Before or after the other 7498324232e18 open bugs?
All the suggestions that I've seen always leave out some form of RNG. [haha]
Before or after the other 7498324232e18 open bugs?
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.
All the suggestions that I've seen always leave out some form of RNG. [haha]
Hello Commander besieger!
Well, it would be a descent rather than an instant slam - there would be plenty of warnings and punitive measures would ramp up from much lesser effects, but if we decide that unbalanced combat encounters are bad for the overall game health then yes, something like this could be the ultimate consequence of roleplaying a remorseless murderer.
Open is a shared game space and we want to maximize enjoyment for all the Commanders that use it.
Of course, this is hypothetical. If we do decide to go down this route, we will make sure that everyone is fully informed along the way.
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I really think the focus should be more on make High-Security systems truly high-security where NPC security arrives a few seconds after a player attacks someone.
i wonder - do those PVP groups have a registered minor faction somewhere? all they need is to have their own anarchy subfaction registerd and make that one spread through the galaxy.
- I really think the focus should be more on make High-Security systems truly high-security where NPC security arrives a few seconds after a player attacks someone. Then new players and others not interested in PVP will be truly safe in High-Security systems, and it diminishes PVP in high-sec. An other game called Eve does this pretty well already.
- ...
- ...
- Look more for a Player Driven system (proper bounty hunting tracker and guilds) rather than some secret hidden karma system that mysteriously punishes players and creates confusion.
thats the problem with instant-response police npcs - that would really kill a part of the gameplay, especially real piracy (stealing cargo) or working on the BGS by killing Station defenses.That already happens as far as i know, at least with NPCs. Well, it happens to me when i'm a bad boy in high sec. At least in space. I've been a bad boy when doing naughty stuff on a planet and security didn't actually turn up...
In what artificial life is worse than organical?
There was a times where one people though their life is worth more than others, and i though these times are the past... and we are living in the progressive society.
Every single action of player against NPC and other players should works the same way.
Hello Commander Arry!
If you mean context (apologies if I am misunderstanding), then we'd probably go with some form of Pilot's Federation Rating system.
This would be like a code of conduct for members. In the dangerous universe of Elite and due to the nature of the organisation, the PF understands there will be conflict within the ranks. So this code of conduct would perhaps be like the Geneva conventions. Rules of engagement, if you will.
As you commit actions that break these codes, the PF would take an increasingly dim view of you, which would translate into them withdrawing support and even working with factions to punish you.
Hypothetically, of course.
Hello Commander Cocalarix!
So we would not by default penalise using the combat timer.
However, we're still considering increasing this value to thirty/sixty seconds.
And well, if we thought it would be useful, we could clearly add some minor bad karma for this action.
I'm not that sympathetic to people who force rebuys on others suddenly losing their insurance privileges and having to pay increased costs, especially when I suspect they have enough skill to not die often... [haha]
However, I'd like it if there was some differentiation between hi-sec and anarchy systems for such a penalty, eg. Murder someone in hi-sec, get a karma hit. Murder in anarchy, get none. Die in high sec with low karma, pay an increased insurance cost, die in anarchy, pay same as current. This would serve to encourage insane psychopaths and people looking for fights to the highest risk systems, which I think is the point of these system statuses. Of course this also means an increased incentive is needed to get traders in there.
Not sure if anyone has suggested this, but perhaps an alternate penalty for low karma could be they lose the ability to use the pilots fed IFF ie, they see other commanders as a solid square while those commanders see the low karma individual as something else as well that identifies someone dangerous. This may be too close to a shadowban I suppose, but on the other hand some may see it as a challenge to identify a real person by their movements...
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.
EDIT
Hello Commander Bunkerkind Anni!
Technically we could still make it apply in such areas if we wanted. For example, around starports in anarchies we'd still consider tracking collisions. You are right though, whenever possible we'd want to tie it to criminality.
Sandro, you completely unbalanced PvP with the introduction of engineered upgrades.
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
However, we're still considering increasing this value to thirty/sixty seconds.
Hello Commander Arry!
If you mean context (apologies if I am misunderstanding), then we'd probably go with some form of Pilot's Federation Rating system.
This would be like a code of conduct for members. In the dangerous universe of Elite and due to the nature of the organisation, the PF understands there will be conflict within the ranks. So this code of conduct would perhaps be like the Geneva conventions. Rules of engagement, if you will.
As you commit actions that break these codes, the PF would take an increasingly dim view of you, which would translate into them withdrawing support and even working with factions to punish you.
Hypothetically, of course.
Let me blunt here:
Sandro, you completely unbalanced PvP with the introduction of engineered upgrades.
You've disbalanced it even further by adding magical effects to those upgrades (that even some gankers don't like as it removes the sense of accomplishment).
You continually fail to fix even the most obvious and glaring game breaking imbalances like heat meta for very extended periods of time (guess what - we _still_ have this in the game right now, this very moment for _months_ - I'm talking about fixed cannons thermal effect).
And the idea of crime and punishment system working _outside_ of the game and lore is just... how to put it... incredibly unwise.