Make blocking only apply to comms.

  • Thread starter Deleted member 110222
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Deleted member 110222

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Hi there FD. I want to make a case of why blocking should only apply to comms.

I happen to play an MMO that features a zone in many respects, is not all that different to ED's Open mode. I speak of the Cyrodiil zones in Elder Scrolls Online.

Now, in ESO, when you block someone, it only blocks their comms in chat.

You cannot remove a player from your gameplay. This means in Cyrodiil, if someone keeps ganking you, the only way to stop them is either defeat their character in combat, or go somewhere else on the map, or, potentially, leave the given Cyrodiil server.

The benefit this has is that it allows players to stop receiving comms from players that they may have good reason to ignore, or even just don't get on with them. However, it also means the playerbase is not fragmented by the actions of multiple people blocking various players.

With blocking in ED, as it stands, there is a serious flaw with the design chosen in its respective blocking system.

If player x blocks player y, and player x then later instances with players a, b & c, player y can now no longer interact with players a, b & c. Furthermore, if player b had actually wanted to encounter player y for whatever reason, he now cannot do so because of the decision player x made to block player y. Player x has taken the ability to choose who to play with out of potentially four player's hands, even though he only he only blocked one player.

The knock-on effects of this are potentially profound. It may drastically limit PvP situations, it may stop friends from instancing. All because of the action of one singular player one afternoon. And those negative impacts on instancing may very well last forever, unless player x decides to unblock player y. As this action is taken by multiple players, it gets worse, potentially.

This is why I propose that blocking in ED be changed to follow the model used in most successful MMOs, where it only blocks comms. Nobody has a problem with being muted. But the impact the current blocking model has on instancing, especially in Open, is downright damaging to the game's emergent content.

Thank you for reading.
 
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Deleted member 110222

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Does this mean we can finally get PvE separated from PvP, like most successful MMOs? If so, then I support the OP's suggestion.
If they did that and had PvE have no effect on the PvP universe, and vice versa, I'd be all over that like a moth to a lamp.

By the way ESO doesn't have PvE servers. It has zones with different rules. You want to explore Cyrodiil you have to prep for PvP. No exceptions.
 
No, sorry. We need the ability to block people from instancing. Not because someone gets killed and just blocks someone in a fit of rage, but because there are some creepers out there, you know?

Let's say a female Elite player has some messing with her. She wants to play in Open. He annoys and harasses her constantly, so she blocks him in comms. What do you think he will do? Probably go out of his way to kill/intercept/troll her any way he can, every time he gets the chance. She shouldn't be forced to play in Solo over one guy that's trying to make her life a living hell, just because he asked for a nude on PSN and she didn't send him one.

It wouldn't have to be a girl either. I'm just using that scenario as an example.

The flaws you posted about will just have to be dealt with.

I personally never block anyone if they just kill me or gank me. I get in a combat ship and go after them... and usually die again. But we can't take away the option to block people.
 
By the way ESO doesn't have PvE servers. It has zones with different rules. You want to explore Cyrodiil you have to prep for PvP. No exceptions.

So? Cyrodill is a zone purely dedicated for PvP. There is no other reason to enter it than to do PvP. It even has (together with the Imperial City, which is the center of Cyrodill and thus also part of the PvP area) a very own menu to sign up for PvP. So it's fully opt-in.

Now compare this to ED. Where we have one "all PvP, anywhere" world and solo. And Möbius and other PGs, which provide a different ruleset, but thanks to very weak (means: weak at the start, nonexistant since some years) support from FD side they don't do too well by now.

The game doesn't need to make the world more hostile.
 
By the way ESO doesn't have PvE servers. It has zones with different rules. You want to explore Cyrodiil you have to prep for PvP. No exceptions.

Well, Elite technically has security levels, it's just that they don't matter.

I for one don't want separate PvE and PvP, but I definitely want more choice about whether or not I'm up for PvP. Ideally, players could stick to High and Medium Security systems and be almost 100% safe from gankers, murder hobos and pirates. Or opt for higher risk and higher reward by venturing to Low Security and Anarchy systems. This way, even non-combatant players could opt in for "somewhat consensual PvP", in which being attacked is a conscious risk taken for higher rewards.

And seriously, NPC law enforcement should be capable of cutting any gank wing's reign of terror in engineer systems and such really short. And punish them severely enough to seriously deter them from doing it again.
 
Simple solution to those knock-on effects: don't do things that are likely to get you blocked.

Blocking doesn't just affect the target of the block and even if it did, could still be abused.

And punish them severely enough to seriously deter them from doing it again.

That would require consequences that much of the player base doesn't seem willing to accept.
 
That would require consequences that much of the player base doesn't seem willing to accept.

I'm inclined to think it's because FD has been dragging their feet on the whole issue of C&P, meaningful PvP, griefing/ganking etc. for too long. Just take a look around this forum, is this really the kind of game community any sane developer would want for their game? No. But that's who's left after neglecting to address these issues by appropriate game mechanics for too long. People who prefer a less toxic, more constructive community have either left, or found themselves a nice corner in a closed player group. Either way, it's a loss for the community. The school yard has been left to the bullies, and they fanatically oppose any measures taken to rectify the situation.
 
Best thing about ESO was having some multi levelled halfwit come up to my new character wanting a duel and I had the ability to middle finger the cretin....shame Elite doesn't allow similar really.
 
Just take a look around this forum, is this really the kind of game community any sane developer would want for their game?

Yup - most devs want a varied a lively forum / community. Monocultures are far less stable.

The school yard has been left to the bullies, and they fanatically oppose any measures taken to rectify the situation.

Don't worry - we'll keep extremists like yourself in check ;)
 
Yea. We have crime and punishment. With very much crime and very trivial punishment. And any move to increase punishment seems to be unwanted.

Well, to an extent I understand. C&P is quite heavy-handed when it's a little more than a parking ticket, but doesn't really scale up for the murder hobos. It's like throwing someone who stole a hot dog in the same cell with gangsters.

For example, having to jump through the hoops of interstellar factors or detention centre for relatively minor offences is simply silly. But being a notorious murdered doesn't really cause you much additional trouble compared to that: there's no NPC law enforcement actively hunting you, let alone a realistic chance of CMDR bounty hunters tracking you down.
 
As I recall, FDev have said that blocking is an anti-griefer tool. Working as intended.

Simple solution to those knock-on effects: don't do things that are likely to get you blocked.
This. FDev hath spoken.

The second lost cause thread in as many days. We’re on a roll now.
 
Block Player shouldn't actually block a player from being in the same instance as another especially for Powerplay which is meant to be competitive gameplay on a grand strategy & PvP level. The game has Solo Mode & Private Groups for those that do not want to participate in Open.

CMDR Justinian Octavius
 
Block Player shouldn't actually block a player from being in the same instance as another

but, but ... it enables massive online farmville! in open!

wasn't always like this. in the true spirit of "all modes are equal" the perfection of "one galaxy for all modes" turned out to just need a little re-perfection to attain the status of "modes actually don't mean squat anymore because you now can block anyone anyway"

granted, it was a huge qol comparing to just blocking ips in your firewall. this is all pure genius, i tell you.
 
I believe in the beginning the block player only worked for coms (it may have originally been intended that way or not) and (enough) people asked for it to actually block players (kind of a follow on to reporting player).
FDev decided that it was appropriate and fit well with their vision for the game so they made it block players, not just the coms.
After that it gets complicated with the matchmaker making decisions based on many different factors including making the friends list out weigh the block list.
So if a player thinks someone is being a bell end they can block them but if that bell end is friends with someone who is the other persons friend the block will most likely not work.
The fact that FDev felt it was something worth implementing kind of tips you off they liked the idea and so it is what we have now, like it or not it is a feature they implemented for "reasons" (maybe even that they thought it was a good idea)
 
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