Oh noes.
Players will have to be accountable for their actions, the horror!
Ditto.
The only players that have a problem with this... ARE the PROBLEM.
Oh noes.
Players will have to be accountable for their actions, the horror!
Consequences aren't really what people are asking for,
... well except for me and a small minority that actually seem to care about verisimilitude.
I've gotten the distinct impression people are advocating a karma system because they think they such a system will keep their CMDRs from being subject to arbitrary attacks. The consequences are really neither here nor there.
MartianSuccessor said:Well the point surely must be that if you are a rampaging murderer and otherwise ne'er do well the only places where you will have access to stations is in Anarchy systems and/or some well hidden pirate bases - what better way to use the new asteroid base design
The point shouldn't be that suddenly the entire game becomes unplayable for people who kill other players because quite frankly that would be even worse game design than the current lack of consequences. Let players be able to kill other players for no reason but let there be actual meaningful consequences for doing this kind of thing. Wanna murder victims all throughout known space? Okay, but then you pay the price for that; you can forget about using stations in anything but an Anarchy system and pirate bases.
In my opinion, this is how it should go for Anarchy:
You can kill whoever you want in Anarchy systems and no authority vessels will come a calling BUT your crimes will still be noted by the Pilot's Federation (especially when you kill other PF memebers) and bounty hunters will be sent into Anarchy systems after you. Perhaps even whole teams of Elite bounty hunters in Condas and Ferdies if you gain enough of a negative rep - really give those who like murdering a proper role-play response as well as a challenging fight, since they've shown they like fighting. It would certainly separate the real apex PvP killers out there from the weak kneed combat loggers who only pick fights they think they can win and love to gank Noobwinders in their fortress ship.
The former will start hanging out in Anarchy systems and pirate bases, occasionally striking out (thus mostly freeing up the lawful parts of space like Engineer bases, etc.) and will be quite happy with being periodically challenged by other PvP minded players and groups of Elite NPC hunter/killers. The latter will cry home to mommy after eating a rebuy or just get so bored of pulling the plug every time they get interdicted that they'll grow bored , pay a ton to fix up their rep and maybe rethink their playstyle.
MartianSuccessor said:Or just give pirates places to call home such as Pirate bases where selling stolen goods is more profitable and offers a haven for pirate players. Perhaps in certain systems that feature pirate bases the security response can be reversed so that it actively interdicts and attacks 'clean' ships, i.e. bounty hunters, traders - when crossing these systems traders should always be notified before they make the jump and should plan to be in them for the shortest time possible, i.e. as soon as you can jump out again you should.
Thus we enrich the game, rather than continue to stagnate.
Apologizes to all if my comments look a little worked up but I would be lieing if I said they where not, given how long it can take the engineer a ship to perfection is just so much time lost I would leave this game. or at least go find some other game to play and set about gaming the system as best I could, but the other comments Sandro has put out rub me the wrong way for sure... making comments confirming that player killers could be banned is just a pathetic excuse for poor game mechanics.
To at least contribute to this thread I will lay out my idea for how to fix C&P while using what we currently have.
I will start by saying a karma system will never work, it will be gamed far to easy and will result in players we normal kill suffering even more than now.
To "Fix" this C&P system this is how the galaxy should look. In general a MMO style difficulty system.
- 5 Levels of security in total, each system is given a level based on surrounding systems, anything below 2 is classed as lawless.
An example of some systems out flat.
[1][1][2][1][2][1][1][1]
[1][3][3][3][2][1][1][1]
[2][3][4][5][3][4][1][1]
[1][3][4][5][4][5][3][2]
[1][1][4][3][4][3][2][1]
[1][3][2][2][2][3][2][1]
[2][2][1][1][1][2][1][1]
Levels 1 to 2 - Lawless space
These systems allow players to kill each other without consequence, like our current system with lawless systems, further these systems feature increased NPC pirate and murder activity but also offer higher rewards on missions.
Level 3 Lawful space, border systems
System Security Stats:
Security response: Less than 3 sec
Security: Current response load outs with engineered drives.
Amount of ships in response: Current response amount.
These systems have some law and order, killing or attacking players yields a small bounty to the player. if a player is killed then the attacker is no longer allowed to dock in this system for 7 days or until the bounty is wiped(death etc).
This will allow players to attack systems all they like but prevents docking and forces an attack to plan their attack and stage elsewhere promoting some planning and thinking before an attack could take place, if such planning was not taken then the attack would be short lived.
Level 4 and 5 - High security systems
System Security Stats:
Security response time: Instant
Security: Ships with engineered weapons and defenses
Amount of ships in response: Depends on security 4 or 5
These are the systems players like me should be afraid of, killing a player here should result in the attacker being killed or at least made extremely difficult to get away. Failing that the rebuy of the attacker is doubled until they die. should the player get away from the security the system will be locked off for them for 7 days or until the bounty is wiped. We know permit locks work... why not use it here.
This is the safe systems player can use when they would normally use Solo mode, there would still be chance of getting killed as always but your attacker would never in anyway getaway with it. Credits made in these systems would be lower than the other security levels.
Killing players here should be a one way trip to the rebuy screen. Simple as that.
A small UI tweak to add the security level of the system to remind players and warn those in systems they would prefer not to be, such as when traveling.
On a final note: This system is simple enough and black and white enough that it will catch all players no matter if they are murder hobo or small time player killer or trader. this system will ensure safety in core world while offering the true blaze your own trail in system level 3 and down.
Just because he wants to play a game without griefers, doesn't mean he's capable of making such a game. Can't watch the video right now (at work), but I wonder what Roberts said - he's got far more effective anti-griefing mechanics in his buggy alpha than Braben's finished Rev.2 game does.
Edit: I figure someone's going to ask what those are, so here we go (there may be more, I typically don't play as a bad guy so I might be missing some):
- The game implements no-fire zones as places where your guns don't work at all
- Players have a crime stat that goes up when you attack someone, the only way to make it go down is to go to a special security space station and hack a terminal. Everyone knows about this, so that station is a popular pvp spot.
- Even if you decide to stick with your crime stat, the person with the worst stat is tagged as "public enemy" and shows up on everyone's radar, with a mission to kill him.
- If you have any bad rep at all and you get killed, you respawn at Grim Hex, a bandit base which is far from the lawful bases and unmarked on the map - still with your bad rep, there's no suicidey trick here. This base has similar facilities as the lawful ones, and it looks like a bandit base should as well.
Those go a fair way towards guiding the more aggressive players towards being "legit" outlaws rather than a nuisance to the other players. I see absolutely no reason why FDev can't implement something similar.
Any criminal activity should remain on the character and not be able to be wiped out quickly. This should also be a two way street. Criminals get persecuted in High Sec systems and Good guys get jumped in Anarchy space.
Completely agree - PF members being essentially immortal is part of the lore, so it makes no sense that the legal system would pretend that spaceship destruction means death and so a clean slate. What I really like about the way that SC does it is that cleaning your legal status is handled in-game in a way that encourages PvP - of the people you meet in the security outpost, 99.9% of them will be either criminals or bounty hunters. And if you get killed while resetting your status (which means being a sitting duck for a number of seconds that depends on that status), you have to fly there all over again. That's quite a disincentive to casual ganking, you have to be committed to PKing (as in, doing it for profit or some better motive than lulz).
Oh yeah, something I forgot - in space away from the big stations, crimes get detected if there's an active security satellite nearby. These can be disabled by flying there and pressing a button, which immediately sends out a repair mission to everyone on the server, but gives you a few minutes (until some other player shows up and fixes the satellite) to do any killing you want to. So again, if you're playing an assassin you can give yourself a time window to do your deed scot-free (or pirate groups can coordinate so one group attacks ships while another prevents the satellite from being brought back online) but it's another roadblock to casual ganking. It's a very interesting twist on the idea of compromised nav beacons.
I can totally live with PK'ers choosing to stay in solo![]()
Ditto.
The only players that have a problem with this... ARE the PROBLEM.
Ditto.
The only players that have a problem with this... ARE the PROBLEM.
The Karma system is not a whole solution to the underlying issues in themselves and it is not all about penalising all PK incidents, talk about hyberbole.The thread only was against the karma system as intended, as there would be options that suit this game much better.
Bad actors have bad karma...what's the problem...oh wait...there are no consequences now for bad behavior!
Suck it up buttercup! You wanna play the bad man...you gotta pay the police. Bad karma will be a badge of honor for those that want to play the bad guys!
IMO while your current activities are noble, they should not be necessary. If dealing with the gankers (and comparable extremely anti-social PvP behaviours) involves depriving you of your targets then you will just have to find other activities. I am sure that there are still going to be truly challenging criminal opponents (those actually with skills rather than being simply weak minded bullies) for you to combat.In other words, my standing up for the rights of gankers and various PKers has nothing to do with wanting to be one myself, but rather if they were effectively removed from the game I would have no one left to fight against, and therefore 90% of the reason I play this game would be gone. I offer this not to argue with you, but to illuminate a point you are not thinking about.
IMO while your current activities are noble, they should not be necessary. If dealing with the gankers (and comparable extremely anti-social PvP behaviours) involves depriving you of your targets then you will just have to find other activities. I am sure that there are still going to be truly challenging criminal opponents (those actually with skills rather than being simply weak minded bullies) for you to combat.
On the other hand, ED is not primarily a PvP title so if any individuals focus on gameplay is PvP centric then perhaps they are playing the wrong game anyway.
We are now constructing the Karma reward lists. Name your ideas for rewarding high rank karma players.
I suggest that the highest ranking bad karma players need to get the best Ganking weapons.
And the highest ranking good karma players need to get their Hello Kitty ship kits.
But can we give them more?
What about. Hello Kitty players produce salt cargo as they are being ganked, which can be scooped up by the Griefers?
A special kind of salt: Tear Salt 1T. Very valuable stuff.
Speaking of intolerance, I especially like that last comment of yours. I've got over 2500 hours playing this game with achievements in every area the game has to offer; I don't need anybody telling me whether I'm playing the right game or not. Intolerance is what is carrying the day when it comes to the discussion of karma.
In other words, my standing up for the rights of gankers and various PKers has nothing to do with wanting to be one myself, but rather if they were effectively removed from the game I would have no one left to fight against, and therefore 90% of the reason I play this game would be gone. I offer this not to argue with you, but to illuminate a point you are not thinking about.
We are now constructing the Karma reward lists. Name your ideas for rewarding high rank karma players.
I suggest that the highest ranking bad karma players need to get the best Ganking weapons.
And the highest ranking good karma players need to get their Hello Kitty ship kits.
But can we give them more?
What about. Hello Kitty players produce salt cargo as they are being ganked, which can be scooped up by the Griefers?
A special kind of salt: Tear Salt 1T. Very valuable stuff.
Incorrect. Accepting that Sandro's recent Reddit conversation was just a stew of ideas/thoughts he was chewing on, it's clear what the drift of his thinking is nevertheless. And the people who are concerned, such as myself and Morbad, are NOT part of the problem as you opine. For instance, I joined AA to patrol Eravate and help curtail some of the noob slaughter that goes on there. The people who go in for the noob slaughter are doing it in Cutters & Corvettes with highly engineered shields and weapons, and in just a couple days I've almost lost my own FdL a dozen times. While I think noob clubbing, especially for the purpose of recruiting for a certain high profile PG, is pretty much the bottom of the ecological food chain, the fact that it exists actually gives a group such as AA a concrete purpose to exist in the first place.
In other words, my standing up for the rights of gankers and various PKers has nothing to do with wanting to be one myself, but rather if they were effectively removed from the game I would have no one left to fight against, and therefore 90% of the reason I play this game would be gone. I offer this not to argue with you, but to illuminate a point you are not thinking about.
It's clear to me that what the majority of the community wants is a system that literally drives PKers out of business, and Sandro is heavily swayed by this as one would expect; it just makes fiscal sense. But just take a moment to consider that Fdev cant even balance shields or gimbaled tracking because of the uproar such rebalancing would cause--c&p is going to be much harder to balance by wide margin, so I'm not really convinced its ever going to come to fruition.
Just to be clear: not everyone who is cynical about a c&p system is a griefer/ganker as the community so enjoys labeling them.
I would ask you to have a little more foresight. If implemented properly, a karma system can provide the framework to allow players to legitimately take on the role of Outlaw, thereby bringing a huge number of extra PvPers into Open. Outlaws would by definition be wanted, and therefore wanted vs wanted PKs would sky-rocket.
It's up to us to guide Sandro in his thinking so that he sees the full potential of what the karma system can bring.
And frankly, I interpreted Sandro's words in a pretty negative (towards PvP) light.
Except, this time, it's Frontier that are expressing an opinion regarding what is not acceptable behaviour - their game, their rules....
I applaud your optimism, and if this is a possible future then I'll be on board with it. But one thing this forum has drummed into me in the last almost two years: cynicism when it comes to the subject of PvP. And frankly, I interpreted Sandro's words in a pretty negative (towards PvP) light.