Resolving the Griefer Issues

Fixed. :p

There's no skill required for that. Lol

Naturally.

Wait for target to come into engineer base. Hover above landing pad. Disable FA. As target comes in to dock, let nature bring you closer together as you sandwich them between Cutter and landing pad. Finally, enjoy the cuddles.

TL;DR: Nerf gravity. It's OP.

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i'll make sure to flip em' the bird as i FAO orbit under their guns spamming them with cascade rails and plasma.
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Depends on the pilot... like everything.

Cutters built and piloted correctly are invincible. Those piloted by PvErs are generally free kills.

You'll never destroy my Cutter. Ever!!

Because I don't own one, and probably never will!



I'm a PvEr. Only 1 PvP death in 18 months.
I'm terrible at PvP, but I do build my ships to be able to survive and escape an encounter.
 
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I propose the following system for crime and punishment of players who kill others for lulz...

Any player who kills an unwanted player should get a persistent wanted status based on the number of players he/she has destroyed. That wanted status does not reset upon death, but runs out after a set time of 1 player kill = 1 week. The AI will hunt down the wanted player and the response will be dependent upon how many players they've killed with a star rating similar to GTA. Killing 1 player will give you a wanted level of 1 star which lasts for 1 week. The AI on this level will be small numbers of standard system security Vipers or other small fighters that will interdict the player. The response from the AI will become much more deadly the more players that have been killed until you get to 5 player kills, which is 5 weeks wanted and lots of high level security and military ships attacking and interdicting the player. Stations not in anarchy systems will also fire on the player should they approach. Basically going into any civilised system should be a living hell with a high wanted level. However, a player skilled in combat should be able to fight his/her way out of trouble. It should be tough though! The more busy they are defending themselves from AI, the less time they have to go around shooting other players.

Now, all this may seem a little lop-sided against the criminal player, so I propose that if the wanted player enters an anarchy system, they're safe from AI attack (this, of course, doesn't mean player bounty hunters can't come looking for them) and they will not be attacked by stations while wanted in an anarchy system. Wanted players can hide out in anarchy systems until their wanted period expires, and killing other players there does not result in a wanted status.
 
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I'm curious - how often does griefing actually happen?

In almost 200 hours of playing this game, I'm yet to encounter another player who does anything more irritating than landing pad camping at an outpost. Does this really only happen in a few places that everyone insists they need to go to, instead of exploring the vast galaxy?
 
Just the solution everyone needs. An overpowered skilless cheating morel busybody going judge dredd on anyone accused of being a greifer. Remember to punch anyone you're told is a (member of the National Socialist German Workers' Party), friends!

Well we could do what we do to criminals in real life. Ruin their lives or take it from them. Either way the in game equivalent would be to seize all assets of know chronic griefers. Credits, ships everything all gone.

That would be more appropriate.
 
I'm curious - how often does griefing actually happen?

In almost 200 hours of playing this game, I'm yet to encounter another player who does anything more irritating than landing pad camping at an outpost. Does this really only happen in a few places that everyone insists they need to go to, instead of exploring the vast galaxy?

Almost always at CGs. I'm limited to one system when I grief as my FDL has a .9 LY jump range.
 
I'm curious - how often does griefing actually happen?

In almost 200 hours of playing this game, I'm yet to encounter another player who does anything more irritating than landing pad camping at an outpost. Does this really only happen in a few places that everyone insists they need to go to, instead of exploring the vast galaxy?

It happens mostly around CG's. There's a few random player killers around, but the galaxy is so vast that you've got to be unlucky if you ever meet one. If you're moving about a lot and visiting a wide variety of systems you probably won't see any. They do, however, seem to congregate around areas of high interest, like CG's and engineer bases. Basically anywhere they know other players will be.
 
Well we could do what we do to criminals in real life. Ruin their lives or take it from them. Either way the in game equivalent would be to seize all assets of know chronic griefers. Credits, ships everything all gone.

That would be more appropriate.

Bit harsh for valid gameplay. Lol

Personally, I think if you're a criminal, and you get caught (blown up), your current ship should be impounded for a short time, and you repsawn in distant prison colony in a sidewinder.
You can pay to have your ship released early, but it's expensive.

If bounties were tied to ships, instead of CMDRs, you could actually do a lot more with them.
 
I'm curious - how often does griefing actually happen?

In almost 200 hours of playing this game, I'm yet to encounter another player who does anything more irritating than landing pad camping at an outpost. Does this really only happen in a few places that everyone insists they need to go to, instead of exploring the vast galaxy?

Find a busy spot where you know commanders won't be equipped for a fight (CG, player start or Site of interest) and no possibility of a response from da police (Anywhere 5000m from a station - which is pretty much anywhere) - Then pew pew away!

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I'm curious - how often does griefing actually happen?

In almost 200 hours of playing this game, I'm yet to encounter another player who does anything more irritating than landing pad camping at an outpost. Does this really only happen in a few places that everyone insists they need to go to, instead of exploring the vast galaxy?

If you fly in Open at a CG, Jameson or an RNGineer base you may be attacked.

If you fly an A-ranked FdL, Cutter, Clipper, Courier or Viper III and have taken a few hours beforehand to RNG up a decent shield, boosters and drives, plus have an understanding of lateral thrust, basic evasion and chaff that can be gained by anyone inside 45 minutes, your attackers will not be able to harm you in any whatsoever, irrespective of their outfits or numbers.

You will actually have time to google 'high wake' and then to troll until your wit is exhausted in local chat, before leaving.

One of the paradoxes of Elite Dangerous is that it simultaneously has the most bomb-proof defensive options and escape mechanics in the entire history of computer gaming and yet also generates continual complaints over unavoidable PvP death.

In fairness, though, we are in an era of the most absurd TTK polarity. Essentially, TTK on heavily-defended builds needs to come down dramatically, while TTK on explorer/trader type builds needs to go up somewhat, imo.
 
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Well we could do what we do to criminals in real life. Ruin their lives or take it from them. Either way the in game equivalent would be to seize all assets of know chronic griefers. Credits, ships everything all gone.

That would be more appropriate.

Zambrick, if we're equating RL to gaming does that mean we get to deal with combat loggers by making them disappear IRL?
 
Zambrick, if we're equating RL to gaming does that mean we get to deal with combat loggers by making them disappear IRL?

That's what FD has been doing with the bans they're handing out for it. It's hilarious now that once notorious loggers are no longer doing it since FD is actually taking action regarding the reports and netlogs.

Ty FD :D
 
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No, better AI all-round, and more rational, harder to bypass punishments for criminal acts in regulated space to act as some form of deterrent is about all that can be done without delving into the ridiculous. 'Griefing' and ganking will still happen, but will be inconvenient enough to stop most from indulging in it on a whim. The rest is on individual CMDRs themselves. Space can be dangerous, but space is also very big, plenty of places to go and things to see that aren't dangerous.

I've had this discussion with Support and I think this is the approach FD will take.
I *like* the idea of Moderators, for specific repeater greifers but I think it would ultimately fail. Firstly it could be data driven not when ppl are called out. However, once they've punished the offender once, that offender would most likely simply get more devious in avoiding punishment, whilst still griefing. They could even wing up and take on the Mods.

So, better NPC police response in civilised systems is my preference. The thrill and fear of *swarms* (well maybe 5) of Galcop vipers leaving the station in Elite I has ever left me.
 
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