Modes Is attacking clean players (not npcs) in Open harassment?

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I like to inform my targets, who are usually clean traders in t7+, that they will not be fired upon if they comply with my demands.
Most people say something like "get stuffed" and try to run, so I have to act like a member of the Kumo Crew should and break a few pieces.

I also tell them to keep talking so I know they're not menu logging, so if they seem to go afk, I will try my best to destroy the ship before it disappears.

This is not very nice at all, but I like to think about it in a way that people are free to do whatever they wish in open mode, and if they wanna try running, I'm gonna start gunning.
 
I like to inform my targets, who are usually clean traders in t7+, that they will not be fired upon if they comply with my demands.
Most people say something like "get stuffed" and try to run, so I have to act like a member of the Kumo Crew should and break a few pieces.

I also tell them to keep talking so I know they're not menu logging, so if they seem to go afk, I will try my best to destroy the ship before it disappears.

This is not very nice at all, but I like to think about it in a way that people are free to do whatever they wish in open mode, and if they wanna try running, I'm gonna start gunning.
Do you do appointments? Would be a nice change from players who just shoot.

Don't worry about the talking. Most CMDRs can't wait for me to shut up. :)
 
The reality is, I get interdicted by a min/maxed PvP wing and blasted to pieces in seconds with no chance to defend myself, meaning I have to spend hours of my limited game time trying to earn credits back in solo or risk losing my ship. Where is the incentive to risk that?
.

For me the incentive is to win the encounter, by flying smart and not being interdicted in the first place.

“The cargo of my trusty T7 will get through, you scrubs in your OP ships will be chasing shadows and smoke and I shall taunt you a second time from the safety of the dock, having delivered my cargo”

Is how my CMDR rolls.
 
For me the incentive is to win the encounter, by flying smart and not being interdicted in the first place.

“The cargo of my trusty T7 will get through, you scrubs in your OP ships will be chasing shadows and smoke and I shall taunt you a second time from the safety of the dock, having delivered my cargo”

Is how my CMDR rolls.

Avoiding getting interdicted in the first place is underrated :)

The gazelle doesn't have to outrun the cheetah. It only has to outrun the slowest gazelle ;)
 
I like to inform my targets, who are usually clean traders in t7+, that they will not be fired upon if they comply with my demands.
Most people say something like "get stuffed" and try to run, so I have to act like a member of the Kumo Crew should and break a few pieces.

I also tell them to keep talking so I know they're not menu logging, so if they seem to go afk, I will try my best to destroy the ship before it disappears.

This is not very nice at all, but I like to think about it in a way that people are free to do whatever they wish in open mode, and if they wanna try running, I'm gonna start gunning.

I sincerely wish there were more pirates in the game like you. Even though I would run, actually getting communicated with would be a refreshing change of pace from the usual "pirate" I encounter.

Do you do appointments? Would be a nice change from players who just shoot.

Don't worry about the talking. Most CMDRs can't wait for me to shut up. :)

I agree. Been playing since Alpha, and I can count the number of would be "pirates" on one hand, with fingers left over if I don't count Powerplay encounters, who actually communicated with me at some point during the encounter.
 
For me the incentive is to win the encounter, by flying smart and not being interdicted in the first place.

“The cargo of my trusty T7 will get through, you scrubs in your OP ships will be chasing shadows and smoke and I shall taunt you a second time from the safety of the dock, having delivered my cargo”

Is how my CMDR rolls.

Same here. But if I'm flying a cheap ship and have no cargo, passengers, and missions aboard, plus I have "time to be killed," I do enjoy playing the fox to their lazy hounds, primarily because if they're chasing me, they're not chasing anyone else. Last "pirate" I encountered was not only good enough to follow me through several attempts to scrape him off my tail, but actually managed to land enough shots after the third interdiction to "get me to my destination."

If he'd actually said a word during the whole encounter, even a macro'd message, I would've had to finally needed to use my other hand to count the number of actual pirates I've encountered.
 
Answer to the main question is "no".

I think the primary reason why people are whining is the fact that plenty of times they are facing experienced players with overly-engineered ships that cut through unengineered ships of inexperienced players like a butter in mere seconds. Engineering is a severe advantage in all PVP scenarios, as tested between me and friends a few times. That's why plenty of people prefer Group or Solo modes, for at least two reasons:

- They don't want/have time to grind more credits for net loss after getting killed by more 'trigger happy' players.
- They don't want/have time to put a lot of hours into engineering, which is severly tedious even with advantages.

I mean, there's that C&P system... but I experienced myself how C&P can be abused by trolls around NFZ without single shot fired by forcing my ship into a fine. Let's say being pulled to the closest Detention wasn't really nice, cause it was +200 ly away from one CG.

Also "don't play ED if you don't have time for it" is not a valid answer to that problem, either.

Please note I might be biased, as I speak as an Xbox One player who met a lot of PKers that didn't spare even Mostly Harmless Cobra Mk III with barely any modules on it. Yet, I always explained that to myself as laziness of these players to plug the keyboard in and try to be a legit pirate.


Edit:
When it comes to Open Mode, I think one thing would solve all the problems without breaking entire game and pleasing both sorts of players:

Give +50% or even +100% credit bonus to every activity done in Open Mode.
 
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Edit:
When it comes to Open Mode, I think one thing would solve all the problems without breaking entire game and pleasing both sorts of players:

Give +50% or even +100% credit bonus to every activity done in Open Mode.

And how do you solve the problem of the real life time wasted?
Because any multiplier times zero, is still zero - which is what you get when someone blows you up.
All that real time scanning systems, or time searching out trade routes, gone. For nothing.
Down to someone else deciding you should lose it, for their enjoyment.

See the problem isn't just credits, it's that there is no risk on one side of the situation.
So why should explorers and traders put themselves at risk and a huge loss of real world time, for someone who doesn't risk as much?
Let's face facts, it's not exactly hard to blow up an unarmed ship in an over engineered combat ship is it.
And the updates to C&P help a little but the situation still isn't balanced is it. Not for the unarmed target at least.

So why would anyone want to play in Open mode, when the system isn't balanced or fair for everyone playing the game?
 
Just don't play in open then. Open doesn't make you the better or real Elite player.

Chose a PG if you want interaction, or chose solo if you want to be left alone.

No one will judge you for it, except some few people whose opinion you can safely ignore.
 
When it comes to Open Mode, I think one thing would solve all the problems without breaking entire game and pleasing both sorts of players:

Give +50% or even +100% credit bonus to every activity done in Open Mode.

There are three reasons why I consider ideas such as this to be extremely poor ones.

1) Unless a player logs in during their local prime time, the way instancing works in this game, they are effectively playing in solo. Even in busy hubs like CGs, Engineer sites, and Shinrarta Dezhra, they're not likely to encounter very many players, let alone PKs. The "danger" of Open varies wildly based on the players location and when they play.

2) I have long maintained that choosing open should be the choice of a player, free of influence like bonuses to playing in Open, or penalties for playing in other modes. Freely choosing Open simply attracts a larger number of players who I consider fun to play with. I generally gravitate to MMOs similar to Open Mode Elite: Dangerous, and the amount of unfun behaviour (combat logging, player-killing, harassment, cheating, and overall jerkish behavior) is much lower than I'm used to. I still find it incredible to believe that a significant majority of players freely choose Open, when in my experience games similar to Elite: Dangerous either loose so many players they have to shut down, or inevitably bite the bullet and put in a PvP switch. I attribute this phenomenon to Frontier's brilliant decision to allow players to choose who they want to play with.

3) Many firewalls block most peer-to-peer ports by default at the highest security settings, requiring the player to go into their firewall settings and grand ED special permission to open P2P ports. If a player wants the benefits of Open, but still wants that Solo experience, then they have an easy way to do. And, of course, more knowledgeable players can simulate a poor connection to any unknown player, allowing them to effectively have a private group in Open.

I've long maintained that any additional rewards in Open should not be based on simply playing in Open, but the level of player opposition they face, ideally done by allowing players to pledge their support of factions, both minor and major, similar Powerplay. If done correctly, a reward system should encourage more symmetrical PvP, which would attract a greater audience than the current heavily asymmetrical PvP we have outside of prearranged duels. This would require significant development resources to implement, both the system itself, and to ensure that such a system is difficult to exploit via player collusion.

edit: TLDR; Reward the PvP, not the mode you play in. It's more fun for everyone that way.
 
There are three reasons why I consider ideas such as this to be extremely poor ones.

1) Unless a player logs in during their local prime time, the way instancing works in this game, they are effectively playing in solo. Even in busy hubs like CGs, Engineer sites, and Shinrarta Dezhra, they're not likely to encounter very many players, let alone PKs. The "danger" of Open varies wildly based on the players location and when they play.

2) I have long maintained that choosing open should be the choice of a player, free of influence like bonuses to playing in Open, or penalties for playing in other modes. Freely choosing Open simply attracts a larger number of players who I consider fun to play with. I generally gravitate to MMOs similar to Open Mode Elite: Dangerous, and the amount of unfun behaviour (combat logging, player-killing, harassment, cheating, and overall jerkish behavior) is much lower than I'm used to. I still find it incredible to believe that a significant majority of players freely choose Open, when in my experience games similar to Elite: Dangerous either loose so many players they have to shut down, or inevitably bite the bullet and put in a PvP switch. I attribute this phenomenon to Frontier's brilliant decision to allow players to choose who they want to play with.

3) Many firewalls block most peer-to-peer ports by default at the highest security settings, requiring the player to go into their firewall settings and grand ED special permission to open P2P ports. If a player wants the benefits of Open, but still wants that Solo experience, then they have an easy way to do. And, of course, more knowledgeable players can simulate a poor connection to any unknown player, allowing them to effectively have a private group in Open.

I've long maintained that any additional rewards in Open should not be based on simply playing in Open, but the level of player opposition they face, ideally done by allowing players to pledge their support of factions, both minor and major, similar Powerplay. If done correctly, a reward system should encourage more symmetrical PvP, which would attract a greater audience than the current heavily asymmetrical PvP we have outside of prearranged duels. This would require significant development resources to implement, both the system itself, and to ensure that such a system is difficult to exploit via player collusion.

edit: TLDR; Reward the PvP, not the mode you play in. It's more fun for everyone that way.


This... so this
 
Once asked a Buddhist about selfdefense. We discussed violence. His take on it was to avoid whats possible, while the unavoidable remains, by definition unavoidable.

So taking this peaceful man as a reference I'd say PvP happens in Open ONLY. Therefore there can't be any other PvP mode nore any reward, for PvP, outside Open.

edit: TLDR; If you can't face the man, you face nothing.
 
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To harass, to use harassment against someone in Open, avoid engagement.

Open has "violence", literally coded into its core. To harass someone in Open, use modes.
 
To harass, to use harassment against someone in Open, avoid engagement.

Open has "violence", literally coded into its core. To harass someone in Open, use modes.

not in line with the "Terms Of Service" deliberately hunting a player over and over is harassment but killing theme once and moving on isn't. Open maybe about PvP but it is NOT about bullying players or continuously killing them with overpowered ships
 
not in line with the "Terms Of Service" deliberately hunting a player over and over is harassment but killing theme once and moving on isn't. Open maybe about PvP but it is NOT about bullying players or continuously killing them with overpowered ships

Overpowered ship, is relative. Stalking specific players is OT.
 
Overpowered ship, is relative.

G5 Engineered FAS, PvP meta config... versus an unarmed Asp E.
or the Classic Anaconda sitting in Everate killing new Sidewinders.

The only thing that is "relative", is what side of the guns you're on.
Because those wanting a fair and decent PvP fight, don't go looking for newbies or defenceless targets.


Stalking specific players is OT.

Stalking a players is harassment, which is almost bang on the topic - harassment is even in the title.
 
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