Deliberate Ramming

The player would still be able to use all facilities in the game, providing they didn't get scanned. Same as now.

I greatly disagree with this. When you approach a system you're identified. In my case (assuming I'm in my Asp or DBX) at stations it's "Lakon Gulf Alpha Lima" and they tell me to request docking. I'd say if they're a wanted criminal, or even a general undesirable, the station controller would say "You are not welcome here, go away or we'll take action." People should be forbidden from some facilities. Criminals aren't welcome everywhere...
 
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Not true.

I came up with a relatively simple idea which would allow the karma system to "ignore" valid piracy attempts. It would also give traders some assurances, making them more likely to comply (win). It does not seem (at first glance) to be something a griefer could use to commit wanton murder.

See:
https://forums.frontier.co.uk/showt...rate-Ramming?p=5477489&viewfull=1#post5477489


I think the only alteration I'd make to this idea is to introduce a 30 second timer which starts when the cargo demand is made, and runs until the trader tries to run for it, or the cargo is dropped. Any attempt to engage engines/FSD would 'decline' the offer and the pirate could destroy the trader without incurring karma penalty.

I totally disagree about destroying the target. This is murder, plain and simple.
Can't you see that this would be "gamed" by the very same murder-hobos who today are murder hobos who "hide" under the false name of being a pirate.

Nope. Even after the declaration of piracy, if you kill your clean target, this should attract the exact same bad karma as a plain and simple gank squad or murder-hobo. It simply cannot be any other way.

As a pirate, you should not be about killing your target. Leave them disabled with 10% hull - and therefore a massive repair bill that outweighs the cost, several times over, of the cargo they were asks to give in the first place. This would ensure the pirate gets known and that the pirate will either take some cargo to X value, or if you refuse will beat up your ship to 3 or 4 times X value.

Surely this is a more fun and profitable way to play at being a pirate.

Or is it just the kill you seek????

Cheerz

Mark H
 
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Because this is in universe, and not the metagod.

Basically it's a matter of presentation. "Bad Karma" by definition is meta. I stated earlier, a good C&P system would have all the stuff a karma system would have but be part of the actual setting.

I don't really understand this objection? Please explain in a bit more detail with some examples relevant to the game.
 
I don't really understand this objection? Please explain in a bit more detail with some examples relevant to the game.
OK, let's look at Sandro's hypothetical bit from before:

* 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

These are all meant to dissuade particular actions of the player rather than the character. Which is why you have something completely meta like combat logging sitting with something like attacking massively weak ships. So stations are going to prevent you docking because you logged out during battle a lot? What do the stations think you did? Your magical karma stat just reached a point and triggered the state. Like I said, it's about presentation. They are presenting it as a blanket list of player actions and seems to be only about actions towards other players. That's what I have the problem with.

Insert additional side rant about "legitimate piracy" before I continue:
I also dislike "* Stealing cargo from a clean ship would be fine." It's still a criminal act, and should be treated as such. If you were ever mugged at gunpoint or carjacked, would you tell the police, "Well, they totally let me live. Definitely giving + rep." No.
They are still criminals. Same with pirates. They're criminals. Villains. Scum of the galaxy. Crime in general needs high risk and high rewards. You go into the life of crime, you can totally do all kinds of crappy things, but when you finally get caught, it's devastating. Current legit pirates want to go about wherever, wave their lasers around, demand cargo, be patted on the back for their "good aaaar pee" and then still pay only 5% of their ship when they get destroyed, all the while being considered a fierce pirate™.

Being a pirate totally legitimate gameplay, but that doesn't = easy. Being a fierce pirate™ should mean you faced the trials and tribulations of being scum of the galaxy and came out on top. It should be hard. Only the best should be able to make it as a pirate. The rest should fail miserably in the gutter. And if that scares you, or you want an easy pirate mode, then why the heck should you even call yourself a pirate? My main problem with piracy as it is is that it means nothing. You're a pirate and what? If you die, you pay the same 5% of your ship as the rest of us, and if you survive, you got a few pieces of cargo you can sell at a mark down. So the only reason to do it is out of some devoted sense of RP or that you just want to ruin traders day and get patted on the back. And the traders know the pirate isn't really getting anything out of it. So it just makes it worse for them.

While we're at it, it makes 0 difference if a pirate kills the victim or not. I really hate this argument. The only reason age of exploration pirates didn't kill everybody was because it was easier. Less risk to the crew, and sinking a ship meant losing the cargo to the bottom of the sea. If they could sink the ship from afar and keep all the cargo, they'd do that. Heck, there'd be no witnesses. Pirates also didn't only take cargo, they also took ships if they could, or just stole parts if they could fit them on their own. So, if you want to make sure pirates have incentive to let victims live, make destroying ships also destroy their cargo. In addition, since somehow cargo pods can tell if they're stolen or not, have dumped cargo lose its stolen flag if the ship jumps from the area. A sort of severed connection deal. Then the pirate can sell at full price, and the victim can get away. All legitimate in universe reasons, none of this "real pirates don't murder" stuff.

This system says some crime is good, some crime is bad. la dee da because it's a game. All crime should be "bad." And all crime should have harsh punishments. But some crimes come with additional gameplay that can be rewarding for as long as you stave off your punishment, while others just make things harder for the player regardless and add nothing but more pain (so hey, if they want to continue through the pain, have fun). But of course this would mean adding gameplay for pirates. And it should all be in game and each consequence should be a reaction to the particular crime, not some blanket "karma" stat.

Basic examples involving items on the list (using a hypothetical punishment form Sandro):

* Repeatedly attacking clean ships that you massively overpowered
Con: removal of insurance cover (so when a ship is destroyed it's gone, or you have to pay the full price to get it back), docking privileges rescinded at all starports and outposts except those in anarchy jurisdictions and game applied Pilot Federation bounties. (adding myself) : Fines based off the cost of the ship you did most of the killing in if another of your ships is destroyed.)

Pro: None, why would anybody care? Criminal element see's no reason for your existence.



* Stealing cargo from a clean ship (in my opinion whether you kill them or not.)
Con: removal of insurance cover, docking privileges rescinded at medium and high security (minus places where you have a good reputation with controlling faction), applied Pilot Federation bounties. When you die, you also lose a bit of criminal cred.

Pro: Known through the criminal element as an earner and survivor. Access to criminal bases. ideally access to special modules as well. This reliant on how long you can keep your ship from being destroyed.



* Being repeatedly involved in starport collisions over time
Con: Starports will start denying the pilot permission to approach. You are known throughout space as a risk to station traffic and so you are unable to dock anywhere until your ship is destroyed

Pro: You are given a very short time to leave the station after your rebuy before the station fires upon you, (though no access to station services).
 
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These are all meant to dissuade particular actions of the player rather than the character. Which is why you have something completely meta like combat logging sitting with something like attacking massively weak ships. So stations are going to prevent you docking because you logged out during battle a lot? What do the stations think you did? Your magical karma stat just reached a point and triggered the state. Like I said, it's about presentation. They are presenting it as a blanket list of player actions and seems to be only about actions towards other players. That's what I have the problem with.

Thanks for the reply. I actually agree with you that combat logging doesn't sit very well with the other offences. I think the reason it was included was because PvP players have been demanding action on combat logging and Sandro wanted to sweeten the pill and appease them somewhat. I'd much rather have a separate system for dealing with combat logging. Sandro is just tossing ideas out at the moment. Nothing is set as stone.

You complain that the Karma system is only about actions involving other players. Yet that is exactly the purpose of the proposal. The desired outcome is to alter player behaviours such that the worst and least desirable interactions, as defined by FD, are reduced in frequency. Now, if you feel that their should be no special rules that apply only to players that's fair enough. But FD and a lot of the player base think players should be held to special rules.

The idea that there are special rules for players is already well established in the game. It's why only players carry the Commander tag, are members of the Pilot's Federation and appear as hollow squares on the scanners.

Sandro has proposed that the Karma system be represented in game as being a Pilot's Federation reputation rating. This is a neat catch all explanation of why special rules for players exist in terms game fiction. In fact it is the primary purpose of the Pilot's Federation in terms of game design.

You can certainly ask questions like: how can the PF prevent me from docking at certain ports? The short answer (if such a proposal survives) is because they can. The game is full of mechanisms which are hard to explain. I don't understand the insurance system: We pay no premiums and only a measly 5% excess if our ship gets destroyed. Someone is spending mind boggling amounts of credits to keep us flying. Who? Why? How? It's never been clearly stated. The best answers I can come up with are: Pilot's Federation, reasons, because they can. And what about material storage - how the hell does that work?

This is a Fantasy Sc-Fi space ship flying MMO, with occasional nods towards simulation. It requires suspension of disbelief. We accept loads of inconsistencies and poorly explained stuff, often without pausing to think about it. Gameplay is king.

This system says some crime is good, some crime is bad. la dee da because it's a game. All crime should be "bad." And all crime should have harsh punishments. But some crimes come with additional gameplay that can be rewarding for as long as you stave off your punishment, while others just make things harder for the player regardless and add nothing but more pain (so hey, if they want to continue through the pain, have fun). But of course this would mean adding gameplay for pirates. And it should all be in game and each consequence should be a reaction to the particular crime, not some blanket "karma" stat.

I think this confusion is exactly the reason the Karma and C&P should be kept separate. Yes, a crime should be treated the same whether the target is NPC or player. The Pilot's Federation doesn't care if you are a pirate, or a smuggler, or a crazed killer, or if you like to shoot up system defence forces. C&P rules apply to Commanders and NPCs equally. The Pilot's Federation only pays any interest if involves a fellow Commander. If the Commander you kill has broken the law and become Wanted then the PF doesn't care; they took the risk they paid the price. If you kill a clean Commander then the Pilot's Federation will take a closer look at you. The PF accepts a certain level of violence against even clean Commanders (Why? Reasons). But if you regularly kill much weaker Commanders (or do other stuff they don't like) the PF can become unhappy with you and start to impose sanctions in order to discourage your behaviour.

The Pilot's Federation are really great guys. They give us special technology like the hyper-space enabled escape pod technology that can transfer us (and our haul of hundreds of rocks and bits of tech junk) safely back to a port form the other side of the galaxy in a matter seconds. They subsidise our reckless activities with one of the most incredibly generous and charitable insurance deals imaginable. They let us do pretty much anything we want without any interference. But we pay a price for our amazing benefits: We are held to the special rules of the Pilot's Federation.

The fiction of Commanders and The Pilot's Federation is deliberately vague. The fiction is in game in order to: Explain away rules and mechanics that only apply to players, and, present those rules and mechanics to them. By keeping things simple and lumping these rules under one banner it helps players to better understand which rules apply only to them.

TL:DR Special rules for players need to be kept clearly separate. The Pilot's Federation is there to present those rules in terms of the games fiction.

P.S. Combat logging needs action, even though I'm not fully persuaded that it fits in Karma. If the only way it get's addressed is by shoehorning it awkwardly into a Karma system, then so be it. Better we get something done about it than do nothing because it seems inelegant.
 
The one big thing missing in all this is the ability for the player to "choose" or "moderate" their own experience.

Our only choices right now are between Solo and PG where a player excludes himself from meeting and playing with people with potentially similar interests, and Open, where a player is forced to interact with people who have incompatible interests.

Example:

John enjoys griefing.
Mary is a PvP enthusiast.
Bob's only interest is in exploring.
Albert is a "Jack of all trades"
Jenny is fine with "whatever".

With a matchmaking filter based on the information gathered by the Karma system...

John and Jenny can choose to play with everyone.
Mary and Albert can choose to play with everyone except people who are likely to indulge into "unacceptable behavior" as defined by FD.
Bob can play with everyone but PvP enthusiasts and "griefers" because he just isn't into "adversarial" gameplay.

The problem people have with "griefing" and the problem many have against piracy or PvP is one of consent. If we can address that concern by allowing the individual to self-moderate we can increase the level of social interaction in the game and increase customer satisfaction at the same time.

Give me the freedom to choose who I play with.
 
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P.S. Combat logging needs action, even though I'm not fully persuaded that it fits in Karma. If the only way it get's addressed is by shoehorning it awkwardly into a Karma system, then so be it. Better we get something done about it than do nothing because it seems inelegant.

I proposed a solution several pages ago, which doesn't tie in with karma at all.

Basically, the game detects if you exit ungracefully, while in danger. And will only allow you to log back in to that mode for a certain time, say 30 minutes.

While it doesn't stop someone logging out, and not coming back at all, if they do, they, and their opponent will know exactly where they'll end up. So you can't​ pull the plug, reconnect, and load up the game in solo to fly to safety.
Preventing logging entirely is impossible on a P2P system.
And it doesn't effect PvE, or being a victim of station ramming at all, unless you happen to want to mode switch for missions within the next 30 minutes. Lol
 
You don't sound so sure... Lol
Basically yes.
Naughty player equals no legal protection.

It doesn't prevent anyone going where ever they want to go, or anything, it just makes life harder or more risky.


Karma sounds odd. Like we're all being watched by some all seeing god.
I'd prefer a more technical name, like Criminal Record, especially as it's very hard to distinguish good actions to gain "good karma", and even harder to make it automated, without gaming the system.
Criminal players, who are legal targets, but with zero bounties, can be labeled as "Criminal", or "Felon", or something like that.



The player would still be able to use all facilities in the game, providing they didn't get scanned. Same as now.

The main difference is NPC Security would scale with the threat, and chase you in to supercruise, or in extreme cases, to another system (if they have presence there).
Right now, you can just go to a Nav beacon, murder endless NPC's, wait for security to start shooting and jump to supercruise.
And they're gone. You're safe.
IMHO, they should follow you, both in and out of SC, and pursue you for longer, based on your "active criminal record".

But yeah, it's pretty much a basic karma system, with no "good" karma.
Hence, Criminal Record system.

still, all you do is basicly complain about the working name, that was choosen because its the easiest to understand.
You are so fixated about it, similar to those who have read the word "ban" somewhere in sandros post, and start to fantasize about getting instant banned for locking another player... (hyperbole intended)

and in western culture, "karma" is connected to instant punishment for sins. like this:
news with the word beeing used
was there any god involved? No
 
When did you buy the game?

I bought original Elite 3 years ago. Horizon was pre-ordered and eventually refunded after I sent a complaint to the anti-fraud center of my country. I was refunded for misleading advertisement/deceptive marketing strategy after they released 2.2 and changed their strategy release date for all content related to the Horizon expansion.
 
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I bought original Elite 3 years ago. Horizon was pre-ordered and eventually refunded after I sent a complaint to the anti-fraud center of my country. I was refunded for misleading advertisement/deceptive marketing strategy after they released 2.2 and changed their strategy release date for all content related to the Horizon expansion.

Boy, you sure take this stuff seriously...
 
I bought original Elite 3 years ago. Horizon was pre-ordered and eventually refunded after I sent a complaint to the anti-fraud center of my country. I was refunded for misleading advertisement/deceptive marketing strategy after they released 2.2 and changed their strategy release date for all content related to the Horizon expansion.

Aren't you a PvPer? How do you deal with PvP without Horizons?
 
I totally disagree about destroying the target. This is murder, plain and simple.
Can't you see that this would be "gamed" by the very same murder-hobos who today are murder hobos who "hide" under the false name of being a pirate.
Explain exactly how you would game the system I described..
- If they don't scan the cargo and make a demand, then kill the trader - murder/karma
- If you do scan+demand and kill the trader before the timer/comply - murder/karma
- If you do scan+demand, trader complies, kill - murder/karma

The only way to kill them, and not get karma penalties is for the trader to NOT comply. We have to allow pirates to murder traders, because without this "stick" the traders will simply stop complying to demands. Pirates need teeth, or they are simply beggars.

Nope. Even after the declaration of piracy, if you kill your clean target, this should attract the exact same bad karma as a plain and simple gank squad or murder-hobo. It simply cannot be any other way.
It simply cannot be this way. Imagine yourself as a trader knowing that the pirate simply cannot kill you, why would you ever comply?

As a pirate, you should not be about killing your target. Leave them disabled with 10% hull - and therefore a massive repair bill that outweighs the cost, several times over, of the cargo they were asks to give in the first place.
Given sufficient time to explain that to a trader and you might convince them. But, I don't think you ever get that time.

This would ensure the pirate gets known..
This never happens. The game is too big, there are too many players who do not read reddit, or the forum, players cannot get "known" except perhaps by doing a Harry Potter.

Or is it just the kill you seek????
You mistake me, I have never engaged in piracy.

What I'm doing in this thread is brainstorming ways to make a karma system work with all the relevant/valid gameplay styles, piracy included.
 
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This system says some crime is good, some crime is bad. la dee da because it's a game. All crime should be "bad." And all crime should have harsh punishments.
This, right here, is the reason why people are "for" having 2 systems in place and not one.

C&P serves as the in-game response to crime, it is balanced for gameplay and appropriate for lore/roleplaying/etc. Under C&P all crime would have consequences, but also could provide positive benefits over and above the obvious ones.

The Karma system, on the other hand, serves as the "meta" response to player behaviour which is bad for the community and game as a whole.

The specific actions being taken, like "murder", may be identical BUT each system will react to them differently. C&P will react immediately with an appropriate in-game/lore/etc response. Karma will track it, and only react if it sees a pattern which has been deemed inappropriate.

If it bothers you so much that there are 2 systems, we could just call C&P + Karma one system with 2 parts. The point is, we do need separate things from each system/part. It is not possible to solve the meta/player issues with a totally in-game/immediate response system, it simply cannot work given the nature of the things we're trying to prevent.

..not some blanket "karma" stat.
This is a miss-understanding of the proposed system, I believe. The proposal is NOT to introduce a karma stat/value and then increment or decrement it for each individual action taken by the player. Instead, the system would gather data points, and the karma score would be calculated based on those data points and weightings for each one. The important difference between this and a stat is that this allows for the algorithm and weightings to be adjusted. This is why it cannot be done as an immediate response style C&P system.

- - - Updated - - -

I think the reason it was included was because PvP players have been demanding action on combat logging and Sandro wanted to sweeten the pill and appease them somewhat. I'd much rather have a separate system for dealing with combat logging. Sandro is just tossing ideas out at the moment. Nothing is set as stone.
I don't think this was the reason. I think the reason it was included was firstly because it falls under the same category of "behaviour we want to discourage because it's bad for the game" but also because it is something that can only be solved by tracking data over time, which is the method by which the other things will be resolved.
 
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Thanks for the reply. I actually agree with you that combat logging doesn't sit very well with the other offences. I think the reason it was included was because PvP players have been demanding action on combat logging and Sandro wanted to sweeten the pill and appease them somewhat.

Galloping galaxies ... you may be right but I hope you're not. Because that would really demonstrate a disconnect (arf, arf...)

Every single PvP-er who has commented on the same in this thread has expressed absolute dismay about Sandro's remarks concerning combat logging.

Personally I view them as the worst and most disappointing things I have ever read from the Developers, on any topic, ever.

If we (the PvP community who complain about combat logging) were expected to be pleased, well ... words fail me.
 

Robert Maynard

Volunteer Moderator
Galloping galaxies ... you may be right but I hope you're not. Because that would really demonstrate a disconnect (arf, arf...)

Every single PvP-er who has commented on the same in this thread has expressed absolute dismay about Sandro's remarks concerning combat logging.

Personally I view them as the worst and most disappointing things I have ever read from the Developers, on any topic, ever.

If we (the PvP community who complain about combat logging) were expected to be pleased, well ... words fail me.

There is no magic bullet to "solve" disconnections - Sandro said as much.
 
Galloping galaxies ... you may be right but I hope you're not. Because that would really demonstrate a disconnect (arf, arf...)

Every single PvP-er who has commented on the same in this thread has expressed absolute dismay about Sandro's remarks concerning combat logging.

Personally I view them as the worst and most disappointing things I have ever read from the Developers, on any topic, ever.

If we (the PvP community who complain about combat logging) were expected to be pleased, well ... words fail me.

Really?

As a Die Hard PVEr who dabbles in open from time to time, I think combat logging is just as bad in the 'spirit' of the game as griefing. I know that some commanders feel that it's their only defense against overpowered griefers, but if this karma system is going to work, then CL has to be considered just as bad.

Everyone looks at it as the defense against Murder killers. However, CL is also used against pirates who don't kill. I.E. they use hatch breakers to steal your cargo. I would like the player pirates to be given a bit extra support, to support theft and not murder theft. Why? Because it does add an extra layer to excitement to open, especially now that the big cargo vessels have fighters for defense.

I know the Code used a 'Money or your life policy' which confused the definition of who's a griefers and who's a player pirates. If they had used a 'Money or be Disabled' policy (posible with Hatch breakers etc) instead then I don't think they would have been considered as bad as they did.
 
There is no magic bullet to "solve" disconnections - Sandro said as much.

Indeed, but unfortunately Sandro's remarks are generally viewed as a hugely retrograde step.

Ever since Frontier permanently banned a serial combat logger (who splurged the correspondence all over reddit, to no avail) a number of the game's worst offenders had been running scared - suffering multiple destructions to both SDC and AA in circumstances where they used to log, because they were afraid of receiving a similar ban.

Whilst I'm sure Sandro was not intending to dilute the effect of this valuable deterrence, unfortunately for a number of obvious reasons, this dilution is widely expected to be the unintended consequence of his statements in this thread.
 

Robert Maynard

Volunteer Moderator
Indeed, but unfortunately Sandro's remarks are generally viewed as a hugely retrograde step.

Ever since Frontier permanently banned a serial combat logger (who splurged the correspondence all over reddit, to no avail) a number of the game's worst offenders had been running scared - suffering multiple destructions to both SDC and AA in circumstances where they used to log, because they were afraid of receiving a similar ban.

Whilst I'm sure Sandro was not intending to dilute the effect of this valuable deterrence, unfortunately for a number of obvious reasons, this dilution is widely expected to be the unintended consequence of his statements in this thread.

Implementing karmic consequence to a player's habitual use of ungraceful disconnection when under attack* by another player would seem to me to be a step in the right direction, compared to doing nothing.

*: subject to considerations regarding the relative karma of attacker and target, alluded to by Sandro.
 
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