Okay, again with an unsubstantiated claim. I'm not sure where you're getting this from. Here's his actual first post on the subject:
And a link to the thread.
https://forums.frontier.co.uk/showthread.php/349769-Deliberate-Ramming?p=5476362#post5476362 post #16, top of page 2.
All about ramming. nothing about pirating or killing players with weapons.
Here's what I'm talking about:
Same thread. page 3, post #35
What does that mean? How do you measure "overpowered"? Combat rank? can someone who's played for 2 years and is still ranked harmless trade worry free? Can you trade rares in a small "weak" ship (since they have quantity limits anyways) without fear of pirates? I do not see how these comments dissuade my concerns.
I think Sandro is taking into account the people who dont do any kind of combat as the difference between overpowered and not. Regardless as to a persons trade rank or exploration rank the combat rank is the only one that matters when combat comes into play. The other aspect it seems he is looking into is if someone is flying around in an FDL that has 300 hours of combat engineering changes and all A rated mods blowing up trade ships with little to nothing on them.
The problem with the game as it is currently is that the only way to interact with another player in the game that is beyond text is something that is considered aggressive. Interdiction, stealing, blockading, and killing other players takes a conscious effort on the persons part. They are willfully trying to change how someone else is playing the game to fit their needs. Currently there is no real tangible penalty for doing that.
It comes down to forcing your will upon another person. While in an environment where even combat and conflict are taking place it is a known and accepted aspect of the game. The person is purposefully playing the game and are both agreeing to combat or competition. Call of Duty and the Battlefield series are just that. Its easily done in that game because the end goal and the progression are both finite and measurable. You get more XP you get more weapons, ranks, or abilities.
That is not the case in Elite Dangerous. No xp, No Ranks, and access to all the same weaponry. The only deciding factor and true currency in the game right now is time. Credits, Griding, and all of the core mechancics are measured in time. In this game when you lose something you have lost time. Someone took something away from you that you can never get back nor put a real price on it. Those who say time is not a tangible commodity are just trying to prove a point with no ammunition. We all trade our time every day for currency in the real world. Everything you do can be or is worth money if it takes time. Hence the term time is money.
So in terms of Call of Duty versus ED environment it comes down to a Similar analogy. In Call of Duty we hate hackers, we hate them with a seething passion. They have taken a game that is skill and knowledge based and threw it all out the window to get the win. Since they can always win then the whole match is a dupe. Anyone who says that they are not consciously aware or care if someone is hacking/cheating in a game and doesn't have animosity for that individual is lying.
In ED terms its the same for griefing. Everyone has access to all the same tools in the game, however not all tools are created equally. A trade ship is not a combat ship and vice versa. So when a full blown combat ship kills you in a trading ship when they did not have to, then it fuels animosity. Its basically a Developer created hack/cheat. So it puts all risk and responsibility upon the person who is getting killed and none of it on the killer. Which in turn creates animosity because they interrupted you, will not get anything for interrupting you, stole your time/money in RL, and broke game immersion. All in one fell swoop. The entire gameworld comes to a screeching halt as you consciously decide how to react or if you will even bother and leave for solo, group. Or worse yet quit the game entirely.
As long as FDEV do not become to heavy handed in the punishment and how quickly bad Karma can be accumulated, then I cant see it but being a useful tool in the long run. It can used to do many things. Perhaps you cant access certain special modifications for your ship unless your karma is low enough. Pirate only mods and weaponry. Same can be said for positive Karma.
I think every one is getting hung up on the word Karma. They could call it the fate system or destiny system. Karma sounds to damning because in western culture its used in a derogatory manner telling somebody their bad karma will get them in the end. Karma is both good and bad, but our culture really only sees it as a negative.
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I've actually read the thread. Maybe we just see different things in it but I don't feel the quoted comment supports the context it was given in. He's talking about extreme griefing here, killing players because you can and for no other reason. I'm talking about punishing that but not doing it in a way that makes pirating even less rewarding than it already is (it's a horrible way to make a living) and to not make trading easier than it should be (by rewarding players who chose to fly helpless, horrible ship builds).
Not trying to egg you on, but what is the problem in flying horrible ship builds if that is what you like doing? Just an honest question, dont take it as a negative.