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.
Sandro,
With all due respect you Guys sold the game with hunting other players as a selling point in your promotional literature, I find the idea that you're considering shadowbans on people who choose to do that rather unethical. I certainly wouldn't continue to support your game after doing something like that and I've been playing since gamma.
I like PVP, I don't gun people down often myself, but knowing a human player in a much bigger ship can gun me down and take my stuff does give me a little thrill. Yeah you die sometimes but that fear is what separates open from private groups. I couldn't play a private group any more it would just be dull, good as the flight mechanics are the game is a grind fest. A risk free galaxy wouldn't hold my interest for very long and if you made the NPC's as hard as human players no one would be bothered complaining about being shot by humans, it's the losing they don't like when you guys have been forced to nerf the NPC's
That said griefing and unsociable play is an issue, but it should be dealt with in non lore breaking ways. When I started playing this game I wanted to hunt super bounties on notorious human players, the amount of now griefers who were (or wanted to be) ex bounty hunters is astronomical. I dont bother anymore I just run missions from time to time hoping I'll get interdicted by a human so I can give them a shock or two. My play time has plummeted recently.
If I may a game suggestion that uses the ingame bounty system rather than being the equivalent of gods magic to make anyone who doesn't follow an implicit PVP level cap just disappear. Come on a pirate that attacks only ships of equivalent rank would not be a very successful one would they?
Increase the credit penalty on CMDR kills, ensure that it has to be paid off if KW scanned and killed or if killed in a sector the bounty is active in before the rebuy is allowed. Confiscate existing ships to the value of the penalty if no money is present so griefers can end up in a sidey again. Make justice painful.
Give half (only half - so its not worth getting your mates to kill you) that credit penalty to human players (uncapped) as a bounty, make justice pay.
Put the offenders on a bounty board and let people pick those bounties up as jobs, let those hunters receive a real time warning anytime a board quarry enters a lawful system run by the superpower that issued the bounty, or in a system that the hunter has superior rep to the quarry.
Prioritise hunters to be instanced with quarry (if possible)
Do not let wanted players dock in systems run by that superpower unless the system is lawless or anarchy. Force pirates and the like into hideouts and let them be the victim of the type of embargos they put on the community goals.
They'd want to undermine systems to increase their docking options, law abiders would want to keep their systems safe.
Split the PVP community in two and let emergent player gameplay resolve the issue.
It would be really interesting, really fun, would add a new dynamic to the background sim making it have more than a cosmetic name change effect and would focus and redirect the aggression rather than removing it.
Being the most wanted may be an incentive, for some it definitely would be, but that's true of the criminals of the wild west too and is as it should be, It would also make them the most hunted, and the most likely to be betrayed by one of their own.
I hope these suggestions serve you well, its not going to save everyone (and it shouldn't) but it gives some of us combat focused and lawful something else to do than hang around grinding res zones or running combat missions for a pittance (unless we stack) and should make criminals fearful.
Ohh and dont let anyone start a new character until their bounties paid off.