I apologise for this to a certain extent, but I have had two previous threads: Elite Babysitter and Avoiding Group Control which are seemingly diametrically opposed to each other in content. In the Babysitter thread I more or less railed against steps being taken to protect players from griefing to the extent where it no longer feels like I would be playing a multiplayer game. In the Avoiding Group Control thread, I re-examined the situation after taking into consideration what would happen and are enough steps being taken if a GROUP (not an individual) of large numbers tried delibrately to 'wreck' the game. And in that thread a lot of hypotheticals were thrown around based on what we understand about the game system from the Beta and the DDF.
I felt that a third thread was necessary to try and bring these two sides together. What's interesting to me is that during the course of these conversations (and they have been conversations) I've been forced to examine where I stand and thus the title of this thread, a discussion with myself.
I have two seemingly opposing desires here, one of which is to play a MULTIPLAYER game and knowing that I'm doing so, even taking the risk of PvP (which I'm not particularly interested in, but do see it as an exciting way to create particularly meaningful story) and for this reason I'm against the idea particularly of the transponder allowing players to hide from each other in the midst of the NPCs.
On the other hand, I wish for there to be measures in place that aren't aimed at the solitary pilot or even the solitary griefer, but aimed at stopping a particular group, whether it be Goonswarm, already famous for their antics in EVE, or any other similarly minded group.
And I realised that perhaps I'm looking at two completely different problems in the same way, when, I really shouldn't be. I don't not want one and want the other more. I want both. And I think, so do a lot of people.
We want to have a meaningful multiplayer experience, whether it be as a pirate, or as a trader playing co-operatively with other people. However I don't think any of us want a single large group coming here with the intention of breaking it. And I don't think anti-griefing systems are meant for those people. Anti-griefing systems in place are meant for catching the single player or small group who're out to 'cause tears'.
I think having listened to David, he's particularly interested in taking care of those types of griefers via different NON INTRUSIVE systems, either through the bounty system or through match-making and trapping the 'anti-social types' as he calls them in their own instances via match-making. And I think along with grouping and the ignore function, that's as far as I really want or need that to go. There will be a period of time where the system balances, griefing on a large scale WILL take place as we all figure out how things work, but overtime the bounty and the match-making will slowly lessen those cases. It's a slow reactive system and overtime should work.
As for the 'avoiding group control', after some careful thought and wonderful discussion in the last thread, I think now, that it's a completely different topic and one that can only be dealt with through Moderation. Both in the game, via moderators (system watch dogs effectively who're keeping an eye out for precisely this type of 'gaming the system', not necessarily breaking any rules but manipulating it on a large scale to cynically move it away from 'the spirit of the game' whatever FDEV decide that to be and ruining it for others) and here in the forums where we make sure and stay vigilant against what we know to be the goons type of metagaming to dominate a community.
I hope you haven't found this boring, but having posted two seemingly opposing discussions, I felt a third was necessary (I know some of you don't) to clear up how I felt both discussion had changed my own view of the game and hopefully clarified your own thoughts, even if you disagree with me.
Thanks for reading.
PS. Hopefully this is the end of what has been a trilogy of posts examing my own ideas of how the multiplayer aspect of the game should work in terms of handling abuse.
I felt that a third thread was necessary to try and bring these two sides together. What's interesting to me is that during the course of these conversations (and they have been conversations) I've been forced to examine where I stand and thus the title of this thread, a discussion with myself.
I have two seemingly opposing desires here, one of which is to play a MULTIPLAYER game and knowing that I'm doing so, even taking the risk of PvP (which I'm not particularly interested in, but do see it as an exciting way to create particularly meaningful story) and for this reason I'm against the idea particularly of the transponder allowing players to hide from each other in the midst of the NPCs.
On the other hand, I wish for there to be measures in place that aren't aimed at the solitary pilot or even the solitary griefer, but aimed at stopping a particular group, whether it be Goonswarm, already famous for their antics in EVE, or any other similarly minded group.
And I realised that perhaps I'm looking at two completely different problems in the same way, when, I really shouldn't be. I don't not want one and want the other more. I want both. And I think, so do a lot of people.
We want to have a meaningful multiplayer experience, whether it be as a pirate, or as a trader playing co-operatively with other people. However I don't think any of us want a single large group coming here with the intention of breaking it. And I don't think anti-griefing systems are meant for those people. Anti-griefing systems in place are meant for catching the single player or small group who're out to 'cause tears'.
I think having listened to David, he's particularly interested in taking care of those types of griefers via different NON INTRUSIVE systems, either through the bounty system or through match-making and trapping the 'anti-social types' as he calls them in their own instances via match-making. And I think along with grouping and the ignore function, that's as far as I really want or need that to go. There will be a period of time where the system balances, griefing on a large scale WILL take place as we all figure out how things work, but overtime the bounty and the match-making will slowly lessen those cases. It's a slow reactive system and overtime should work.
As for the 'avoiding group control', after some careful thought and wonderful discussion in the last thread, I think now, that it's a completely different topic and one that can only be dealt with through Moderation. Both in the game, via moderators (system watch dogs effectively who're keeping an eye out for precisely this type of 'gaming the system', not necessarily breaking any rules but manipulating it on a large scale to cynically move it away from 'the spirit of the game' whatever FDEV decide that to be and ruining it for others) and here in the forums where we make sure and stay vigilant against what we know to be the goons type of metagaming to dominate a community.
I hope you haven't found this boring, but having posted two seemingly opposing discussions, I felt a third was necessary (I know some of you don't) to clear up how I felt both discussion had changed my own view of the game and hopefully clarified your own thoughts, even if you disagree with me.
Thanks for reading.
PS. Hopefully this is the end of what has been a trilogy of posts examing my own ideas of how the multiplayer aspect of the game should work in terms of handling abuse.
Last edited: