Yeah, but they're improving it wrong.One of the bits of SDC propaganda that often makes it into the general gaming press is that their exploits (read that anyway you choose) force FD into improving the game. Isn't that what is happening here?
Yeah, but they're improving it wrong.One of the bits of SDC propaganda that often makes it into the general gaming press is that their exploits (read that anyway you choose) force FD into improving the game. Isn't that what is happening here?
And maybe someone in charge realized it wasn't a cost effective strategy for gaining new members, or they started listening to the PF members who were the many many victims.
Wouldn't recommend Frontier spend their dev time on this - not with the state of the game being as it is now. If you've been around here for more than a year, you know that Frontier has perfected the art of falling flat on one's face. Powerplay is an ignored splattering of fanfiction strung together with jpgs and spreadsheets used to gate off access to interesting modules for 3-4 weeks of real time each. CQC was dead on arrival, and Arena was recently pulled from Steam. Engineers stomped on the PvP scene, escalated the grind for money into an additional grind for materials, and made Horizons a mandatory buy for anyone looking to engage in combat. Multicrew is buggy and profitless.
Really, there's no way Frontier could even make an 'okay' karma system before core issues with the game are addressed.
The whole problem space IS edge cases. The behaviours which are problems are, by their very nature, extremes (aka edge cases). So, the solution will need to be custom built to detect each of them, individually. Or rather, the system will track all the data points necessary to detect them then it will have custom logic to inspect the data points and form a view of the players Karma. Sandro already mentioned that they might adjust the weighting of various data points, so the actual Karma "value" will not be a static figure which is simply adjusted based on a single event occurrence, it will actually be the result of a calculation of the weightings over all events recorded. If, for example, Frontier decided to lower the weighting on a given event, the karma values for all pilots with those events would drop accordingly. This is why the system proposed does not, in any way, match a C&P system which would necessarily need to react to events immediately with in-game responses - or risk being totally un-immersive.Like I said, artificial solutions tend to produce lots of edge cases. And you need to account for these cases. And you end up with a bunch of "if's and but's" about what to do, turning it into convoluted and leaky mess of code.
As I, and others, have already mentioned this is a very poor "solution" to the issue. No player, or group/type of player should be forced out of Open. Open play comes with a number of benefits that everyone is entitled to. It is a shared social space and Frontier have decided to ensure it can be enjoyed by all, equally. Just imagine if the situation were reversed and the PvP players were forced to log into a separate mode, how would they feel about that?But the game gives you tools to avoid any kind of ganking whatsoever
Absolutely love these ideas. We want these AS WELL AS a Karma system which can encourage more social gameplay.Also on flagging, infamous criminals arrival to the secure system should be flagged in comms - ATTENTION COMMANDERS, INFAMOUS CRIMINAL CPT. JACK SPARROW IS IN SYSTEM. THERE IS A 5mln Cr BOUNTY ON HIS HEAD - DEAD OR ALIVE.
Newbs could use that information to flee to safety, and seasoned PvPers could bounty hunt.
Same with lawful trader wandering to anarchy system - LOOKIE HERE, MATES - THAT TASTY MORSEL CMDR BRABEN HAS VISITED OUR HUMBLE ABODE. LET'S GIVE HIM A PROPER WELCOME, I'M SURE HE IS CARRYING SOMETHING GOOD. ALSO DON CORLEONE'S SON WANTED A WORD WITH HIM, OR HIS HEAD FOR THAT MATTER - 5mln Cr FOR BRINGING THE TROPHY!
That type of Important Target could be highlighted on scanner at almost all times (maybe allowing for some silent-running sneaky gameplay which is a gameplay opportunity in itself) and would draw attention from both other commanders and npcs. This should intimidate the "lesser gankers" from flying in hisec (finally putting that route plotter filter to good use), "lawful traders" from flying in anarchy (finally putting that route planner filter to good use). Then why would they even consider flying there? Well... special missions. Very lucrative endeavours, based on danger level for both of the archetypes.
I have to agree here.stop saying it would eliminate pvp - thats hyperbole to the max.
thats the same as "removing exploits will destroy PVE",
or "removing combatlogging will make the game unplayable for casual player"
The difference is that Karma would not, necessarily, shift for a single crime against a single commander. Instead, it would shift when a pattern of crime against commanders emerged, such that those crimes were deemed to be negative for the health of the game/community. This is the goal of the karma system, to detect and highlight players who are not "playing well with others" to some degree or other....but what I should add is that I think the Karma ratings should also be impacted by crimes, in particular crimes against other players at least. That's why I don't see the two things as entirely separate.
Just to clarify I don't have a system, just theorizing like everyone else!
I think you are right yes there is overlap, it is not cut and dry and I'm not sure trying to separate the two is fully possible.
But I do see them as separate entities, and I worry that losing focus of which one is the main goal and focusing too much on C+P is likely to cause issues. Conflating them risks legitimising griefers or watering down a true C+P system by removing anything that could be positive about choosing the pirate life.
Just to put it out there, I think those who will be at the rough end of a karma system would love to subvert it away from karma into a proper C+P system where they end up actually being rewarded. I mean that would be the agenda right.
And to be honest the whole thread seems to be veering that way as people get caught up in the possibility of brainstorming into the game whatever they can think up, turning it into a major content patch that in the end doesn't actually solve the main issues it was intended for. But I'm all for improving the game, I'd love both a karma and a C+P system, both of which can be evolved.
Whether killing newbies (which is a crime) affects karma? I think this is what's planned yes, and may be fine. I think we just have to be careful how far we push into C+P, because (my understanding is) that's not what it's actually about and so not where the main focus should be.
I think that it's good that there is a Karma and C&P update coming in the future. I would prefer it if it treated NPC's and Players as the same though.
We should also have illegal alternatives to the pilots federation which can give insurance (maybe not as good though) that are based out of Anarchy systems (ship repawn will be from those systems only).
There should be no black markets in anarchy systems, have everything saleable with highly inflated sell prices to make these places attractive to go to, but risky at the same time.
Karma can be done like ranks. It should be like a reputation, the more detected crime you commit the worse your rep gets.
Depending on rank the worse you will be treated in security systems. Constant interdictions from security vessels, refusal for docking, shoot on sight policy by stations / security ships depending on neg karma rank and security of the system.
Karma will degrade very slowly as like all rep, your rep diminshes after time that it isn't in the spotlight. Also doing positive stuff can help your karma rep, if you can get to a station to do this stuff like donation and/or bounty hunting. But it should only be able to get it in security systems and with the use of the mission board.
So commaders such as harry potter/besieger may have to do a balancing act to keep the neg Karma at an acceptable level.
All of this should also include NPC's for a better upgraded bounty hunting system using the security contact at stations instead of just bounty farming in res sites or nav beacons.
You should also get positive Karma as well, so when you have a lot of positive karma and you jump in to a pirate system then it should be a reason for a lot of ships to get on your case and try to get rid of you ASAP.
There is a huge difference between legitimate, valid PvP and Griefing. Case in point - parking a couple ships inside a space station, keeping them alive with healing beams, despite being blasted repeatedly by station defenses, just to shoot people in the back as they're launching is not valid gameplay in any way. It's clear by the magnitude of station defense systems that such an activity is certainly "not as intended", regardless of means used to circumvent it. Nor is a salvo of packhounds through the mail slot with no regard for who gets hit - this is akin to strapping a bomb to yourself and blowing yourself up on a bus because there might be an "enemy" in there. It is, at best, a coward's tactic, one employed by a very undesirable portion of a particular type of people the absence of would make the world a better place.
Just checking.. but you do realise that this is exactly what the system Sandro has been proposing would do, right? It tracks data points over time and only reacts when a pattern of behaviour is detected. It would not kick in after a single offence, no matter how exploity - because it needs a pattern and a pattern needs >1 data point.As for the grief-winder, combat logging and trolling the explorers these are exploits and yes, could be tracked and corrective actions taken against repetitive offenders. How would these actions look I haven't the slightest idea, but to imagine something lore friendly - a scolding message from pilot's federation with a tangible disadvantage of some sorts, for example locking down the frameshift drive for some time (they respect galaxy-wide permit locks after all) or some similar "trolling" of the troll. But as these border on TOS breakage I don't have a better lore-friendly idea of how to approach that for the moment. At best these should be passed to a human to review in the case of repetitive offenders, but without stats data on how often this is IDK if that is even possible.
Again, this is exactly the purpose of the karma system being proposed. It tracks behaviour over time and reacts once a pattern is established. Further, because it has those data points it can be far more "certain" of intent and justified in applying a consequence.Agree. That is an exploit, and using the mechanic as not intended. And if used repeatedly, should be met with action from "god hand", namely support. In this case, everything is clear. However I wouldn't swing the banhammer on first occurence of that behaviour - its a fault of QA team for not spotting that up. The way I would react to this would be a message from support to the players in question, describing that they deem it as a bug exploit, thank for report and further exploit of this bug would be considered TOS breakage. And swing the banhammer on repeated offences.
But, the Karma system is all about player behaviour, not commander activity. So it should, naturally, be tied to the player over multiple commanders. I tend to agree however, that it needs to reset for a new commander because there is a valid case where the player might decide to "play nice" in response to the karma system (best case scenario) and why not allow them a clean slate to do it on.Which would further muddy the distinction between player and CMDR and in-game and out-of game contexts.
There are also other actions, more like exploits really, like combat logging which would not have an in-game C&P effect, but would have a karma effect (once sufficient data could "prove" intent). So, these are firmly in the realm of Karma only.
See this, in it's various forms is a very good idea (& has been repeated many times through this thread, more or less). Extend it a little, so eventually you manage to annoy the major faction enough to start hunting you too & already you have dealt with many of the crime & consequences problems in game, using it's own mechanics. It makes piracy more interesting, meaning you can't just stick it to the ruling faction & expect them to welcome you with open arms...
With that, as much as I like it, the effect on powerplay would also be questionable, & that would be a sticking point.
No. Because that's ONE event.So a disconnect of your client, during combat, with other players present, would give negative karma?
This is the point I think some people have missed. Sandro mentioned being able to adjust the weighting of various data points, implying that the karma score is not simply a fixed value that gets + or - kicks when individual events occur. Instead it's calculated (and probably cached) based on the data collected. This is smart, it means that the data is always present to be analysed and improvements can be made to the weighting and algorithm to more accurately detect the things they want to discourage.That said, I'm think I would probably be in favour of repeated disconnects in the above situation impacting karma - it's easy for me to say that as I have a good connection. I would actually be inclined to track this as a separate stat rather than putting it directly into a karma score - in the ideal world, you would track the players disorderly terminations over time, and then compare it to the frequency of that happening whilst in PVP combat. Probably overkill here, but I guess my point is that only repeat offenses should reduce karma, not a single incident.
Possibly, but Powerplay needs a massive update as well to tie it into the minor factions, including missions, combat zone and better bounty hunting mechanics. If that is included then the C&P system can easily tie into powerplay very nicely
We would also need to update factions a bit as well like being able to join a faction, if that faction isn't in power we could fight for that faction through the mission system inlcuding doing some nefarious stuff, but when that faction gets into power you shouldn't have an issue as the neg rep now with a none ruling faction. This can all be tied into powerplay as well as long as the minor factions are tied to the powerplay powers as well.
All interesting ideas. But this is the realm of C&P and general gameplay.
Karma is proposed as a separate system intended to reduce undesired player behaviour: such as repeated and deliberate targeting of weak players by the powerful (ganking some call it), repeated abuse of exploits (combat logging, station ramming etc.) and other behaviours detrimental to the player experience that FD want to achieve.
Those players who do this undesired behaviour hate the idea of a Karma system because they can see how effective it could be. They would much rather have the problem "solved" by changes to C&P because they know it can be gamed and leave them unaffected to carry out their undesired behaviour. If a Karma system is inevitable they would much rather it was tied into the development of general C&P improvements because feature creep and added complexity both delays any implementation and makes it easier to find exploits to undermine the system.
I'm sure it's not your intention, but by conflating Karma with C&P you play into the hands of those who seek to undermine any Karma system. They do not want these changes to the game,, that improve the game for the general player base, because they understand that it would affect their ability to carry on with their undesired behaviour.
So a disconnect of your client, during combat, with other players present, would give negative karma?
Now this is controversial because it may not be your fault - we even heard earlier on this thread about someone who was in a PVP fight and their client crashed.
That said, I'm think I would probably be in favour of repeated disconnects in the above situation impacting karma - it's easy for me to say that as I have a good connection. I would actually be inclined to track this as a separate stat rather than putting it directly into a karma score - in the ideal world, you would track the players disorderly terminations over time, and then compare it to the frequency of that happening whilst in PVP combat. Probably overkill here, but I guess my point is that only repeat offenses should reduce karma, not a single incident.
So a disconnect of your client, during combat, with other players present, would give negative karma?
Now this is controversial because it may not be your fault - we even heard earlier on this thread about someone who was in a PVP fight and their client crashed.
That said, I'm think I would probably be in favour of repeated disconnects in the above situation impacting karma - it's easy for me to say that as I have a good connection. I would actually be inclined to track this as a separate stat rather than putting it directly into a karma score - in the ideal world, you would track the players disorderly terminations over time, and then compare it to the frequency of that happening whilst in PVP combat. Probably overkill here, but I guess my point is that only repeat offenses should reduce karma, not a single incident.
its no overkill to log any pvp fight that is happening, and then run the logs through a neural net to determine if its a notorious combat logger, or if its due to his bad connection. thats why you can't make this a black/white system.
Well this is an incredibly smarmy post. Either we agree with you or we're unsuspecting dupes. "If you don't agree with me, the terrorists win." Did it ever occur to you that a good C&P system would include all the features of the Karma system, but you know, not as a magical meta fairy floating above everybody's head? The problem is with the C&P system. With the exception of combat logging, which is literally a meta-action, all the actions are in game, and should be dealt with in universe.All interesting ideas. But this is the realm of C&P and general gameplay.
Karma is proposed as a separate system intended to reduce undesired player behaviour: such as repeated and deliberate targeting of weak players by the powerful (ganking some call it), repeated abuse of exploits (combat logging, station ramming etc.) and other behaviours detrimental to the player experience that FD want to achieve.
Those players who do this undesired behaviour hate the idea of a Karma system because they can see how effective it could be. They would much rather have the problem "solved" by changes to C&P because they know it can be gamed and leave them unaffected to carry out their undesired behaviour. If a Karma system is inevitable they would much rather it was tied into the development of general C&P improvements because feature creep and added complexity both delays any implementation and makes it easier to find exploits to undermine the system.
I'm sure it's not your intention, but by conflating Karma with C&P you play into the hands of those who seek to undermine any Karma system. They do not want these changes to the game,, that improve the game for the general player base, because they understand that it would affect their ability to carry on with their undesired behaviour.