,000 credit fine may be everything to newbies murdering newbies, but it is nothing to veteran griefers or pirates or war zone clans.

Aside from this, the only protection any victim could hope for is a high reputation in high security space - but this is also flawed if the person is new to the game and knows no one to receive reputation from in the first place.

As your reputation idea stands, everyone starts off as "Default" - this sounds great, but it provides no instant benefit for PvE players or protection. Simple fix; we let everyone start off much higher - but then that doesn't solve the initial problem - the same problem would occur if people all started off as Upstanding or Honourable, as a patch would not discriminate who is a murderer - so every murderer would also begin this way and would be given a free pass at killing or increasing their reputation even higher with spare accounts - so it would only end up hurting people more than fixing it if they started higher than default.

Also, new players would be, potentially, unaware of this system to begin with.

To a player scared of PvP as it is, but which this tries to rectify, a mere 30% bonus would not be enticing enough to risk a T9 insurance cost - they would merrily stick to Private or Solo.

Power Play - picking a faction will, essentially, render the whole reputation pointless for those wishing to pick an allegiance to take part in the PvE aspect of the background sim. This would turn people away from Power Play, when PP itself is already bent out of shape.

Wanted status - because there is no suitable Punishment system, then accidentally shooting someone or killing someone instantly treats the PvE pilot as Open Season.

War Zones - don't have a problem with this, as it is also similar in my thread. Want war? Expect to encounter players and kill or die - very simple, war isn't pretty.

I'm repping you +1 for effort and a constructive idea - but it is heavily flawed when players (accounts) have free reign on which player (account) to rep when many Elite players purchase a second account - or many more.
 
Thanks for your comments.

Okay, I was point to this thread by CMDR GTR2014 from: https://forums.frontier.co.uk/showt...-Mega-Thread?p=4843469&viewfull=1#post4843469

Right off the bat, there is a massive loop hole with your reputation system with players gifting players reputation.

There is nothing stopping, if implemented, murderers with multiple accounts to log in, gift reputation to their main accounts to each other, and then achieve a higher reputation to enter these instances in High or Medium security space to kill players. Because of this Loop Hole in Step One, step Two and Three fall apart.

To give any significant rep, the giving player must themselves have a high reputation, which would require multiple accounts (as a player could only award a specific player rep once). Where would these second accounts get all their rep from? They would have to literally fly round helping other players to boost it. Hostile actions would destroy this rep much faster than they could farm it with friends and multiple accounts.

There is no suitable Punishment system in place besides killing anything cheaper than an Adder (which would only leave 2 other ships, the Sidewinder and Eagle) because of the 100,000 credit cap. And even then, a 100,000 credit fine may be everything to newbies murdering newbies, but it is nothing to veteran griefers or pirates or war zone clans.

The 'punishment' is not being allowed to dock at high-security ports (this effectively bars low-rep players from most high-tech ports), this would be a large problem for those players as that's where they get most of their weapons and modules (outlaw/pirate bases need to happen). That ship value limit could be raised to 500,000 credits, that's just a balance issue, so not really crucial to the suggestion.

Aside from this, the only protection any victim could hope for is a high reputation in high security space - but this is also flawed if the person is new to the game and knows no one to receive reputation from in the first place.

This is not how it would work. Any player with a rep above 'dishonorable' could screen out the lowest rep players in high sec systems. Having high rep themselves is not necessary to benefit from the system. Also the idea is more aimed at giving strangers rep, not players you are friends with already.

As your reputation idea stands, everyone starts off as "Default" - this sounds great, but it provides no instant benefit for PvE players or protection. Simple fix; we let everyone start off much higher - but then that doesn't solve the initial problem - the same problem would occur if people all started off as Upstanding or Honourable, as a patch would not discriminate who is a murderer - so every murderer would also begin this way and would be given a free pass at killing or increasing their reputation even higher with spare accounts - so it would only end up hurting people more than fixing it if they started higher than default.

You have to start everyone at the same level initially as it would be quite unfair to penalise players preemptively, not to mention how much of a large job it would be for FDev to do this. A lot of players would complain that they have been judged too harshly. How can stats tell FDev that a players kills were not all warranted? Also as soon as a player starts killing random commanders, their rep would be destroyed. Second accounts would not protect them from this unless they had about 20 (and they could only be used once each to rep, so not really viable).

Also, new players would be, potentially, unaware of this system to begin with.

New players are unaware of a lot of things, they have to learn it like everything else. It's not a reason not to do it.

To a player scared of PvP as it is, but which this tries to rectify, a mere 30% bonus would not be enticing enough to risk a T9 insurance cost - they would merrily stick to Private or Solo.

A lot will yes, but this is about overall numbers (you may be right, those percentages may have to rise, but again that is a balance issue). Feeling safe in High/Medium sec systems will fill open up more - this means there will be more players risking 'quick' runs into low sec space for the extra profits (especially if missions direct them there).

Power Play - picking a faction will, essentially, render the whole reputation pointless for those wishing to pick an allegiance to take part in the PvE aspect of the background sim. This would turn people away from Power Play, when PP itself is already bent out of shape.

This system is not intended to make open a risk free candyland, Powerplay should always have peril (especially in open play). PvE players should not expect everything to be designed so they can play in total safety - if they pledge, they should be fair game in open play (a lot of control systems are high/medium sec, screening out low-rep players here wouldn't be beneficial for Powerplay). Also Powerplay and the BGS are for the most part, separate things.

Wanted status - because there is no suitable Punishment system, then accidentally shooting someone or killing someone instantly treats the PvE pilot as Open Season.

This is a crime-system issue, not a rep-system issue.

War Zones - don't have a problem with this, as it is also similar in my thread. Want war? Expect to encounter players and kill or die - very simple, war isn't pretty.

Yes, even Mobius allows PvP here, no filtering should ever happen in Combat Zones.

I'm repping you +1 for effort and a constructive idea - but it is heavily flawed when players (accounts) have free reign on which player (account) to rep when many Elite players purchase a second account - or many more.

Thanks :)
 
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