Elite: Harmless - Karma System aka "be the Tamagotchi" - FRESH SALT, MINED RIGHT HERE

Hello Commander Jex =TE=!



Apologies if I'm going over old ground (I haven't had time to go through this entire thread), but there are a few interesting points concerning sensor signatures that are worth mulling over (Also I got dragged into a meeting just before I was about to post, so this won’t necessarily address issues raised after your post).

The first one is that whether we like it or not, it's relatively easy to learn if there are other Commanders with you in a session, without using the signatures, so this would not be a watertight solution. Yes, you'd still have to perform the manual scans to confirm, but this isn’t exactly a difficult, or often even that time consuming task, once you know that *someone* is around and you’re not wasting your time. I'm tempted to suggest that folk who really have it in their mind to mess up someone else's day are perhaps a little more likely to "go the extra mile" to do so, though this is based on anecdotal evidence and may possibly be a bit of a red herring.

There is also an interesting point when looking at things the other way around. A Commander fearful of being attacked by another Commander currently has pretty much instant knowledge of potential threat the moment the signatures resolve. Without this, it might discourage them from Open even further, as *any* vessel could be a "ganker" (of course, there's an argument that this, more “realistic” approach could be cooler in of itself – I personally quite liked the opt-in IDENT concept that we discussed back in the day, but that's digressing a little from this topic).

For sure then, I think we can safely say that hiding Commander signatures could have a chilling effect on the most opportunistic hunter. But then it runs into conflict with another issue: one of the reasons we haven't removed this feature is precisely because many Commanders *want* to find each other - and no necessarily to attack either. So we perhaps end up in a situation where we punish everyone for the misdeeds of a few.

Either way, it’s a rational concept. And it's not mutually exclusive with other measures (such as a karma system etc.) I just thought it worth noting that it's not without its own issues.

Sandro, in a way, the Pilot Federation signature (hollow) is almost like a military IFF (Identify Friend or Foe) system. How about going one step further and tie the color of the signature of the "notoriety" of the pilot? So a potentially friendly pilot would show as green, a potentially unfriendly pilot as red. Any pilot with a relatively neutral karma would show as some other color, perhaps white. This wouldn't have anything to do with wanted status, either in the current system or elsewhere, just tied to karma.
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander Brian of Ardagh!

Yes, as I've said in other posts, the basic concept of a karma system is to follow trends and identify behaviours and intent. If you had this then there's lots of ways of using it to deliver information as well as more direct consequences.

So it might be possible to have colour or image of a signature to quickly show information about a player's status, assuming we could ensure legibility (the sensor space is already reasonably loaded as far as information delivery).
 
Hello Commander Brian of Ardagh!

Yes, as I've said in other posts, the basic concept of a karma system is to follow trends and identify behaviours and intent. If you had this then there's lots of ways of using it to deliver information as well as more direct consequences.

So it might be possible to have colour or image of a signature to quickly show information about a player's status, assuming we could ensure legibility (the sensor space is already reasonably loaded as far as information delivery).

What are your thoughts on how player vs player pirating would continue as a legitimate style of play if you put the threat of death in context of a karmic punishment system?
 
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Robert Maynard

Volunteer Moderator
.... it's also not outside the realms of possibility that karma could be used as another criteria by the matchmaking system, should a player's karma sink so low.
 
If I read this right then those with poor karma would not see CMDRs as hollow markers on the HUD - but presumably other players would continue to see the poor karma CMDRs as hollow markers on the HUD?

Yes, that's the idea.

.... it's also not outside the realms of possibility that karma could be used as another criteria by the matchmaking system, should a player's karma sink so low.
Auto-shadowbanning sounds like it should be in the drawer of last resorts and based on human review. I'm sure there are people who deserve it, but your FOTM newbie-ganker hardly deserves that. The more restrictions matchmaking has to respect, the harder it gets, and I would imagine that blocking players is already not easy on it.

(edit) And no matter what measures a karma system takes, they must always be communicated to the player; I don't think that silently introducing more or less subtle sanctions would be a good idea since this is not a horror game where your world ever so slowly deteriorates until tentacles grow from the walls. (Last line of karma: the entire galaxy has collapsed into a single black hole, and Cthulhu is permanently trying to interdict you. Make a sanity roll.)
 
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.... it's also not outside the realms of possibility that karma could be used as another criteria by the matchmaking system, should a player's karma sink so low.
This would in effect be a soft shadow ban if those whose Karma is very bad are likely to only instance with each other.

I think this would be taking things a tad too far, though.
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander -Denali-!

What are your thoughts on how player vs player pirating would continue as a legitimate style of play if you put the threat of death in context of a karmic punishment system?

Interesting question. On face value, I think it would be able to survive such a change. Fundamentally, piracy does not require the destruction of the target vessel (which is when karma would be interested in tracking, unless of course we also wanted to use the system to track piracy for other reasons), and no cargo is gained from this event. Hatchbreakers should ignore shields if you are worried about accidentally dusting a ship to get at the cargo hatch - there are various ways you can try to increase your chances of successful piracy.

There are various arguments about the viability of piracy as an economic enterprise with regards to cargo value and drop rates etc., or the benefits of being able to "declare piracy", or the effectiveness of cargo collection under fire, but I think they are maybe different discussions, with their own challenges and proposals.
 
I think what the jist is to stop gankers and griefers be able to pick out a human controlled sheep, in a giant field crammed with sheep the same colour, same size.

It's unfair for a player in a hauler, in space with a whole npc backdrop of ships, including haulers to stand out like a beacon so that a station camper can simply and without effort fire missiles through the letterbox at that ONE human player knowing that they ARE human. A ganker should not discriminate between a human or NPC ship. They should either fire at everyone / everything or no one at all.

Name tags are ok, as a lot of NPC's have sensible names, and some players have obviously PC names. But to distinguish a PC from an NPC without any effort is highly meh.
 
Hello Commander -Denali-!



Interesting question. On face value, I think it would be able to survive such a change. Fundamentally, piracy does not require the destruction of the target vessel (which is when karma would be interested in tracking, unless of course we also wanted to use the system to track piracy for other reasons), and no cargo is gained from this event. Hatchbreakers should ignore shields if you are worried about accidentally dusting a ship to get at the cargo hatch - there are various ways you can try to increase your chances of successful piracy.

There are various arguments about the viability of piracy as an economic enterprise with regards to cargo value and drop rates etc., or the benefits of being able to "declare piracy", or the effectiveness of cargo collection under fire, but I think they are maybe different discussions, with their own challenges and proposals.

Thanks for the reply. Most pirates post a chat demand for cargo before taking it by force, just like NPC's. It's pretty common before stealing anything because it is more economically viable (you can sell to market for full value) but only works if the threat of death seem realistic. Otherwise people would just take the chance of getting away since the pirate would have to weigh karma vs a load of cargo. Similarly, if you can only take cargo by force and then have to sell it to a blackmarket you cut the profit potential by so much that it becomes not worth the time. EDIT: To add, limpets are very easily destroyed by PD so they aren't very effective at taking things by force.

Player pirates are the only real challenge to trading. I think that NPC's being more ubiquitous than players, it would simply be too challenging if NPC pirates were as strong of a threat as player pirates. Keeping that viable supports a lot of game play. All the challenges of CG delivery missions, all the resulting CG player bounty hunting- that's all game play that's at risk if player pirating becomes a thing of the past!
 
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Maybe make the instant visual radar ID a pilot federation perk that can be taken away, and disable the hollow symbols at some (low) point down the karma ladder? That way, you would not punish everyone, and inconvenience a few by <handwave>severing their link with the Pilots Federation Insta-ID DataLink Service</handwave>.

Cute idea. Presumably this would also disable the CMDR tag on targets as well, so it's just a name? But Building on the idea that this might just slow griefers down, my immediate take away would be the new tactic would be to watch local chat and take names down of CMDRs who reveal themselves. It would effectively kill local chat because everyone would be worried about who might be listening. There goes casual interaction and a mistrust of anyone who tries to start it up.
 
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I like the idea of different color hollow squares to indicate the CMDRs reputation with the Pilot's Federation.

As to piracy... Well this is a criminal career path, and should enjoy it's own unique follow-on implications.
 
I like the idea of different color hollow squares to indicate the CMDRs reputation with the Pilot's Federation.

As to piracy... Well this is a criminal career path, and should enjoy it's own unique follow-on implications.

Bad Karma should be reserved for players that are griefers. C&P should add challenge and fun to players that are just ordinary criminals. Being a pirate in a game shouldn't be punished the same as being a massive jerk.
 
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It seems the discussion from the suggestion forum has continued over here.

Any constructive criticism on my ideas from that thread?

My 2¢:

There should be separate systems for how the player behaves and how their commander behaves.

--

Karma system for players. You cheat or engage in 'undesirable' behavior, your karma goes down.
The 'punishment'? Matchmaking only matches you with players with similar karma. Let similar players play together.
Negative karma should degrade with game-time to offset accidental 'bad behavior' (genuine network problems, genuine accidental ramming) and allow for players to change their karma by changing their behavior.

--

Reputation system for commanders. This would be the 'long memory' of your criminal/altruistic behavior.
It'd be like a sliding Pilot's Federation rank. Goes up and down based on your activity. Something like:

-3 INFAMOUS
-2 NOTORIOUS
-1 UNDESIRABLE
0 NEUTRAL
+1 RESPECTED
+2 CELEBRATED
+3 FAMOUS

It's independent of your bounties. You can be CLEAN, but UNDESIRABLE due to your history. Factions would react positively or negatively to your reputation. Being NOTORIOUS would be a good thing to a criminal faction, but other factions might bar you entry from their stations. Commanders with a negative reputation might even be subject to more 'random' security stops and cargo scans than others.

Committing crimes in non-anarchy systems would affect your reputation negatively. Altruistic activities (refueling ships, relief donations, combat assists, etc.) would affect your reputation positively. It should be difficult to acquire a positive reputation, and easy to acquire a negative reputation. A few 'good deeds' should not easily erase a 'bad deed', one 'bad deed' can undermine a lot of 'good deeds'.

--

Final thought on system security:

System security should know all about a commander as soon as they enter the system. The Nav Beacon logs all incoming ships. Warrant scanners are more for bounty hunters not really for police. If you're WANTED, the security in a system should be en-route to interdict you as soon as you arrive. How soon they arrive, and what they'll be packing should be dependent of the system security rating. There should be enough time to bounce through a system without being caught, but not to linger too long.

The security ships really should reflect the system security level. In a HIGH SECURITY system, it should be a wing of Anacondas or Pythons armed and engineered to the teeth, making escape nearly impossible.
 
Bad Karma should be reserved for players that are griefers. C&P should add challenge and fun to players that are just ordinary criminals. Being a pirate in a game shouldn't be punished the same as being a massive jerk.

You know, in other games, people just punish jerks themselves... usually by shooting at them.
 

Robert Maynard

Volunteer Moderator
Auto-shadowbanning sounds like it should be in the drawer of last resorts and based on human review. I'm sure there are people who deserve it, but your FOTM newbie-ganker hardly deserves that. The more restrictions matchmaking has to respect, the harder it gets, and I would imagine that blocking players is already not easy on it.

(edit) And no matter what measures a karma system takes, they must always be communicated to the player; I don't think that silently introducing more or less subtle sanctions would be a good idea since this is not a horror game where your world ever so slowly deteriorates until tentacles grow from the walls. (Last line of karma: the entire galaxy has collapsed into a single black hole, and Cthulhu is permanently trying to interdict you. Make a sanity roll.)

Absolutely - not something to be done lightly - although I'd suggest that the matchmaking restriction would be put in place automatically and, if deemed too harsh, removed on review. A way of restricting the jollies of the most prolific low karma players quickly (that might catch some that would be "released" on review) rather than letting them ply their "trade" unrestricted until such time that a review could take place.
 
Auto-shadowbanning doesnt make sense to me. Let the player be hunted down 24/7 without a break. Should have an educational effect on most of the players :)
 
Absolutely - not something to be done lightly - although I'd suggest that the matchmaking restriction would be put in place automatically and, if deemed too harsh, removed on review. A way of restricting the jollies of the most prolific low karma players quickly (that might catch some that would be "released" on review) rather than letting them ply their "trade" unrestricted until such time that a review could take place.

thats how they npcs work already
shoot first, questions are on the rebuy screen.
 
Shadow-bans should be out of the question, period. This is once again turning into recommendations that sound awfully like trying to completely restrict PvP, even if the means are subtle and slow moving.

Most of you need to take a step back and let Frontier actually hash this out.
 
Just to highlight some of the hypocrisy of many players, if people like me and many many others want the Pirates, psycho's and murderers to have consequences regarding their actions (all legitimate game play styles, psychos and murderers will exist then). The other career paths have to have consequences, threats and risks too.

For instance, I just proposed this for an idea in another thread;

"I think pirates should get a specially modified limpet that can hack exploration data, so when the explorer player sells his date, the pirate actually receives the money etc from an x number of random systems that he has collected data from... And the data is transferred to the black market.

By doing this way, the pirate doesn't want to kill the explorer player, because then he cant sell his data, but still needs to interdict him and get through his defences to plant the software on the ship, as the Pirate doesn't actually take the data from the explorer, just redirects the information once it is sold.

Also, if engine wear and tear comes in, it means pirates in more combat oriented ships that cant go out exploring, can still increase their explorer rank.... Just through dodgy means... And makes a positive use for the karma system.

It also goes with out saying, that certain engineers may offer counter measures that reduce the impact of the limpets.

Thoughts?"

All that happened was explorers stating crying like children and how unfair it all was....

It is completely unfair to ask traders to be the only ones to be effected piracy and criminal activity, whilst explorers seem to think they are above everyone else and think they should deserve to get special snowflake treatment and should have to deal with any dangers or consequences in game...

Absolutely not, this is a game meant to be played by everyone who may want to play different styles. Yes, there needs to be a proper C&P/Karma system, more depth, proper consequences to player actions and there is no justifiable reason why explorers should be exempt from risk from npc's or other players.

The more I listen to these hypocrites on this forum, the more I actually want to support griefing.... Simply because it seems most people deserve it. Everyone wants to make changes to the game so they can do what ever they want with a little threat or effort as possible and not because it would actually add some much needed depth to the game.

:(
 
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Shadow-bans should be out of the question, period. This is once again turning into recommendations that sound awfully like trying to completely restrict PvP, even if the means are subtle and slow moving.

Most of you need to take a step back and let Frontier actually hash this out.

Are you kidding? The powers that be seemingly agree with their point of view and action against the evil gankers is imminent!
 
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