PvP in Eve Online is so great, you can shoot your ennemy through asteroids, stations...even through your own friends.
What it means is that you're looking at a Beta version of the game, where most (if not all) of the game mechanics for limiting extreme antisocial behavior haven't arrived yet. If you can still make this comparison after final release of Elite Dangerous (or even, I suspect, the Gamma version), you'll have a valid point. Right now, not so much.
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How do you possibly create a great space sim without sandbox PvP? Sounds like most of the people here want to play My Little Spacepony. How can it be fun for you without the danger and unpredictability?
I just don't get it.
Originally Posted by Marcus Ambrosius View Post
How do you possibly create a great space sim without sandbox PvP? Sounds like most of the people here want to play My Little Spacepony. How can it be fun for you without the danger and unpredictability?
I just don't get it.
If you think Eve online supports "griefing" you are sorely mistaken, sir. They support the same type of gameplay every other PvP MMO does, they just integrated it into every part of the game better than any other MMO. Personal interactions between players has and always will be beyond their or any other dev's control.
"We seriously differ on this opinion. They support it, they have always supported it. As a matter of fact they have succeeded in creating a whole sub culture of gamers that feel deprived when they discover it isn't supported by every other mmo other than Eve."
And let's be clear about something, shooting a player who jumps into your instance, or whose instance you jump into, isn't griefing. I may have perfectly reasonable justifications for opening fire as soon as I see someone. If there is loot in the area, I might not be interested in sharing it. If I'm after someone with a bounty, I don't want you collecting it by sniping my target after I beat him down. If your name is Commander T. Deathstrike or Novapunch or Ponyspank or whatever, I consider that a declaration of hostile intent and will not give you the advantage of the first strike in combat.
"All valid forms of PVP as far as I'm concern. I do run a Day-Z Server, trust me as a PVP'er myself I know the difference in griefing and honest PVP. Sitting out side of a station killing every player that comes out constitutes a griefer. I ban people for doing the same thing on my servers every day. Incidentally both my servers are 100 Percent PVP Servers."
Get with it folks. If this wasn't a part of the gameplay FD would have done what every other non-PvP oriented game has done in the past. A check-box that toggles the ability to engage in PvP activity.
Edit: And to put the shoe on the other foot: If your name is Commander BloodyCannon you have every right to assume that when Commander CrimeSmite shows up that he is hostile and is going to come after your bounty. So long as the most efficient means of communication in Elite: Dangerous is to shoot first, this will always be the case.
"Well we mostly agree here."
There is a decade of proof in how these things go in Eve online. You're not just going to dismiss that by saying "But this isn't Eve."
"Eve is a cesspool. Other successful MMO's enjoy 20 times there membership.
When I left Eve I left 3 Titans, 2 Super carriers, easily 50B isk wort of other stuff on the books. Played it since beta. It's widely known as having the worst gaming ethics in the industry."
"If they got it right, they got it right by your standards, not mine. I'll never go back."
BY the way, this isn't Eve, "IT"S ELITE DANGERIOUS" This happens to be a matter of fact!!
However, they still need a way to deal with players whose main interest is ganking newbies just for the lulz, and not joining in the more "sanctioned" activities like faction wars, and whatever they're planning for the officially-supported version of piracy. One way might be extreme bounties that attract other players to hunt. If that doesn't work, then isolated Private Online might be that last resort. It just depends on how they want the game balanced, and most of the mechanics are still to come.
(Referring to the DB interview linked earlier):
However, they still need a way to deal with players whose main interest is ganking newbies just for the lulz, and not joining in the more "sanctioned" activities like faction wars, and whatever they're planning for the officially-supported version of piracy. One way might be extreme bounties that attract other players to hunt. If that doesn't work, then isolated Private Online might be that last resort. It just depends on how they want the game balanced, and most of the mechanics are still to come.
Extreme bounties will only cause piracy to spiral out of control. Players will just rack up a high bounty, jump into a sidewinder, get their friend to blow them up and split the reward or return the favor.
Highly exploitable and promotes negative behavior. This is why bounty payouts in Eve max out at 20% of the ship's value, and noob ships are worth exactly 0
Players will just rack up a high bounty, jump into a sidewinder, get their friend to blow them up and split the reward or return the favor.
The entire point is that the development plan is projected to push the game further in this direction, not away from it.
This is just the beginning, and any mechanics put in to limit this behavior will have a minimal effect unless core mechanics that make Elite: Dangerous what it is are changed or removed entirely.
I'm not sure on extreme bounties, that could have the opposite effect. Many pirates in Eve consider a high bounty a badge of honor. That same perspective is likely to make it over here. I already made a post today about wanting to be the first pirate with a million credit bounty on him. So I think a ruthlessly effective npc police force around certain stations and roaming in starter systems would probably be the better option.
Elite's definition of griefer: Griefers are fueled by reaction. If you react to anything they have done it will only add to their fun even more... Which is standard Eve gameplay.
I think Elite-Dangerous will be a great game because Elite's system will actually have meaning other than "I like harassing people and blowing things up". Once all the game mechanics are in place it will be nicely balanced and the choices you make will have nice rewards or severe consequences.
http://elite-dangerous.wikia.com/wiki/Griefers
Extreme bounties will only cause piracy to spiral out of control. Players will just rack up a high bounty, jump into a sidewinder, get their friend to blow them up and split the reward or return the favor.
Highly exploitable and promotes negative behavior. This is why bounty payouts in Eve max out at 20% of the ship's value, and noob ships are worth exactly 0
In Eve, because of the continual progression of characters, noobs can never catch up with established players and can be bullied with impunity.
It's such an obvious exploit that I don't believe Braben & Co. would have mentioned high bounties, without having something in mind to close that loophole. Bounty Hunter will be a profession in the game, possibly tied to a faction or association. It may require a license (earned through missions?) for the high-bounty kills. Dunno... the mechanics aren't in yet.
yes that is greifing and when all the checks are working you will have a massive bounty and be killed for your actions .You admit that you would do it so someone would quit the game that is greifing .What a load of bull... So by your definition, if I sit outside the station, killing the guy trying to leave in his hauler over and over again, I am griefing? Right.... Has it occurred to you, that maybe I am killing him over and over because he is competing in my trade run. Yes, I am causing him loses. Yes, I am causing him frustration. Yes, I do this on purpose, so that he would leave. That is my in-game goal. If he quits the game, he is weak-minded and doesn't belong in the cutthroat deep space. If he is smart, he will get the message and take his trade elsewhere.
What a load of bull... So by your definition, if I sit outside the station, killing the guy trying to leave in his hauler over and over again, I am griefing? Right.... Has it occurred to you, that maybe I am killing him over and over because he is competing in my trade run. Yes, I am causing him loses. Yes, I am causing him frustration. Yes, I do this on purpose, so that he would leave. That is my in-game goal. If he quits the game, he is weak-minded and doesn't belong in the cutthroat deep space. If he is smart, he will get the message and take his trade elsewhere.
What a load of bull... So by your definition, if I sit outside the station, killing the guy trying to leave in his hauler over and over again, I am griefing? Right.... Has it occurred to you, that maybe I am killing him over and over because he is competing in my trade run. Yes, I am causing him loses. Yes, I am causing him frustration. Yes, I do this on purpose, so that he would leave. That is my in-game goal. If he quits the game, he is weak-minded and doesn't belong in the cutthroat deep space. If he is smart, he will get the message and take his trade elsewhere.
In Eve, because of the continual progression of characters, noobs can never catch up with established players and can be bullied with impunity.
What a load of bull... So by your definition, if I sit outside the station, killing the guy trying to leave in his hauler over and over again, I am griefing? Right.... Has it occurred to you, that maybe I am killing him over and over because he is competing in my trade run. Yes, I am causing him loses. Yes, I am causing him frustration. Yes, I do this on purpose, so that he would leave. That is my in-game goal. If he quits the game, he is weak-minded and doesn't belong in the cutthroat deep space. If he is smart, he will get the message and take his trade elsewhere.
Again, this is just based on what I've heard/read about Eve, not from first hand experience. There seems to be an aspect where some people spend tons of time playing that game, getting very advanced, then going after newer players just for the "fun" of it.