A group player's experiment in Open as regards the new crime & consequence mechanics.

A group player's experiment in Open as regards the new crime & consequence mechanics.

[EDIT] Cmdr Vizvayu was nice enough to do a dot point summary of the entire wall of text below, so for those who prefer a TL;DR version, here you are:

Vizvayu said:
1- Differentiate between lethal and non-lethal crimes.
2- Add a third legal status: Fugitive. Valid for all major factions.
3- Apply fugitive status to players who commit lethal crimes.
4- Fugitive status should last for about 12 in-game hours in the same game mode, with a minimum duration of about 7 days. After that it will become a Fine.
5- Bounties and Fines will stay mostly as they are but require X hours of gameplay in the same game mode, with a minimum duration of about 12 hours.
6- Upgrade the "Report crimes against me" option: Allow reporting all crimes, only murder or nothing.
7- New filters for creating player groups: Allow lawful, minorly criminal, lethal, truly anarchic.

Now, if you want to read the justifications and explanations and long winded descriptions, keep on reading.

[FORWARD] This ISN'T intended as a post about my experience, the first part's only intended as background to the proposal I put in the second part. Please read it ALL before flaming me.

As you lot probably know I've long been a proponent of group mode for any game play other than PvP. Of course if I mention it I get a bunch of people agreeing with me, and a (smaller but louder) bunch of people calling me carebear and repeating ridiculous slogans like "there's no such thing as griefing", "if you don't like PvP stay out of open" or "the galaxy's big, stay out of places like Lave" so in the light of the upcoming changes to crime & consequence, about ten days ago I decided to put it to the test and started playing in open again. I didn't announce it, I didn't go poking hornets nests in places like Lave or Erivate, I just stayed in my (fairly heavily armed & armoured) Asp, in the backwater systems, and did small scale trading, NPC bounty hunting, and missions (in part to get my Imperial rank up to about the same as my Federal one. I'm now a Lord/Lieutenant). All went swimmingly, no problems, though I got none of the "human interaction" that a lot of defenders of open play have us believe they are so keen on - in fact when I did see other players they usually just disappeared someplace else, rarely if ever even responded to hails, and NEVER initiated them (other than one time when someone asked me what happened to the warzones around a community goal).

All this changed when I changed from my Asp to a Type 7 for a while in order to make some real coin. I took the guns off it but left the shields in place, put in chaff, countermeasures, heatsinks, and point defence (so noone could say I was making a target of myself), beefed up the FSD a bit (why does a large cargo ship come with an FSD incapable of making any decent sort of jump with a large load of cargo? Stupid design choice), and put on B rated thrusters and power distributor. So... on my third cargo run with just over 200 tons of beryllium I was leaving a station and noticed two players in the area... a vulture and an anaconda. The vulture was docked and not moving, and before I could locate the anaconda he disappeared so I figured he'd jumped out or quit the game so I left the station and went on my merry way. I had to fly around and behind the station to get where I was going and had just left the no fire zone and was spooling up my FSD when suddenly my shields were gone with one shot, my hull with the next, and I get the eject warning and see the Anaconda flying around. I figure he'd actually been lurking outside dark and cold then stalked my T7 from behind, and as soon as he left the no fire zone wasted me with two shots, costing me two million creds. No demand for loot so it wasn't piracy, no warning so that I could made some attempt to fight back or defend myself (in fact he went out of his way to remain undetected). Not even a "mwahahaha!" across the comms first so he could say it was role-playing a psycho. It was just shooting fish in a barrel - plain mindless slaughter for it's own sake. I have no doubt he giggled to himself about being such a hero afterwards, however.

Now, this is NOT intended as a whinge (despite the fact that a player with a vastly superior ship thought it was fun to take out a defenceless and unaware one for lolz. It's pathetic but it's also what I've come to expect from griefers, and I'd love to see anyone try to claim this was PvP or otherwise justify it) - as I said it was an experiment that I went into with my eyes wide open . Rather, I intend to make some observations and explore the effect that the new proposed crime mechanisms might have, and make some proposals of my own. (I'm not going to go into the new proposed ramming mechanisms here, they're a completely separate issue and deserve their own thread/s). I need to emphasise too the difference (in my view) between "PvPers", "Pirates" and "griefers" here... they are NOT the same thing and I feel that both PvP and Piracy are legitimate parts of the game (just not parts that I personally seek) so this shouldn't be in any way interpreted as an attack on them. So with no further ado...

As I stated earlier, I spent ten days flying in an Asp loaded for bear and didn't get any interaction of any sort from players. No-one wanted to know me, though I saw plenty of "hollow squares". Admittedly I didn't go to places where it was likely to happen because I wanted the "average" experience and wasn't actually LOOKING for PvP, I wanted to see what the "average" player could expect to happen to them if they minded their own business. My first observation is that despite many assertions that Open Mode is about human interaction and that players are missing out on something valuable by avoiding it I saw none, other than one question and being shot up. I can only assume from this that MOST (not all, obviously) players in open have no interest in the social side of multiplayer. I also found was that while it's true that Open is not "littered" with griefers and they're not lurking behind every star, there definitely ARE some there and that sooner or later you're likely to run into them. It seems though that if you look like you will put up a reasonable fight (FYI my combat ranking is competent... not enough to scare people off but I don't look like a noob either) they will leave you alone, and they generally only go for "easy meals" and "soft targets" like trading ships and starter ships (sidewinders, haulers, etc).

Now as regards the proposed crime & consequence mechanics... the player in question opted to wait until he'd left the no fire zone to open fire. Clearly then he didn't want to have the station open fire on him so he does fear the loss of his ship, however he fired upon a "clean" ship in a non-anarchic system so he doesn't fear gaining a bounty. Chances are once he's gotten to the point of owning an Anaconda he's not short of a few credits so the price of the bounty's not going to bother him... and he's adept in the use of stealth so docking with said bounty also won't present an issue. My guess is that as soon as he toasted me he either went back inside and cleared his name or disappeared to another system where he wasn't wanted. This shows that SOMETHING needs to be done to increase consequences as there are currently none worth mentioning, and full props to FD for making the attempt. Under the proposed system this player would not be able to remove his bounty for a week so that rules out the first option of docking and clearing his name, but there's nothing to stop him going elsewhere. I'm not sure how many human occupied systems there are but it's going to be a few thousand at least so I doubt he'd run out of places to hang out in a hurry. So, the new proposed system will have the effect of preventing players staying in a single system annoying people, but it won't do anything about them going elsewhere to annoy people - so for all the changes in 1.3 it's a very minor consequence indeed. If they don't get caught during this week and the bounty changes to a fine, they needn't even pay it as long as they don't go back to that system again... and if they REALLY want to go back there they just pay a bit of cash and the problem goes away and they're free to do it all over again. Pretty much zero consequence for griefers.

Now let's look at it's effect on piracy. I'm not a pirate (as many of you will know) but again I recognise that it's a legitimate part of the game play (and in fact I was kinda looking forward to meeting a "legitimate" pirate in open - shame it didn't happen). My understanding of piracy is that - like traders - they like to find a "fertile area" where fat cargo ships are likely to pass through and claim that space as their hunting ground rather than randomly flying from system to system hoping they'll meet an appropriate target. Assuming that there's no extra steps put in place in V1.3 to allow for greater "non-lethal" or indeed "non-violent" piracy what's going to happen is that the first time a pirate "makes his move" he'll attract a week long bounty in that system. This will make him a target for both bounty hunters (PC and NPC) which is good for their game play, and also for system security ships (not so good for the pirate's game play). It won't be long before the pirate in question is attracting attention and to stay alive he's going to have to change systems... again and again and again... until someone claims his bounty. This puts pirates (who have a relatively low rate of pay for a high risk) in an even more difficult position and makes them MORE desperate, which will lead to MORE fatalities amongst traders etc.

As I mentioned earlier, I really appreciate the attempts by FD to address consequences of crime, but I fear this system is A: WAY too complicated, so that it's difficult to understand and likely to have lots of loopholes, and B: is a "toothless tiger" for the people it SHOULD be targeting, while having a strong negative impact on those who are actually trying to play the game the way it was meant to be played (and no, I don't think DBOBE wanted to create a game so you could fly around just causing havok and messing up other peoples' games). Real PvP, real piracy, trading etc all need to by sustainable. Even "people roleplaying psychopaths" should be supported, AND should have realistic and proportional responses (seriously, would YOU knowingly let a psychopath dock on YOUR space station?)... but they're the ones who are actually LEAST affected by these changes! For those who would say "wait and see what 1.3 is like", good point, but once these systems come in it's very difficult to get the OUT again and even more difficult to get an alternative IN. Rather we have a system here that's ineffective and targeting the wrong people which will tend to get tweaked, adjusted, modified, and generally manipulated until it's completely ineffective and just a nuisance.

I propose an alternative. It takes a few steps and is probably more complicated to code than the proposed system, but is simpler to understand and more effective... and targets the appropriate behaviours more correctly.

First, the game MUST take murder at least as seriously as blocking a parking bay in a station! Crime must still be achievable however and too this end effective tools for non-lethal crime must be established and/or improved, so that lethal crime can have an appropriate response, but non-lethal crime can still occur. What tools? That part I don't know - I leave that for further discussion here and for FD to solve.

Secondly, we currently have two levels of legal status - fine and bounty. I propose re-establishing the original game's third level of "fugitive", and apply it to all lethal crimes, and have this third level apply across entire major factions. As well as being bounty hunted, fugitives should not be permitted to dock at any station run by that major faction. Fugitive status should last for seven days, AND require that a certain number of gaming hours be spent in the mode in which it was acquired, or higher (ie: if you got the status in group mode you must play X hours in either THE SAME group or open mode, if you got it in solo you must play X hours in solo, group, or open, and if you got it in open you must play X hours in open). Not until the seven days have passed AND you have played the requisite hours in the required modes does it change to a fine and allow you to pay it off. Regular fines and bounties should work as currently proposed BUT the time limit on bounties should be lowered to say 12 hours real time AND a few hours of gameplay time in the appropriate mode, as previously discussed.

Obviously to support PvP there have to be areas where this crime doesn't apply - anarchies, warzones, between wing members, and so on. There could also be a third level added to the "report crimes against me" setting so that you could have your ship report all crimes against you, report only your murder, or report nothing - so that two people could turn off the crime reporting and shoot each other all they liked without getting a bounty or becoming a fugitive. People who create groups should also be able to turn off various levels of crime for group members, to allow lawful, minorly criminal, lethal, or truly anarchic player groups.

This approach targets "people roleplaying psychopaths" in a way that is appropriate ie: "civilised" societies would take a softer approach to more minor crime but a hard line for "psychopathic" crimes, and the frontier anarchy systems would be free to allow it until "the people" demanded a local government that would stop it (we'll make you sherrif if'n you stops the killin' and rustlin', pardner). It would put real, meaningful consequences in place for the worst "offenders" by limiting the ability of the worst offenders to repair, rearm, refuel, trade, claim bounties and so on, while supporting "reasonable" levels of lesser crime by giving them greater tools and allowing a reasonable balance of freedom & consequence in their careers.

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Wow, that's a really long post, aint it? Oh well. :)
 
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Caveat: I'm not the first person to call for the re-establishment of a third legal status, and I'd like to give appropriate recognition to other players who've made similar proposals. There's been a lot of them made by myself and others, all with varying degrees of impact and focus. What's fairly universal though is the feeling that "murder" should be treated as separate from other crimes, that simply increasing the monetary penalty for it is not an effective consequence, and that increasing consequences for ALL crimes presents a danger of discouraging other lesser, more role-play type crimes. No-one wants to see piracy or PVP removed, all I think most people would want to see more traders coming into & staying in open. The game needs consequences, but let's not target OR discourage the wrong people.
 
I didn't get far into your post before I lost interest when you started pointing fingers and calling names, like you always do.

For me, I just image the ED usinverse as most other fictional scifi universe, it has Reavers(Firefly), Mangalores(Fith Element), Sith(Star Wars), etc, etc, etc. All brutal psychopathic killers.

Have you ever thought that some PVPers, probably give no more thought to attacking another player in a game designed for such, as they do removing one of your pieces from a chess board?

Its great how peoples perspectives differ tho. Its the spice of life. Live and let live I say. Don't like something, don't do do it. Certainly don't come whinging to people about behavoir in an online 'game'. Thankfully FD have given us all the option to make choices for ourselves.

Just get over yourself.
 
I agree completely that a 3rd status is almost essential in order to make all forms of serious crime in populated/civilised space have a genuine consequence for the criminal. The "7 day timer" alone doesn't quite work for me. I prefer your idea that flight time/game time is used too. If there was an obfuscated "criminality" counter hiding somewhere in each users account which went up by differing amounts for being caught smuggling, shooting clean targets, killing clean targets, ramming etc. and its level determined your status and it went down over "real" time at one rate but at a faster rate during "play" time it would do more to make it feel like a real system. Levels would be implemented, e.g. smuggling stolen food as opposed to stolen weapons, shooting accidentally with a Laser as opposed to repeated hits with a Rail Gun. Shooting and killing. Ramming and doing no damage vs ramming and killing. Would just be a number. Easy peasy to implement, and balancing could be done in the background. The level would then result in your visible status. Back to Offender, Wanted and Fugitive?
 
I didn't get far into your post before I lost interest when you started pointing fingers and calling names, like you always do.

Your loss. Try not being so quick to judge next time.

For me, I just image the ED usinverse as most other fictional scifi universe, it has Reavers(Firefly), Mangalores(Fith Element), Sith(Star Wars), etc, etc, etc. All brutal psychopathic killers.

And what happens when the "brutal psychopathic killers" go into the "civilised core systems"? The core systems don't allow them to wander around as they please, they fight back against their presence and try to either destroy them or chase them off to their "outer systems" again. Of course being movies they need antagonists, so there's always varying degrees of success, but the universal constant in all the movies you name is that society doesn't permit psychopaths to just wander around, they attempt to destroy or remove them.

Have you ever thought that some PVPers, probably give no more thought to attacking another player in a game designed for such, as they do removing one of your pieces from a chess board?

Have you ever thought that ED wasn't "designed for such"?

Its great how peoples perspectives differ tho. Its the spice of life. Live and let live I say. Don't like something, don't do do it. Certainly don't come whinging to people about behavoir in an online 'game'. Thankfully FD have given us all the option to make choices for ourselves.

Just get over yourself.

Try reading the whole thing, or YOU get over yourself.

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I agree completely that a 3rd status is almost essential in order to make all forms of serious crime in populated/civilised space have a genuine consequence for the criminal. The "7 day timer" alone doesn't quite work for me. I prefer your idea that flight time/game time is used too. If there was an obfuscated "criminality" counter hiding somewhere in each users account which went up by differing amounts for being caught smuggling, shooting clean targets, killing clean targets, ramming etc. and its level determined your status and it went down over "real" time at one rate but at a faster rate during "play" time it would do more to make it feel like a real system. Levels would be implemented, e.g. smuggling stolen food as opposed to stolen weapons, shooting accidentally with a Laser as opposed to repeated hits with a Rail Gun. Shooting and killing. Ramming and doing no damage vs ramming and killing. Would just be a number. Easy peasy to implement, and balancing could be done in the background. The level would then result in your visible status. Back to Offender, Wanted and Fugitive?

More complex than I was going for, but certainly really good ideas there. I very much liked the idea that smuggling food would looked at more leniently than smuggling weapons etc. Make it feel like a more "human" galaxy.
 
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Excellent post Sandmann, balanced and fair I thought as well as very interesting. Perhaps a sample of one is a little small to draw conclusions, but well done.

I didn't get far into your post before I lost interest when you started pointing fingers and calling names, like you always do.

I read it all and I didn't think that.

Have you ever thought that some PVPers, probably give no more thought to attacking another player in a game designed for such, as they do removing one of your pieces from a chess board?

That presupposes that this is a game designed for such. The jury is still very much out and your argument is still lacking evidence. Chess has a victory condition and requires strategy in order to achieve it, removing your opponents pieces is part of that strategy towards victory. What is the victory condition in Elite: Dangerous? What strategic advantage does destroying one cargo ship give the Anaconda?
 
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Reavers(Firefly): Fought against and destroyed/repelled by the crew of the Serenity AND the forces of the Alliance.
Mangalores(Fith Element): A force of nature, NOT psychopathic killers. Fought against and repelled in cyclic fashion, on this occasion by the Mondoshawans who secured the Fifth Element, and more directly by Korben Dallas who aids the Fifth Element.
Sith(Star Wars): More of a religious order than psychopathic killers, but ok. Fought against first by the Jedi, and then destroyed (apparently) by the rebellion.

Interestingly, you have actually MADE MY POINT. Civilisation does not permit psychopaths to do as they please in their midst without consequence. They either chase them away, control them, or destroy them.

[edit] Ironically, Star Wars' Empire as controlled by the Sith would have actually seen the Jedi as a force for disruption and chaos, and themselves as the bringers of order and discipline. Very far from "psychopathic killers", though still definitely the "bad guys" of the movie. In AD&D terms they would have been "lawful evil".
 
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That presupposes that this is a game designed for such. The jury is still very much out and your argument is still lacking evidence. Chess has a victory condition and requires strategy in order to achieve it, removing your opponents pieces is part of that strategy towards victory. What is the victory condition in Elite: Dangerous? What strategic advantage does destroying one cargo ship give the Anaconda?

I've destroyed cargo ships on sight (albeit only in Anarchy systems I was working against). There is one valid reason to do that: if you are trading with a station from a faction I'm trying to hurt it actually helps them. I tried to ask nicely first, but the usual behaviour is as anti-social as that of the supposed psychopaths, with people not even caring to respond. Why should then I care? This then evolves to a situation where the only action is starting hostile aggression on sight.

OFC you would have said I was a "griefer", but in 1.3 is even to get worse as powers compete with each other. Then everybody in the opposite faction will be a "griefer". Some player groups are killing pve BH in Zaonce because they oppose the Alliance to get stronger there, for example. They KoS, they don't ask questions or 'roleplay' being a pirate, they just kill anybody who is not in their friendly list.

But tbh, most of the people doing those KoS rarely have a reason apart of doing it "because they can". My point is that there are valid reasons that you may ignore for that behaviour, even if it's not usual.

I agree though that the crime system needs work, and not only that, the problem is you are being defenceless and the authority response is weak and slow. This means that trading ships must be given some proper buffer and not just be boxing bags, and the authority must be much more lethal and responsive (the more the more wanted you are in a system).

My 2c on this issue.
 
Excellent post Sandmann, balanced and fair I thought as well as very interesting. Perhaps a sample of one is a little small to draw conclusions, but well done.

Yah, thanks for that. I wasn't intending to claim it as "definitive evidence of theories"... just as the observations of one man in support of a proposition. :)
 
I agree that the punishment for murder should be larger than it is now. I still believe that mindless attacks can be reduced by balancing bounty values, and the proposed criminality changes (legacy fine, bounty cap) seem to support such a change just fine without the fear of exploits, but there need to be other changes as well to cater to pirates too. I haven't seen this mentioned in the criminality dev update, but my hopes are still high.

Take a small example, if the bounty for murder would be 10 million credits, committing a series of murders and having to pay for them would drain the wallet of that Anaconda pilot and make him think twice about doing this just for fun. It can't be abused if the 1 mill cap is still in place.

Normal pirates on the other hand have long since been saying that the reason they have to shoot down ships is because of the victim's ability to get away. In theory they could threaten the victim with hull and module damage (as opposed to complete ship and cargo loss) or they could try to take out drives, cargo hatch etc. The short FSD cooldown when submitting along with the lack of mass lock for hyperspace jumps and ridiculously low hull repair costs makes this sort of gameplay impossible. And why do we have low hull repair costs? Why do we have short FSD cooldowns? Because of convenience. Because players don't like to wait after they have been interdicted by the police. IMHO this all should go away.

Make interdictions and players encounters meaningful if you're gonna have them in the game, and make bounties meaningful as well.
 
I can only assume from this that MOST (not all, obviously) players in open have no interest in the social side of multiplayer.


Dr. 'Open is for psychopaths' investigates Open and comes to this totally unbiased conclusion.
:D Anyway, why not just wait and see how it works, and we can tweak from there.
 
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You are right Sandman, I shouldn't be so quick to judge...I'm just so bored of people throwing derogatory names about, regarding a 'game'.
-This is THE place for people to live out their fantasies, whatever they are.

I will go back and read properly and give some constructive feedback if I have any :)

However, it IS designed as such...if necessary I can link you the statements from FD where they say you can murder for no other reason other than "because you can". Until that changes, its just not cosha calling people names, or propogating a 'them and us' attitude. Its harmless fun at the end of the day, pixels are pixels. Perhaps I have a bias, I have fought in modern conflicts, I see no justification for people to take sides over a computer game, more-so when alternative playstyles are available.
 
Dr. 'Open is for psychopaths' investigates Open and comes to this totally unbiased conclusion.:D

Perhaps you failed to note the word "assume". Can you give another assumption that fits the evidence? Or are you just here to make derogatory remarks and not actually contribute anything?
 
As someone who plays this game 100% of the time in open, i find this post realy strange. I must have about 100h of trading, most of it with a t7 without shields and only 2 stock pulse lasers and i was never interdicted by a human... in fact in my entire E:D career i was interdicted by a human only once, and it was on a starting system in my very first day in the game. I think you have some crap lucky OP, or im super lucky.... anyway i wish there were more pirates because those dumb npcs cannot pose even a slight threat.

My advice, go trade in a realy calm region. In the systems that i trade you can figure in the top 5 most wanted with a 500cr bouty. Other space truckers and the ocasional usualy lost cobra are the only humans i usualy find.
 
As someone who plays this game 100% of the time in open, i find this post realy strange. I must have about 100h of trading, most of it with a t7 without shields and only 2 stock pulse lasers and i was never interdicted by a human... in fact in my entire E:D career i was interdicted by a human only once, and it was on a starting system in my very first day in the game. I think you have some crap lucky OP, or im super lucky.... anyway i wish there were more pirates because those dumb npcs cannot pose even a slight threat.

My advice, go trade in a realy calm region. In the systems that i trade you can figure in the top 5 most wanted with a 500cr bouty. Other space truckers and the ocasional usualy lost cobra are the only humans i usualy find.

I was in a really calm area. I'd been trading there in the asp for ten days without a problem - it was only when I got into an unarmed trading ship that someone had a go at me. I'm happy that you've managed to avoid it so far, but that's not the experience of many others.

Regardless, the post wasn't really about my experience - that was a one off for one person, and was only intended as supporting evidence or "background" for the proposals in the second half of the post.
 
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Interestingly, you have actually MADE MY POINT. Civilisation does not permit psychopaths to do as they please in their midst without consequence. They either chase them away, control them, or destroy them.

[edit] Ironically, Star Wars' Empire as controlled by the Sith would have actually seen the Jedi as a force for disruption and chaos, and themselves as the bringers of order and discipline. Very far from "psychopathic killers", though still definitely the "bad guys" of the movie. In AD&D terms they would have been "lawful evil".

Hardly. People are free to play the game however they wish is my point. Its not for me to judge their motivations, I would be dumb to assume to know. Griefing is an entirely separate issue.

And I don't disagree, that more can and should be done to apply consequence to murderers.
 
I will go back and read properly and give some constructive feedback if I have any :)

I'll be very interested to discuss with you any constructive criticisms you may have at that point.

However, it IS designed as such...if necessary I can link you the statements from FD where they say you can murder for no other reason other than "because you can".

I don't deny that. However for each of those statements you can link to, I can link to a statement that says "appropriate consequences" or "rare and meaningful". If/when you read the entire post I think you'll see it was actually about appropriate consequences and encouraging positive game play for all, not blaming and name calling.
 
I was in a really calm area. I'd been trading there in the asp for ten days without a problem - it was only when I got into an unarmed trading ship that someone had a go at me. I'm happy that you've managed to avoid it so far, but that's not the experience of many others.

Regardless, the post wasn't really about my experience - that was a one off for one person, and was only intended as supporting evidence or "background" for the proposals in the second half of the post.

i got my fair share of griefers as well, i was ram kiled inside a station once by an orca driver... it happess, its multiplayer after all... but its not that comon, you just had some crap lucky, prob wont happen agein in enother 100h or so. Anyways good luck out there.
 
Hardly. People are free to play the game however they wish is my point. Its not for me to judge their motivations, I would be dumb to assume to know. Griefing is an entirely separate issue.

And I don't disagree, that more can and should be done to apply consequence to murderers.

That's actually what the post was about. Not "stop the griefers or I'll cry!" but "make consequences appropriate to the crime". Griefers can still play but they actually see some real, meaningful consequences... not a paltry fine as we have now or having to go somewhere else for a week under the new proposed system. Griefers would still exist, but before they opened fire they'd be forced to think "is it worth the consequences?" A true psychopath would say "hell yes", while someone who's just doing "coz they can" may not.

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i got my fair share of griefers as well, i was ram kiled inside a station once by an orca driver... it happess, its multiplayer after all... but its not that comon, you just had some crap lucky, prob wont happen agein in enother 100h or so. Anyways good luck out there.

Umm yeah thanks for that. FD are trying to do something about it... hopefully it can be something useful. It doesn't really bother me personally as I normally play in group and will continue to do so till the problem is fixed... and I can afford the loss - it was just an experiment to support a proposition really. :)
 
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Its harmless fun at the end of the day, pixels are pixels. Perhaps I have a bias, I have fought in modern conflicts, I see no justification for people to take sides over a computer game, more-so when alternative playstyles are available.


Well, I understand both sides of the argument, and this opinion is just wrong: is not fun for the guy in the unarmed T7 to be destroyed in a second by two superior ships w/o even a fleeing chance. This guy may be a very casual player who can put some hours a week playing, he may still enjoy open because 'casual encounter' amuse him or casual socializing, have to pay up several millions because of apparent no reason, may be a serious set back for him (he is not like this bored Anaconda player who is maybe putting 6 hours a day in the game). Knowing that the aggressor can just keep going w/o any meaningful consequence makes it sound cheap and is just not fun.

To understand a problem you have to empathize with every part of the problem, otherwise you won't be able to reach a compromising solution. There is a lot of hypocrisy and bitterness going on usually on the debates in this forum that fail to account for the other part PoV.
 
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