Can you make it any more oblivious you just trying to blur the lines? I afraid it's not visible to the most stupids.
So when you destroy a ship its ok because you are not anti-social, but when I destroy a ship its not ok because I am anti-social. How do you tell the difference, much less discriminate between the two in-game? Your view of anti-social behaviour is as irrelevant as is mine.
Is this just trash talk or are you trying to make a point?
well written post OP <salutes>
I'm down for a karma based system so mark me down as optimistic. We dont have any solid details beyond some spitballing so we cant get stuck into the final outcome yet (oh but we will in time i'm sure). I'm down for real space-sim open world pvp (i.e. piracy vs players, bounty hunting on naughty players, big civil war/power play driven kickups), none of this needs or requires wanton butchery of sidewinders with learner plates on. Eve actually freezes youre account if you try that on. Karma style system will allow for interesting naughtiness in space as you only get the extreme penalties (whatever they may be) if you are an unrepentant serial offender. Accidental and modest badness will get the equivalent of parking tickets/fines im sure so no need to panic about no 'Dangerous' left.
As the OP mentioned research and studies i'll throw in a shoutout to the seminal work on online community behaviour of players Bartle's Taxonomy. What it says about the motivations and effects of the player type it terms 'Killers' is particularly relevant to this thread. If theres an overabundance/overzealous amount of that player type in a community they eventually drive away the other types (i.e. solo/PG groups taking over from Open Play. sound familiar?)... and then the target starved killers leave quickly themselves (no salt to mine from the only abundant playertype left: killers).
Fdev cant even balance what people want in regards to shields. C&P is a corpse even before it gets implemented. Just too frickin complicated. As Harry said, permit lock noob space and make it so those guys are (mostly) safe and then just leave the rest alone.
So when you destroy a ship its ok because you are not anti-social, but when I destroy a ship its not ok because I am anti-social. How do you tell the difference, much less discriminate between the two in-game? Your view of anti-social behaviour is as irrelevant as is mine.
Is this just trash talk or are you trying to make a point?
In any social environment anti social behavior can emerge, and if not kept in bay reigns supreme. And a multi player game, multi player community is a social environment.
I think the point is killing NPC ships or PC ships that have willingly engaged you is not anti-social, while killing PC that have not willingly engaged you (by agreement, open attack, etc.) and you have no reason to attack other than lulz, salt, or things like that is anti-social. At least it seems a fair distinction to me.
You do realise you are kind of proving his point don't you.
Just saying.
I think the point is killing NPC ships or PC ships that have willingly engaged you is not anti-social, while killing PC that have not willingly engaged you (by agreement, open attack, etc.) and you have no reason to attack other than lulz, salt, or things like that is anti-social. At least it seems a fair distinction to me.
Lol. Still the same griefer arguments. If any one thought that Salome had any chance at survival you are seriously flawed. Of course Salome was going to die. There isn't anything that could have been done to stop it.
And how this have any relevance in griefing matters?
Yes that was an agreed PVP event don't have anything to do with griefing, or just Vulturing newbies.
OP mentioned the Salome event. That's all.