Why are we still arguing about open v solo, ganking, griefing, etc.?

Killing people does not equal griefing.

Killing people does not make you a sociopath.

Killing people does not make you a bad person.

That is all.
 
I just had a thought. If we had more parties with Chaotic Evil members growing up, people wouldn't lose their minds at a PK and instead take an active approach to keeping their make believe personas alive.

Killing people does not equal griefing.

Killing people does not make you a sociopath.

Killing people does not make you a bad person.

That is all.

....in a game...right?
 
I just had a thought. If we had more parties with Chaotic Evil members growing up, people wouldn't lose their minds at a PK and instead take an active approach to keeping their make believe personas alive.



....in a game...right?

Yes.
 
Killing people does not equal griefing.

Killing people does not make you a sociopath.

Killing people does not make you a bad person.

That is all.

I agree with the above. But depending on context it may, or may not make you a winker. .... But it's all about context imo
 
Killing people does not equal griefing.

Killing people does not make you a sociopath.

Killing people does not make you a bad person.

That is all.

If you see it from the sports side, if a 100kg box porfi steps into the ring only against 50kg noobs, how do you call him ?
 
"Why are we still arguing about open v solo, ganking, griefing, etc.?"

Thought I was about to read a more balanced overview of the state of the PvE vs PvP debate... turned out to be yet another biased post lecturing the PvP community. Yawn..
 
"Why are we still arguing about open v solo, ganking, griefing, etc.?"

Thought I was about to read a more balanced overview of the state of the PvE vs PvP debate... turned out to be yet another biased post lecturing the PvP community. Yawn..


I agree. You have misunderstood the subject of OP and then misread it. I'd explain why, but your tired.
 
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Sociopathy is a strong motivator, be it when deciding what and who other players are, or arguing about it on the forums.




Griefers are part of the human condition, just being human has a 'kill' instinct, whether it be the 'road rage', or the 'neighbours music is too loud', the ability to kill is in all of us. Griefers are doing just that, playing out their killer instinct, their fantasies, even if they don't know it, only in a game, thank the heavens. It say's a lot about humanity itself and what we really are, 'killers dressed in suits', there are plenty of academic studies on the subject, online, free to view, some make interesting reading
 
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I just had a thought. If we had more parties with Chaotic Evil members growing up, people wouldn't lose their minds at a PK and instead take an active approach to keeping their make believe personas alive.



....in a game...right?

Hopefully!



One of the most effective and coherent RPG campaigns I ever played in, we were all horribly evil characters that did terrible things. Pretty sure at one point we killed a bunch of fleeing pregnant old baby refugee orphans with fire. >___> The game itself was absolutely amazing fun every session for 3 months straight and I still know those folks like a decade later. I met most of them in the game below.

The greatest gaming group I ever was in online was in the super-teeny browser-based game Urban Dead, and we were the zombie horde who ruled the centre of the city. The group was fun and relaxed despite being an ingame force of nature that could eat entire suburbs in a day, but in the group itself and towards other players, tolerated no jackassery of actual people towards other people.

The zombie players on the whole, not just our group, were nicer IRL people than many of the harman-only players. Harmangangs who didn't play zombie alts were where you went to find the SRS BSNS players who were angry at you IRL for attacking them, even though the game had no permadeath, and revive mechanics that kept the paradigm to "am I alive right now or dead, and which do I prefer". It was sometimes tough to refrain from winding them up except that they did a such great job of it themselves it wasn't really required. Nothing more fun than to break in to a place, do nothing but sing and dance and talk smack in zombietalk once in, and let the starving ferals eat all the harmans; that made people totally mental.
 
The true test of character is how you act towards other people when you are free from constraints. A multi-player game is an excellent lab for seeing that. I can say and do whatever I want wihout breaking any laws! There are good people and evil people. In RL the evil people are often constrained by laws to appear good, but in a game like this their nature becomes clear.

To say "but it's only a game" is to deliberately overlook the fact that behind the pixillated spaceship is a real person, when actually that's the whole point.

A more RL example is a restaurant. If you want to know what someone is really like, watch how he/she treats waiters and waitresses. This is a particular situation where social pressure doesn't force me to be polite or kind, so I'm only polite to them if it's in my nature to be so.

Your premises are greatly flawed. Also you made me doublepost. ;____;

Firstly, from the years I spent in restaurant work, I personally would never be a jerk to those people because I know exactly what they go through to do that crappy thankless job; but plenty of otherwise good people can totally not understand why it's not cool to stuff all your napkins and garbage into the coffee cups or snap your fingers to get the server's attention. You don't require to be evil to be obtuse, and you've picked one of the most common scenarios that otherwise decent people misstep in on a daily basis. Also, not really relevant to gaming.

Second, and more on topic, a game has a set of rules, so there actually ARE constraints here. Breaking the rules is the problem, not whether someone is sad that the game went against them according to the rules. If you get shot down in a place where getting shot down is by the rules you have no grounds for complaint other than not liking it of itself. It sucks to lose or be set back, but without the risk and chance of setback there's not much actual game in the first place.

Let's look at checkers, which is a better example since it's actually a game. Your opponent gets kinged and multihops the entirety of your poorly-yet-conveniently-for-them placed pieces. You lose hard in a single move. Sucks to lose that hard, but it's not like they just stole your pieces off the board when you went to the bathroom. It happened entirely within the realm of the checkerboard and its ruleset. You don't get to curse at them, flip the table, stab them or otherwise commit harm to them because you got wiped according to the ruleset that was arranged and known before even playing.

You can ask my kid if you want; she's ten and understands that the stuff that happens in the game is different than how you act towards the actual players themselves. Then she'll shank you in the kidneys from behind, because she's good at stealth combat. It's one of the main differences between pretend and real; pretend killing hurts nothing but some overinvested ego.
 
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Your premises are greatly flawed. Also you made me doublepost. ;____;

Firstly, from the years I spent in restaurant work, I personally would never be a jerk to those people because I know exactly what they go through to do that crappy thankless job; but plenty of otherwise good people can totally not understand why it's not cool to stuff all your napkins and garbage into the coffee cups or snap your fingers to get the server's attention. You don't require to be evil to be obtuse, and you've picked one of the most common scenarios that otherwise decent people misstep in on a daily basis. Also, not really relevant to gaming.

Second, and more on topic, a game has a set of rules, so there actually ARE constraints here. Breaking the rules is the problem, not whether someone is sad that the game went against them according to the rules. If you get shot down in a place where getting shot down is by the rules you have no grounds for complaint other than not liking it of itself. It sucks to lose or be set back, but without the risk and chance of setback there's not much actual game in the first place.

Let's look at checkers, which is a better example since it's actually a game. Your opponent gets kinged and multihops the entirety of your poorly-yet-conveniently-for-them placed pieces. You lose hard in a single move. Sucks to lose that hard, but it's not like they just stole your pieces off the board when you went to the bathroom. It happened entirely within the realm of the checkerboard and its ruleset. You don't get to curse at them, flip the table, stab them or otherwise commit harm to them because you got wiped according to the ruleset that was arranged and known before even playing.

You can ask my kid if you want; she's ten and understands that the stuff that happens in the game is different than how you act towards the actual players themselves. Then she'll shank you in the kidneys from behind, because she's good at stealth combat. It's one of the main differences between pretend and real; pretend killing hurts nothing but some overinvested ego.

I agree about the importance of separating pretend and real, but I would still make two responses to what you say.

I claimed that saying "it's only a game" was deliberately overlooking the fact that there is a RL person in the spaceship, when actually that's the motivation for some behaviours. I still think that's true. You can see this whenever someone of the greify persuasion goes on about NPCs being unsatisfying (they'll often say it's because they're not challenging, but I think we can all see through that - can they I wonder?). Therefore, I still believe that a multi-player game is a great lab for seeing what people are really like when constraints are removed.

In the restaurant, you say otherwise good people can still make a mess with the coffee cups. I think I must be more judgemental than you; I'm not prepared to accept someone with that lack of empathy and uncaring attitude as "otherwise good", I think their true nature is shining through. And I haven't even worked there, I've just tried to imagine what it must be like. Sometimes I annoy other family members by tipping even when the meal was no good, saying "The waitress is on minimum wage and it's not her fault the kitchen messed up the food!"
 
Its a game, right.
But if player choice the chalange to shoot a trade ship, and he wins by destroying it, the tradeship pilot lost time. Not virtual time, real time.
If the trader wins by escaping, what did the shooter loose ?
 
Its a game, right.
But if player choice the chalange to shoot a trade ship, and he wins by destroying it, the tradeship pilot lost time. Not virtual time, real time.
If the trader wins by escaping, what did the shooter loose ?

He'll loose real-time too...AND the loss of another lol-video on youtube. ;)
 
Oh, yeah, so its everthing fine like it is. The shooter loose 1 min having still fun to shoot at the trader, and the trader loose 1 hour or more.
Didnt want to use this word. But this can just come from a griefer ;)
 
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Yeah...you're absolutly right. I'm a hell of a griefer. Right now I'm griefing earth-likes, somewhere 6kly outside the bubble.:D

Please don't take any offense, but the sheer amout of threads like these made me cynical and sarcastic regarding "nonconsensual" pvp.
 
Yeah...you're absolutly right. I'm a hell of a griefer. Right now I'm griefing earth-likes, somewhere 6kly outside the bubble.:D

Please don't take any offense, but the sheer amout of threads like these made me cynical and sarcastic regarding "nonconsensual" pvp.

Was more an awnser to Morgan.
No offence taken or given, just writing my opinion
 
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