lololol You should give Sandro a crash courseif you like played your own game that is...![]()
lololol You should give Sandro a crash courseif you like played your own game that is...![]()
In your opinion it's not valuable.
Everyones opinion is as valuable as the rest, Sole Hunter.
As someone who hates griefers (much love for pirates, though, totally different thing), I beg you: Don't remove insurance from their ships entirely. By all means make them KOS by any non-anarchy station, by all means make the rebuy larger, and by all means give them a permanent police escort in high-security systems or whatever: But remember that as much as they are toxic jerks, they still have a right to play as long as they're not exploiting. Taking away their ship, which in many cases is going to be engineered to the nines, is a guaranteed way to make them quit. Punishing the murderhobos to the point they quit is as bad as not punishing them at all. In either aspect, you run the risk of losing players.
Hello Commander Sole Hunter!
Let me be as clear as I can, I think perhaps I am not articulating the concept well enough.
* Our karma system would work by tracking *trends* over time. You would never perform a single action and get dropped down to the lowest rating. It tracks intent by building up a picture over time.
* It would very likely *only* apply to interactions with other players in most cases, so it would not interfere much with the rest of the game.
* Importantly, for combat encounters, it would a) only apply to criminal attacks, b) use as detailed and as comprehensive metrics as possible for determining relative ship powers, taking into account ship hull, load out, engineered upgrades and pilot rating, and only activate when there was a large disparity.
I guess, in response, do you feel it's completely fine for powerful ships to be able to wantonly destroy new players, for example?
Hello Commanders besieger, Jukelo and others!
Regarding the possibility that such measures might act as an incentive: it's an interesting point.
In response I would suggest that if the measures did do that then with the system in place it would be more likely that we could swap in measures that in no way could be seen as good things (such as shadow bans).
There's also the argument that it's not that we necessarily want to prevent Commanders from playing how they want, more that we want appropriate consequences for such actions.
Hello Commander nrage!
Discerning naughty from undesirable would really be such a system's prime function.
so, to spitball a little, here are some potential examples:
* Attacking a wanted ship, no matter how overpowered you were compared to it, would be fine
* Attacking a clean ship when massively overpowered would get minor bad karma
* Repeatedly attacking clean ships that you massively overpowered would get you major bad karma
* Stealing cargo from a clean ship would be fine.
* Being involved in an occasional starport collision would gain you minor bad karma
* Being repeatedly involved in starport collisions over time would get you major bad karma
* Occasionally disconnecting ungracefully in danger would be fine
* Repeatedly disconnecting ungracefully in danger over time would get you major bad karma
* Attacking starports as crew would get you major bad karma
This sort of thing.
Such a system might not be perfectly right in very instance, but punitive measures would increase based on trends over time, which in the end become fairly accurate indicators of intent.
In general, we want to minimise out of game intervention. However, that does not mean that punitive measures would be toothless. We could make life *very* challenging, in ways we currently have not employed, for repeat offenders.
But please remember, as of this moment, this is just discussion, and although we have very positive vibes, there's currently no ETA or guarantee for such a system's arrival.
How about the karma system does not apply in certain areas, lawless, pirate held areas, combat zones, res sites and doesn't apply to killing a powerplay rival in faction held space.
I dunno, maybe it's not going to be able to please everybody.
Has anyone ever suggested an answer that everyone agrees with?
Hello Commander zarking!
A very good question! It's quite possible that the karma system would not apply in anarchies (and powerplay, lawless areas etc.) or be severely reduced in effect. We're always looking to differentiate secure systems with lawless ones.
That was just an example. And, Sandro just said removal of insurance, not ships. Most of those guys can afford to rebuy their ship at full price a few times over - especially the cheaper FAS/FDL variants. Plus, this effect would, as Sandro remarked, kick in gradually (presumably as an increased insurance cost) not immediately. They would have to be determined murderhobos to reach 100% ship value in rebuy, one would presume.
No one?
Not one comment on my frankly, genius solution to combat logging?![]()
Hello Commander zarking!
A very good question! It's quite possible that the karma system would not apply in anarchies (and powerplay, lawless areas etc.) or be severely reduced in effect. We're always looking to differentiate secure systems with lawless ones.
Hello Commander Sole Hunter!
Let me be as clear as I can, I think perhaps I am not articulating the concept well enough.
* Our karma system would work by tracking *trends* over time. You would never perform a single action and get dropped down to the lowest rating. It tracks intent by building up a picture over time.
* It would very likely *only* apply to interactions with other players in most cases, so it would not interfere much with the rest of the game.
* Importantly, for combat encounters, it would a) only apply to criminal attacks, b) use as detailed and as comprehensive metrics as possible for determining relative ship powers, taking into account ship hull, load out, engineered upgrades and pilot rating, and only activate when there was a large disparity.
I guess, in response, do you feel it's completely fine for powerful ships to be able to wantonly destroy new players, for example?
Hello Commanders besieger, Jukelo and others!
Regarding the possibility that such measures might act as an incentive: it's an interesting point.
In response I would suggest that if the measures did do that then with the system in place it would be more likely that we could swap in measures that in no way could be seen as good things (such as shadow bans).
There's also the argument that it's not that we necessarily want to prevent Commanders from playing how they want, more that we want appropriate consequences for such actions.
Why would PvP players care about this? Unless they are in highly engineered ships and spend all their time seal clubbing, right? Most PvP duels are done with report crimes off and Sandy has already said karma would not apply in that case.Do it, but you go to have a lot of people who will be gone.
All the people who enjoy play in open and do pvp, and waste money and time on your Game and market.
Why would PvP players care about this? Unless they are in highly engineered ships and spend all their time seal clubbing, right? Most PvP duels are done with report crimes off and Sandy has already said karma would not apply in that case.
Hello Commander Sole Hunter!
Let me be as clear as I can, I think perhaps I am not articulating the concept well enough.
* Our karma system would work by tracking *trends* over time. You would never perform a single action and get dropped down to the lowest rating. It tracks intent by building up a picture over time.
* It would very likely *only* apply to interactions with other players in most cases, so it would not interfere much with the rest of the game.
* Importantly, for combat encounters, it would a) only apply to criminal attacks, b) use as detailed and as comprehensive metrics as possible for determining relative ship powers, taking into account ship hull, load out, engineered upgrades and pilot rating, and only activate when there was a large disparity.
I guess, in response, do you feel it's completely fine for powerful ships to be able to wantonly destroy new players, for example?
Hello Commanders besieger, Jukelo and others!
Regarding the possibility that such measures might act as an incentive: it's an interesting point.
In response I would suggest that if the measures did do that then with the system in place it would be more likely that we could swap in measures that in no way could be seen as good things (such as shadow bans).
There's also the argument that it's not that we necessarily want to prevent Commanders from playing how they want, more that we want appropriate consequences for such actions.
I suspect this is what Sandy had in mind.I think a lot of people are angry because they think there's a chance they won't be able to rebuy their ship. The system should really just gradually increase rebuy, not entirely prevent them from rebuying their ship.
I believe Sandy addressed this. The action would have to be a crime to trigger karma (except for things like combat logging).To add to this, can we make sure that crimes (excluding combat logging) aren't punished in anarchy systems?