Not seeing this doing good things for powerplay. Seems to mean that if you block all our PvPers, you'll get all your mates, even who've not blocked them, to instance with you and we'll never see them. Also if your PvPers who actively want a fight (or maybe even shoot me as a hauler/underminer) are friendslisted with you, they may not be able to instance with our guys. Seems like it would split things depending on friends lists. It just seems to penalise (even in deciat) those who do not runs blocklists.This argument is why I'd like it if blocking deprioritised your instance for people you're not winged/friended with.
So, for instance - If A blocks B and this forces the instance to split, then player C who just jumped into the system is routed into B's instance unless they are also blocking B (or someone instanced with B). Player D arrives who is winged with A, then regardless of whether they're blocking B or not they end up with A. Player E who is friends with A and B shows up - since being friends with A means A isn't deprioritised, and he's also friends with B (giving them an equal "friend" weighting), his instancing is just decided according to the usual weighting.
So if a ganker is hanging around Deciat and bad enough that lots of people are blocking him, all the people who dislike him get shuffled into the "I do not like this ganker" instance.
If the gankers get wise and go "oh ho ho, we will block SPEAR" then the random newbies are more likely to be instanced with SPEAR as the ganker instance is deprioritised by the blocking, while people who are friends with the gankers will end up with the gankers.
A player character killed by another player character is not murdered from your point of view since they are resurrected. This is really a reach.This is explicitly not the case for CMDRs, despite the 'murder' bounty. CMDR's as in player characters, do not die, as is clearly stated in the game's manual, and abundantly evident from actual gameplay.
I concur. Typically our forum gankers are against any functional C&P system, be it more effective NPC police forces or more odious in-game consequences for their behauviour. That leaves pretty little ways for redress for the gankee, apart from "git gud" and join in PvP crowd. What is not mentioned is that such way itself is kind of career choice taking your time from doing what you like in game (if you do not like pvp aspects of game). And even if you "git gud" for most only way against wing of attackers is to high wake asap. What I would like to see in this game is real security ratings and making high secs nigh impossible to survive for criminal characters. Med sec just unpleasant, low sec like current high sec, and anarchies free for all.I think you are blurring the line between what is bad social behavior in a human setting and committing a crime in a game setting. Committing a crime in a game setting (ganking a player character and causing the "temporary termination and progress reset" of a character (if "murder" offends your sensibilities) in High Sec) should result in the application of severe in-game consequences. More severe than they are now.
System banning is the easiest, most efficient way to execute an in-game consequence that preserves the security status, protects players in that space from in-game criminals in that space, and has lasting deterrent effects.
You can wring your hands on how it is going to be exploited, but right now - and in the foreseeable future, what we have sucks.
A player character killed by another player character is not murdered from your point of view since they are resurrected. This is really a reach.
If I kill a player character in ED that has "crimes on", and is "clean", and in a high security system. I incur a murder bounty in that system.
There are a huge number of MMOs that use in game tools to ban, temp ban, or lock off players from in game resource access when antisocial in game behavior occurs. This is not limited to behaving badly as a human being, it also occurs as a result of committing in game crimes in social centers.
I think you are blurring the line between what is bad social behavior in a human setting and committing a crime in a game setting. Committing a crime in a game setting (ganking a player character and causing the "temporary termination and progress reset" of a character (if "murder" offends your sensibilities) in High Sec) should result in the application of severe in-game consequences. More severe than they are now.
System banning is the easiest, most efficient way to execute an in-game consequence that preserves the security status, protects players in that space from in-game criminals in that space, and has lasting deterrent effects.
You can wring your hands on how it is going to be exploited, but right now - and in the foreseeable future, what we have sucks.
Meaning "hostiles" doing lawfull business in said system?Imagine an idea so awful that players are locked out of their home systems for defending their faction's BGS against hostiles.
A player character killed by another player character is not murdered from your point of view since they are resurrected. This is really a reach.
There are a huge number of MMOs that use in game tools to ban, temp ban, or lock off players from in game resource access when antisocial in game behavior occurs. This is not limited to behaving badly as a human being, it also occurs as a result of committing in game crimes in social centers.
I think you are blurring the line between what is bad social behavior in a human setting and committing a crime in a game setting.
Committing a crime in a game setting (ganking a player character and causing the "temporary termination and progress reset" of a character (if "murder" offends your sensibilities) in High Sec) should result in the application of severe in-game consequences. More severe than they are now.
System banning is the easiest, most efficient way to execute an in-game consequence that preserves the security status, protects players in that space from in-game criminals in that space, and has lasting deterrent effects.
You can wring your hands on how it is going to be exploited, but right now
and in the foreseeable future, what we have sucks.
What I would like to see in this game is real security ratings and making high secs nigh impossible to survive for criminal characters.
A permit lock is far more than it simply being illegal to be in the system in question, it's an absolute metaphysical prohibition against entry (except via telepresence). You cannot jump into a permit locked system, because of very handwavy reasons...which is barely acceptable and only as an acknowledgement that a more plausible system would be too difficult to implement. It's lame, but I can't expect Frontier to really go above and beyond when it comes to depth of content, so fine, the handwavium will suffice.
However, you also cannot reach a permit locked system from supercruise because of a purely technical oversight/omission. There isn't even any attempt at explaining this away with handwavium, that's how inexplicable it is! The intended depiction of the setting is obviously not supposed to imply that every system in the game in it's own universe, but this is what requiring a hyperspace transition to leave a system implies.
The problems with expanding such inexplicable absence of content to a law enforcement tool for in-game entities should be clear. Crime and punishment shouldn't need to rely on bugs and oversights to function as intended.
But but trolls do not like block. You just have to accept existence of trolls and allow them to keep trolling.Well, the following things are a given:
- PVP is optional
- trolls are a given in a multiplayer game
So block has to stay or pvp has to go![]()
Well permit locks in current way prevent lawfull and criminal characters all from entering systems they do not have access to.
But okay no problem lets just implement kind of system that prevents player in RDR2 single campaign to enter Blackwater before epilogue. Meaning very very vigorous law enforcement killing you every time you enter, would you be happy for that. We all know that NPC AI in Elite is dumbed down. Lets put up non dumbed down cop ai, with waves and waves of cops, plus ATR style weapons and non escapable interdiction.
Well, the following things are a given:
- PVP is optional
- trolls are a given in a multiplayer game
So block has to stay or pvp has to go![]()
Instancing blocks are not required to avoid either trolls or PvP.
Well without instancing block how you are going to deal with idiot jamming his ship sideways to mailslot? Assuming you dont want to logout and go to solo?
Yes they are....
Instancing blocks are not required to avoid either trolls or PvP.
Yes they are.
In any case, FD have no choice about what Block can do on consoles. Why do we have to keep debating something that can't be changed?
Oh great, you want PC players to have a different game to console players? So anyone who wants a properly working Block function should move over to a console? In what other ways will the games diverge? (Thought-experiment only; surely you realise FD would never do anything so crazy).As long as other modes are available, I don't see any argument for why another method of excluding instancing can be claimed to be required to avoid encountering CMDRs one does not wish to have their CMDR encounter. The assertion would be stretch enough even if Open were the only mode, as being in any given place is at least as optional as PvP.
I'm not very familiar what's required by Sony or Microsoft, but since PC players cannot instance with console players anyway, it should have no bearing on how block functions on PC.
Why PC players should be treated like second class citizens compared to console ones (from viewpoint of one ready to block those players one does not want to play with)I'm not very familiar what's required by Sony or Microsoft, but since PC players cannot instance with console players anyway, it should have no bearing on how block functions on PC.
Huh... and people blocking gankers in the same manner gets the gankers go all up in arms.Me and more commanders have discovered a lot of gankers block every commander with enough skill to kill them as they contact them, so at the end they have blocked almost all the law enforcer community.
This results in those gankers only instance with noobs in Deciat and other systems, and Commanders who want to hunt them and have adequate skills and ships to do it, simply can´t do it because the game is not going to instance with them.
Oh great, you want PC players to have a different game to console players?
So anyone who wants a properly working Block function should move over to a console?
In what other ways will the games diverge?
Why PC players should be treated like second class citizens compared to console ones (from viewpoint of one ready to block those players one does not want to play with)
?