Survival of the fittest died out when we stopped chasing our food with sticks and started farming. It became survival of the smartest. During the time that we were still chasing food with sticks, if there was a disruptive element in the tribe/society then they generally became the food. The concept of a coup was a bit much for a group of mammals that survived on threat assessment and instincts alone. That has continued pretty much non stop accept for that inbred period of the middle ages. But then again the moral justice of the age was still enforced.
There is no moral justification in this game universe because its a game. However in all games there must be rules and or concepts that must be adhered to. Otherwise its no longer a game and has been moved into the realm of a social experiment. Like it has in ED.
Right now for the giggles of some members of the Dev team, they want to see how long people will put up with it. They created a crapsack nonsensical universe and are touting it as a "game". It is not a game if one side always has a clear advantage over all other players in the game. Until some sort of Karma/ C&P system is put in place, the biggest trolls of this entire game community is the Development team itself.
The lack of adherence to Real life social norms like not cyber bullying others or forcing your will upon others is purely a social community issue. For example if the people that performed these in game Griefing events acted this way in their normal every day life, then the best they could hope for is a basement at their parents to live in or a low paying job away from all other human beings. They would not be tolerated in a normal social construct.
In fact that may be the very cause of this in game behavior. In their real lives, they are bullied and or ignored/marginalized because of their shortcomings as a productive member of a community. So they act out. Similar to the kid laying on the floor at the grocery screaming for a toy that mum wont buy them. Any attention even if its negative is better than no attention.
People who want this game to succeed do not purposefully sabotage any and all efforts of the development team. These people do. So in order to allow them to continue to play the game, the devs may finally put a system in place. The people who are purposefully trying to burn the game down around you will now face the same consequences that they force upon others every single day.
They have been given enough rope to hang themselves and time and time again they have slipped the noose. Now its critical proportions due to media coverage of the toxic environment that has been created by the griefing community.
Anybody attempting to make an analogy between anything in the real world that is not tied directly to this games community is grasping for straws. This game as realistic and similar to real life as Donkey Kong. So lets leave Darwinism out of it. Especially since we are talking about a video game and not the evolution of a biological system.
Sorry a little confused, when you refer to CZ, do you mean the Resource Zones (RES)?
In that case I agree with maybe the exception of of the Haz Rez. However, I feel that all combat zones should be PvP and players need to be aware (including the noobs) ;-)
The Karma Idea is something Sandro has mooted in the suggestions forum (No ETA, no guarantee Sing that to the only fools and horses theme tune). Player actions over time will modify their Karma rating, the more combat logging under fire, the more griefing lesser players, the more bad Karma you gain. Player's with lots of Bad Karma are then punished either by shadow banning (Always forced into their own solo instance) or they have in game effects, which will restrict their play (unable to dock, lack of insurance, etc).
Personally I think it's a good idea, it's just a case of working out what actions cause Good or Bad Karma and what the effects might be.
I pretty much agree with all of this except for the part where this is not a moral issue, (unless of course you don't believe in morality). I mean sure Elite dangerous is a video game, but it's being played by real people who are investing real time in order to gain real enjoyment. When another real person's game play is to ruin other real peoples game play, for whatever reason it's a real issue of right and wrong.
It's the same as people saying "It's OK that I blow up your ship randomly because it's not real money that you have to use to buy another one with". My reply is "it sure as Hell is" I put real time and real talent into earning it, how is it not real money?
I pretty much agree with all of this except for the part where this is not a moral issue, (unless of course you don't believe in morality). I mean sure Elite dangerous is a video game, but it's being played by real people who are investing real time in order to gain real enjoyment. When another real person's game play is to ruin other real peoples game play, for whatever reason it's a real issue of right and wrong.
It's the same as people saying "It's OK that I blow up your ship randomly because it's not real money that you have to use to buy another one with". My reply is "it sure as Hell is" I put real time and real talent into earning it, how is it not real money?
My theory on this subject if any one cares to hear is that people play video games one of two ways: Either how they play real life, or how they wish they had the balls to play real life.
None of the angst in the above is directed towards you Zambrick, BTW. You only brought up a convenient point.
There have been very few cases of specific, targeted harassment in this game and in all of them that I've seen, the targeted player brought it upon themselves via comments made in or out of game.
But it's not real money.. It's time, you're not getting paid to play, there is no value equivalent to the amount of time you've put into the game. If a player destroys you he's not wiping your save, he's not taking everything away from you (unless you made a bad financial decision) and very rarely is it a recurrent theme for the same player. There have been very few cases of specific, targeted harassment in this game and in all of them that I've seen, the targeted player brought it upon themselves via comments made in or out of game.
This is really about inconvenience. People are being inconvenienced by griefers in the game and feel that said play style should be wiped away because of said inconvenience.
That's just silly.
I still don't see why sniping a Charity stream was such a horrible thing. I also didn't watch the stream so I don't know the full story on how it played out.
But it's not real money.. It's time, you're not getting paid to play, there is no value equivalent to the amount of time you've put into the game. If a player destroys you he's not wiping your save, he's not taking everything away from you (unless you made a bad financial decision) and very rarely is it a recurrent theme for the same player. There have been very few cases of specific, targeted harassment in this game and in all of them that I've seen, the targeted player brought it upon themselves via comments made in or out of game.
This is really about inconvenience. People are being inconvenienced by griefers in the game and feel that said play style should be wiped away because of said inconvenience.
That's just silly.
Its not inconvenient and yes money is a factor. If you are an adult you can always be out their making money. Not to mention that the game itself cost money, the computer you play the game on costs money, the peripherals you use cost money. The home you live in, electricity you use, all of it has a real world cost.
Playing games is not free its an investment. Any PC gamer will tell you so. So yes the investment that you made into the game both time and money wise is a factor. You dont have to be payed to play a game in order for it to cost you money.
That aside the idea that griefing is just an inconvenience is also bunk. Griefing in video games and life are not required nor needed. Sure it happens in RL but in RL there are consequences. Some criminals may never be caught but others will be. The risks are known and accepted by an individual in real life. FDEV has created a game universe where there are strict code of rules on accepted behavior/legality accept if you break said rules there is no real consequence.
Time is money for an adult and video game griefing has a lasting effect on the user base and community as a whole. If it was a non issue, then there would not have been a new post about griefing issues in the game every other day for the last 2 years. I am not jumping you but I am just stating the obvious.
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They sniped charity streams and in game funerals for people in the Real world.
They broke up a charity event that did not get the potential proceeds that could have been generated by its organizers. The organizers did everything in their power to protect the event by holding it in a Private Group. They jumped into the group caused mayhem and ended the event. If you dont see the issue with problem with that, then nobody can help you understand I am afraid.
When I first started playing I joined the power play thing as an Imperial – just so that there could be an official “enemy”
We left players that were not pledged or clean alone.
Sometime we’d pull them from supercruise for a chat due to boredom and then let them go. Like a navy patrol.
However any commander we came across pledged to a non-imperial power was deemed fair game to intercept and kill.
CZ sites were a good hunting ground.
That’s not griefing that’s role play.
I still don't see why sniping a Charity stream was such a horrible thing. I also didn't watch the stream so I don't know the full story on how it played out.
I don't think that's the issue or behavior being discussed. I don't agree with your actions, because unless the Empire is actually at war with the other factions, then you have no RP business killing other faction-ed players.. however, that's what NPC's do too, so that argument is equally valid.
I personally don't really understand the BGS NPC targeting reasoning. Unless, like I said, everyone is in open war, then targeting another player because of their faction just doesn't make sense.
I don't think that's the issue or behavior being discussed. I don't agree with your actions, because unless the Empire is actually at war with the other factions, then you have no RP business killing other faction-ed players.. however, that's what NPC's do too, so that argument is equally valid.
I personally don't really understand the BGS NPC targeting reasoning. Unless, like I said, everyone is in open war, then targeting another player because of their faction just doesn't make sense.
However any commander we came across pledged to a non-imperial power was deemed fair game to intercept and kill.
CZ sites were a good hunting ground.
That’s not griefing that’s role play.
Its not inconvenient and yes money is a factor. If you are an adult you can always be out there making money. Not to mention that the game itself cost money, the computer you play the game on costs money, the peripherals you use cost money. The home you live in, electricity you use, all of it has a real world cost.
Playing games is not free its an investment. Any PC gamer will tell you so. So yes the investment that you made into the game both time and money wise is a factor. You dont have to be payed to play a game in order for it to cost you money.
That aside the idea that griefing is just an inconvenience is also bunk. Griefing in video games and life are not required nor needed. Sure it happens in RL but in RL there are consequences. Some criminals may never be caught but others will be. The risks are known and accepted by an individual in real life. FDEV has created a game universe where there are strict code of rules on accepted behavior/legality accept if you break said rules there is no real consequence.
Time is money for an adult and video game griefing has a lasting effect on the user base and community as a whole. If it was a non issue, then there would not have been a new post about griefing issues in the game every other day for the last 2 years. I am not jumping you but I am just stating the obvious.
They sniped charity streams and in game funerals for people in the Real world.
They broke up a charity event that did not get the potential proceeds that could have been generated by its organizers. The organizers did everything in their power to protect the event by holding it in a Private Group. They jumped into the group caused mayhem and ended the event. If you dont see the issue with problem with that, then nobody can help you understand I am afraid.
The forum Dad is strong with this one. The problem with griefing is that griefing is subjective. Even if the 'victim' asks the 'attacker' to stop and they do not, the act may still not be considered griefing by any reasonable interpretation of a game's rules.
For example, my home system is Kaliki, and I support one of the factions there. Should that faction enter a civil war state, I would hunt down commanders supporting the opposing side without remorse, and certainly not stop if asked to until those commanders leave the system. This would happen regardless of the ship, combat rank or wanted state of the commander. This would be considered griefing by the OP's standards, but a zealous defence of my favoured faction by my own standards.
Elite doesn't need solutions to stop griefing.
It needs ways to *respond* to it.
Why can't I place a player bounty?
Why don't police and stations attack wanted players on sight?
Why isn't the location of a wanted player reported system wide and followed by police?
Why is there no distinction between a 400CR bounty and a 4,000,000 CR bounty?
This does not match up with what the research tells us about griefers.
Decades of research shows no causal effect between virtual and real world violence per se. The research is increasingly clear, however, that folks with anti-social traits are drawn to griefing in online, multi-player games. The traits that characterize griefers are the dark tetrad of Machiavellianism, narcissism, psychopathology, and sadism. Basically a subset of players engage in griefing for malicious reasons. The anonymity of online interaction also provides them safety from consequences, unless anti-griefing policies and practices are implemented.
Does this mean everyone who griefs is an everyday sadist? No. There are personality tests for the dark tetrad, and one cannot say a priori that all griefers are anti-social or ill. But it does mean that a good proportion of griefers are malevolent, and likely drawn to the current mechanics of Elite because it allows them to grief without consequence.
It is also important to distinguish pvpers from griefers. Pvpers enjoy the combat side of things, and often the role-play of activities like "piracy". The overarching narrative of a game defines the roles that players might adopt. Griefers are motivated by anti-social urges irrespective of narrative framing, and introduce an unhealthy element in-game.
As someone who enjoys pvp and has led a largish organization dedicated to it, I do not want to see the end of pvp in Elite. At the same time, the research suggests there is good reason to worry about the impact of griefers on the Elite community, particularly those new to us.
Whatever karma system that Frontier designs should keep the above elements in mind, and do what it can to discourage griefing.