General An option to automatically add to the block list.

Open isn't as some expect it to be then - as the block feature and delayed menu exit have been features of the game for as long as the game has been released - and block has only ever been strengthened and made easier to use over time.

Players get to pick and choose who they instance with in this game, whether through mode choice or use of the block list to excise specific players from instancing with the player in either of the multi-player game modes - and their decision precedes and may over-ride the desire of any other player who wishes to play with them.

The block list circumvents the intended function of the mode by cretaing adhoc "modes" within them. The fact that it's designed that way is not disputed. I'm saying that it's a stupid design that shouldn't exist that way - regardless of how long ago it's behavior has had this effect.

The modes are intended to be the means of control over who players instance with. If you give that power to individual players via a separate function (as fdev has) then you've undermined the very existence of the different modes. Currently with the way the block list works, if i have a group game where players in my group must play a certain way or they get booted from the group, players can use the block list to effectively create a group within the group. invisible to all they wish to block but not to their buddies. This occurs in open to a much more realistic scenario where open is no longer open but effectively turned into a group mode where that group varies for every player.

If you want a group mode where players can't hurt other players ...just have Fdev create that mode and be done with it. It makes no sense to undermine open more than the networking system does. Open should mean any and all - whether you like it or not. That's what open exists for.

The only way i'd see a justification for the current way the block list behaves with instancing is if the instancing part of the block list was limited to 5 players max to take effect after any current shared instance with who you are adding. That should be enough for any exceptional situations without abusing it as a way to create your own mode.
 

Robert Maynard

Volunteer Moderator
The block list circumvents the intended function of the mode by cretaing adhoc "modes" within them.
Given that Frontier created both Open and the block feature intended for use in either of the multi-player game modes, one wonders what the "intended function" of Open is - other than to offer players the ability to play among others while still being able to excise particular others from their gameplay.
If you want a group mode where players can't hurt other players ...just have Fdev create that mode and be done with it.
In the Engineers launch stream DBOBE advised that an Open PvE mode would require a lot of work, i.e. to remove all possible PvP actions, which seems to indicate that it's not going to happen.
It makes no sense to undermine open more than the networking system does. Open should mean any and all - whether you like it or not. That's what open exists for.
Open is no more undermined by the block feature than it ever has been - as the block feature has existed for as long as the game has. Sandro mentioned use of the block feature in a post a few days before release:
Hello Commanders!

In this instance, blocking the Commander might prove quite useful.

When you block somebody, a couple of things should happen.

Firstly, you will receive no communications from them.

Secondly, during any transition where matchmaking is at work (so basically, hyperspace jumps, entering and exiting super cruise) you are much less likely to be matched with the blocked Commander.

Blocking becomes weaker when it comes up against friends (and next year, player wings), because if a blocked Commander is in the same session as a friend (say, because they haven't blocked the Commander, the blocking effect is overruled by the friendship matchmaking.

Outside of this case though, blocking should work fine.
We all have opinions as to what Open should be - or even if Open as we know it should be the only Open game mode, given that the game design information published long ago mentions more than one Open "group" (i.e. mode as we know it) and that the rules could be different in each.

Frontier chose to only offer a single game mode with an unlimited population - it's a compromise, whichever way it's viewed, in my opinion.
 
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Given how confusing and inaccessible the tutorials, menus and options in this game generally are, I doubt a new player would even understand that such an autoblock feature exists, let alone how to disable or enable it.
In other words, let newcomers who don't know about the blocking feature die again and again in Deciat.
 
The block list circumvents the intended function of the mode by cretaing adhoc "modes" within them. The fact that it's designed that way is not disputed. I'm saying that it's a stupid design that shouldn't exist that way - regardless of how long ago it's behavior has had this effect.

The modes are intended to be the means of control over who players instance with. If you give that power to individual players via a separate function (as fdev has) then you've undermined the very existence of the different modes. Currently with the way the block list works, if i have a group game where players in my group must play a certain way or they get booted from the group, players can use the block list to effectively create a group within the group. invisible to all they wish to block but not to their buddies. This occurs in open to a much more realistic scenario where open is no longer open but effectively turned into a group mode where that group varies for every player.

If you want a group mode where players can't hurt other players ...just have Fdev create that mode and be done with it. It makes no sense to undermine open more than the networking system does. Open should mean any and all - whether you like it or not. That's what open exists for.

The only way i'd see a justification for the current way the block list behaves with instancing is if the instancing part of the block list was limited to 5 players max to take effect after any current shared instance with who you are adding. That should be enough for any exceptional situations without abusing it as a way to create your own mode.
That's the philosophy question. What's the intention of Open? Does it mean you can fight anyone you like, or does it mean you can play among the people you choose? FD have decided that it means the latter. Not everyone approves of this choice but I think it's the best for giving the game a future.
 
Given that Frontier created both Open and the block feature intended for use in either of the multi-player game modes, one wonders what the "intended function" of Open is - other than to offer players the ability to play among others while still being able to excise particular others from their gameplay.

In the Engineers launch stream DBOBE advised that an Open PvE mode would require a lot of work, i.e. to remove all possible PvP actions, which seems to indicate that it's not going to happen.

Open is no more undermined by the block feature than it ever has been - as the block feature has existed for as long as the game has. Sandro mentioned use of the block feature in a post a few days before release:

We all have opinions as to what Open should be - or even if Open as we know it should be the only Open game mode, given that the game design information published long ago mentions more than one Open "group" (i.e. mode as we know it) and that the rules could be different in each.

Frontier chose to only offer a single game mode with an unlimited population - it's a compromise, whichever way it's viewed, in my opinion.
Sorry about the offtopic, but I see you brought up the subject of implementation yourself. What's the difficulty in a high-security system to quickly send a bunch of ATRs to help.
The game has a great feature for newbies - report an assault against me. But the forces coming to the rescue are very weak, even in large systems with high security.
 
My system is my system, with the choice of who I manually block made by me, not some auto "block everyone who kills me no matter the circumstances" mechanism. No game I know of offers what the OP asks for, but there are games that provide temporary manual blocking for people who kill you for no good reason (parley in RDO, for example).

Regarding notoriety, I provide a potential automated instance management system as an alternative to the OP, just see my last post to this thread.
Excuse me Are you familiar with the game?
What do you think will happen to the notarity if you use a battering ram?
And the like.
 
I mean, is it significantly different from letting newcomers who don't know about fuel management or the fuel rats die of fuel loss?
I believe that this is not the case. As on the map and at the jump it is always written that it is the last fuel star.
And then if YOU run out of fuel you can quit the game and start figuring out what YOU can do not to die, and they will help you.
You don't want to confuse doing good deeds with doing bad deeds.
 
I believe that this is not the case. As on the map and at the jump it is always written that it is the last fuel star.
And then if YOU run out of fuel you can quit the game and start figuring out what YOU can do not to die, and they will help you.
You don't want to confuse doing good deeds with doing bad deeds.

My point was more:
1. Fuel loss does occur to new players (And sometimes experienced players).
2. The tutorial does NOT explain fuel. What's easy for someone experienced in the game like you may not be obvious to a new player. Fuel rats have "hot spots" of their own in newbie systems
3. Use of fuel rats requires knowledge gained outside the game

I'd agree that the tutorials overall could be more in-depth. I also wouldn't be opposed to the galactic map including stuff like Inara's traffic and security reports to give more feedback to players (Like with the fuel meter). However, I don't think the game should make decisions on behalf of a player on who they should and should not play with.
 

Deleted member 121570

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The block list circumvents the intended function of the mode by cretaing adhoc "modes" within them. The fact that it's designed that way is not disputed. I'm saying that it's a stupid design that shouldn't exist that way - regardless of how long ago it's behavior has had this effect.

The modes are intended to be the means of control over who players instance with. If you give that power to individual players via a separate function (as fdev has) then you've undermined the very existence of the different modes. Currently with the way the block list works, if i have a group game where players in my group must play a certain way or they get booted from the group, players can use the block list to effectively create a group within the group. invisible to all they wish to block but not to their buddies. This occurs in open to a much more realistic scenario where open is no longer open but effectively turned into a group mode where that group varies for every player.

If you want a group mode where players can't hurt other players ...just have Fdev create that mode and be done with it. It makes no sense to undermine open more than the networking system does. Open should mean any and all - whether you like it or not. That's what open exists for.

The only way i'd see a justification for the current way the block list behaves with instancing is if the instancing part of the block list was limited to 5 players max to take effect after any current shared instance with who you are adding. That should be enough for any exceptional situations without abusing it as a way to create your own mode.

I think this is the wrong way to look at it. Modes aren't intended to be a means of control over WHO you instance with. They're a broad brush - removing interaction opportunity across massive swathes of the game population. They're not about blocking specific people who you don't want to play with, but about choosing not to encounter anyone/most folks.

Block though is all about removing individual people, one by one from your own game, rather than removing everyone. Nobody is 'invisible to all', because they won't have blocked that many as a % of the overall population. They'll just be invisible to those individuals who they've specifically chosen not to encounter. It's completely personal choice, about individual people. It's not a mode choice, but a choice to exclude individuals from your own game time. You don't have to play with everyone, and can remove individuals as you see fit. This is right, proper and good.

Modes aren't personal. Block is. Being blocked means someone wants to play with everyone except you personally, and you probably won't even know it.

Open is ultimately a social space. Nobody has to tolerate the presence of people they don't want to. New players should be encouraged to understand this and should use it as they see fit, and not put off by fears about instancing that aren't likely to affect them personally.
 
I don't think it would hurt to add "PVP enabled" in big red letters on the "Open Play" select. But "blocking" is a common mechanic across a lot of MMOs, and griefers are also common across many games.
open.png
 
I am fine wit this. All for more choice, but it needs to default to off.
Block should be used after at least some consideration. Defaulting such a setting to on removes that consideration from the equation.
 
What if I see someone with hull damage and send a repair limpet their way? Should the game autoblock me by default on their behalf for that uninvited instance of group play as well?

What if it is a new player and the game auto-blocks someone for blowing them up, so they are now unable to send a message to their assailant to disparage their mother's chastity? Under this premise of the block feature being too difficult to comprehend for new players, it would all but eliminate their chance of ever coping with the traumatizing experience of playing with other players while in a mode made for just that through some gold old fashioned rage messages.
 
I don't know anything about Elite Dangerous... 🤷
As far as I know it is possible to kill a person in different ways and not get a notarity.
Again, many players get a notarity and do not turn off the game and go to bed to be clean in the morning.
 
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