Avoiding Group Control...

Status
Thread Closed: Not open for further replies.
Erm, isn't the main gist of this thread that it is feasibly possible for a well organised and determined group of people to control cores systems. Even given the current 32 player instancing limit?

If the OPs rumours and fears are correct then this Goonsquad are already attempting to influence the direction FD take with ED.
  • Yes the current system makes it almost impossible for a guild to control systems.
  • That does not mean they are not currently trying to influence the direction the game takes in the future.

The main OP states

"This may seem like scare-mongering, but the Goons are coming to Elite Dangerous and they WILL try to be the dominating force of the game. Their mindset calls out for it. My methodology above is how I'd do it if I had the numbers that the Goons have at their disposal (they have a LOT of people). Basically locking down key star systems by dominating the Principal Instance of those star systems with groups of players stationed around space stations in those systems or dominating the key hyperspace spot."

Yes but couple police, mercs, bounty hunters and EVE vets into the equation and things start slanting the other way in-game...add in possible faction responses and yeah..

The OP I believe trusts the pessimistic view of the Incarna/Monoclegate incident in EVE which basically states that CCP got played by the Goons like a fiddle. Problem is I was there... I was one of the guys leading the protests in Amarr and bounced back and forth from Amarr to Jita to get more people. My country went through a orchestrated revolution and so I know how to spot crowd agitators and what I saw and heard were allot of angry people asking direct questions and when CCP bungled quite spectacularly in damage control we all went from demanding answers to demanding the core game first, ambitious and poorly thought out feature expansions second. GIA ( Goon intelligence ) could not have orchestratwould no though they may have stoked the fire as it was in their interest to get some attention thrown to balance issues but the entire thing was simplily as is remembered.

So yeah...unless you believe FD are not aware of the story and aware of Goons in general you would put more faith in their abilities.

Guilds should be put in post release so they can be better accounted for with in-game mechanics and nail down the idea that player groups can never control space nor project power in any way that wouldn't also **** NPC factions and player factions off. Like with a individual have bounties for guilds for disruptive ones and if a portion of players, say 1/3, are PKers make it an outlaw guild where all their members are fair game.
 
Avoiding mp completely gives me an invaluable peace of mind; Just me and my ship between the stars, immersing myself in this Elite Galaxy. Pure bliss I tell you.

Having said that I will most likely try out the multi player anyway :).
Sad to say but I'm of the exact same opinion. I really want the multiplayer elements of this game to work. Even though I will do my best to avoid the more obvious PvP scenarios, I firmly believe there is enough galaxy and gameplay variation for everyone to enjoy their own playing style within the limits set by the game rules.

But the minute I feel as though the universe I'm playing in is being influenced by the metagaming antics of those with an external agenda -- especially if FD effectively condones it through inaction -- I will flip that single-player switch faster than a four-pip Cobra with its boosters lit.

And at least I'm prepared to wait until gold and give every iteration a chance. I get the feeling there are some folk who have given up on the idea of multiplayer already. I'd love to see the server logs for the first week after Standard Beta 1 goes live, to see what proportion of Alpha and Premium Beta players drop immediately into single-player or private groups, never to be seen again by the masses. Sadly, I suspect it'll be small but statistically significant :(
 
But the minute I feel as though the universe I'm playing in is being influenced by the metagaming antics of those with an external agenda -- especially if FD effectively condones it through inaction -- I will flip that single-player switch faster than a four-pip Cobra with its boosters lit.(

If the group are part of the in game factions such as Imperial/Alliance/Federation then fair enough. As soon as I read that system X,Y or Z are effectively controlled by an external faction with their own agenda I am going SP and never looking back.
 
This thread seems to be going around in circles, so apologies, but just re-posting this as it may have been missed by people new to the thread that are repeating the same arguments about how E: D will be controlled by Goons...

I don't think it's that simple. Let's go over these point by point:

- Instance limit of 32 players max.
Well, this means that all you need is 17 players and you're guaranteed a majority in an instance. A large org like the goons could easily put together multiple groups of 17 to control multiple instances or the primary instance of multiple systems, and nobody would be able to challenge them since it would be impossible to attack them with even equal numbers without being stuck in a different instance.

- No territorial control possible.
- No player run markets.
- No manufacturing.
- No player owned persistent structures.

No recognized territorial control possible. But they've also said that the point where you exit hyperspace in an instance is fixed, and there could be 17 guys waiting for you there. Personally, I'd rather have these groups end up with actual control of a system and want to *protect and police it* so that other players want to go there, trade, and provide them with income, rather than just raiding and killing everyone. Worked for the Vikings. And Hamas, for that matter.

- No player corporations / guilds.
No recognized corporations / guilds possible. What this means is that it is harder to organize a group ingame, giving the advantage to orgs which have been formed outside of the game or which are a preexisting organization. (Like the Goons.)

- Death outside Ironman is relatively painless.
...Not according to the general forum it isn't.

- Exponential bounty system and NPC response.
AFAIK the bounty system only applies in the jurisdiction where you gain the bounty. You can live in empire space and raid everywhere else. The exception is the pilot's federation bounty for player killers, but this doesn't have the same response as organization bounties. (You might get NPC bounty hunters, but FD says county hunters work alone.)

- Possible hiding of who is a player and who isn't.
Yeah... so, you hide your player status to hide from the PvP players, and get attacked everywhere by the PvE players instead?

- No player council to be influenced or controlled.
There are still developers to influence and control. Imagine 2000 sock puppets all showing up in the forum at once, to raise the same issue?

- Private groups
- Single player.

Eve can't be dominated by player orgs either, if you consider "not playing" a valid option.

- Enormous galaxy.
I don't think we've really seen how enormous the *playable* part of the galaxy is, have we? The 400 billion systems number is far more than is actually playable since most of it isn't inhabitable.

- A watchful player base, hardened by experiences in other games, who will not tolerate griefing.
Not sure what this player base is going to do when a stronger group can't get into the same instance as the troublemakers, and they will be at a disadvantage when it comes to organizing themselves due to the lack of ingame organizations.

- Ignore list which works on an account (not character) basis.
So... you're going to manually ignore *thousands* of players in an org, when you can't even tell that they're in that org ingame?

Large player orgs have power. That's just a reality of multiplayer games. This is a good thing, because having players influence what's going on is sort of the point of playing multiplayer. The trick is to build systems that manipulate them into providing a positive experience for other players, and make your main feature an actual *benefit* instead of a negative.

A big part of that is allowing players to provide content for each other, and to expand the gamespace. What's the point of a horizonless, virtually infinite playspace if you can't *do* anything with the vast majority of it? And we're already seen the social problems that come out of not really having an endgame. Players with nowhere to progress to turn on each other. I, for one, hope that FD reconsider the lack of player territory control and economies, as it'll give endgame players and orgs something to *build up* and *work towards* rather than tear down and destroy out of sheer boredom.
 
The main thing to remember with Goons is never! ever! say "NEVER" or Can't be or Wont be done, because they can and will, they have more player and political voice/clout via internal or external influence in any game arena they are interested than most games producers would openly acknowledge. They have the will and intellectual ability to push for pretty much anything they want within any game they want even if it takes months or years, and it will all sound so reasonable.
This experience is drawn from 10 years plus gaming in EveOnline
so enjoy your naiveté while it lasts.
 
Last edited:
I don't think we've really seen how enormous the *playable* part of the galaxy is, have we? The 400 billion systems number is far more than is actually playable since most of it isn't inhabitable.

Numbers vary, but recently Frontier have been saying about 100,000 systems will be inhabited by humans at game launch. How quickly that number increases will depend on explorers.
 
This isn't about me or others being unable to see your point of view, it is about playing the game the way the FD are designing it. There are already factions within the game and the dynamic universe will be largely centered around them. Allowing thousands of people to form their own guilds and control systems would ruin that dynamic completely.

For example, if a guild were able to push their agenda by swarming instances with thousands of their players. What if they took over the Sol system? At that point we are no longer playing in an Elite universe as Sol would not a Federation core world, it would become part of the Gooniverse.

That is why I do not want Eve like guild mechanics in the game.

+1

The main reason I don't want group control (and why I think FD won't allow it) is that it would make a complete mockery of the lore and fiction they have created for the game.

I'm not totally against guilds though, if they play within the rules and if they can't control systems or hope to take on the NPC factions.
 
Last edited:
The main reason I don't want group control (and why I think FD won't allow it) is that it would make a complete mockery of the lore and fiction they have created for the game.

How so? Freeport is controlled by a private miner's consortium. That seems entirely analogous to a large player group.

I wouldn't expect a group of players to end up with a big space empire to rival the Empire or the Federation, but those are tens of thousands of systems each, there's no way that would happen anyhow.
 
- Instance limit of 32 players max.
Well, this means that all you need is 17 players and you're guaranteed a majority in an instance. A large org like the goons could easily put together multiple groups of 17 to control multiple instances or the primary instance of multiple systems, and nobody would be able to challenge them since it would be impossible to attack them with even equal numbers without being stuck in a different instance.

It could just be "lost in translation", but the way you're describing "instances" is not quite how the net-code works.

For a start there is no "primary instance" in a system, every player has a bubble/instance which moves with them. When they meet another player then they get a "merging" of bubbles and an ad-hoc, P2P network is setup with a 32 player limit. Once the 32 player limit is reached then another network is created for the next 32 players...rinse and repeat. However, if in your scenario a group of 17 players is "camped" somewhere and another group approaches with more than 15 players in it, then the two separate ad-hoc bubbles/P2P networks don't get merged, but they are still in the same game location and able to interact with whatever maybe there e.g. dock at a station and trade etc. The important bit is the camping group doesn't get to interfere directly with the other group, because they won't be able to see them.

There will also be added complications like geographical matchmaking, which may render some players "invisible" by being unable to enter the camping group's bubble due to latency (dependant on the make up of the P2P node/player locations in the camping group).

Blockading locations is going to be very difficult, whilst the current networking mechanics remain intact and its unlikely to change as the ad-hoc networks need to be able to be created anywhere in the 400 billion star systems, between any players.
 
Last edited:
I don't think it's that simple. Let's go over these point by point:

I should add here right off the bat that not one of these things will prevent organised griefers from coming in en-masse and ruining the game. Not on it's own. The point is that it's a combination, cumulative effect. I appreciate your points, but to take them one by one in isolation they can often easily be debunked (as you have done so). However...

- Instance limit of 32 players max.
Well, this means that all you need is 17 players and you're guaranteed a majority in an instance. A large org like the goons could easily put together multiple groups of 17 to control multiple instances or the primary instance of multiple systems, and nobody would be able to challenge them since it would be impossible to attack them with even equal numbers without being stuck in a different instance.

That's not how "instancing" works in E: D. But let's say it did... it would have the following knock on effects..

1) They would trigger an NPC response. 17 players are not going to be able to fly together and not pique the interest of the authorities to see what was afoot. This is part of the background simulation.
2) They would gain bounties & sooner or later will have to leave the safety of the hive & therefore be vulnerable

These two points alone are enough to deter most pilots.

- No territorial control possible.
- No player run markets.
- No manufacturing.
- No player owned persistent structures.

No recognized territorial control possible. But they've also said that the point where you exit hyperspace in an instance is fixed, and there could be 17 guys waiting for you there. Personally, I'd rather have these groups end up with actual control of a system and want to *protect and police it* so that other players want to go there, trade, and provide them with income, rather than just raiding and killing everyone. Worked for the Vikings. And Hamas, for that matter.

I wouldn't want that. That's what happens in EVE, and it sucks, frankly. Protection rackets? No thanks...

I'm not sure if where you exit hyperspace is 'fixed' as such, but it is around a star. It's quite hard to supercruise around a star, so even if you get someone show up in your instance, you may struggle to catch them.

- No player corporations / guilds.
No recognized corporations / guilds possible. What this means is that it is harder to organize a group ingame, giving the advantage to orgs which have been formed outside of the game or which are a preexisting organization. (Like the Goons.)

Yes, groups will form (or have formed) out of game. It doesn't mean they're able to exercise any power in game though. ;)

- Death outside Ironman is relatively painless.
...Not according to the general forum it isn't.

Well, there isn't really much I can say to that. When we were debating it in the DDF, I (along with a number of others) was strongly opposed to the cuddly death we have now, and it's perhaps one reason why we have Ironman which is closer to the spirit of the original Elite. Bottom line is, in "normal" mode you lose your ship and cargo. That's it. And you get insurance for your ship. :rolleyes:

- Exponential bounty system and NPC response.
AFAIK the bounty system only applies in the jurisdiction where you gain the bounty. You can live in empire space and raid everywhere else. The exception is the pilot's federation bounty for player killers, but this doesn't have the same response as organization bounties. (You might get NPC bounty hunters, but FD says county hunters work alone.)

To be honest, I don't have a problem with that. Imperial raids into Federation space is the sort of thing that makes the background sim tick & is part of the lore of the game. Where I have a problem is the idea of a group of players coming in and calling themselves "Sm@l1D!ckzC0rp" and attempting to exert the kind of control that is naturally NPC in nature. E: D has an evolving story around the NPC factions with a lot of background lore to back it up, and the fun will be seeing how that plays out & having the chance to influence that in a small way. :)

- Possible hiding of who is a player and who isn't.
Yeah... so, you hide your player status to hide from the PvP players, and get attacked everywhere by the PvE players instead?

Only if you have a bounty on your head. ;)

- No player council to be influenced or controlled.
There are still developers to influence and control. Imagine 2000 sock puppets all showing up in the forum at once, to raise the same issue?

That would be quite a sight I agree. ;) However, the devs are not that dumb, trust me...

- Private groups
- Single player.

Eve can't be dominated by player orgs either, if you consider "not playing" a valid option.

Who said anything about "not playing"?

- Enormous galaxy.
I don't think we've really seen how enormous the *playable* part of the galaxy is, have we? The 400 billion systems number is far more than is actually playable since most of it isn't inhabitable.

I believe initially it will be somewhere in the region of 70,000 systems. Not being funny, but that will take an enormous amount of effort to "control" by players.

- A watchful player base, hardened by experiences in other games, who will not tolerate griefing.
Not sure what this player base is going to do when a stronger group can't get into the same instance as the troublemakers, and they will be at a disadvantage when it comes to organizing themselves due to the lack of ingame organizations.

As I said, they'll always be able to get into the instance, as any large player group flying together will trigger an NPC response from the background sim. As soon as shots start flying, they will step in appropriately. And unlike in Star Wars, there will be no question about who fired first. ;)

- Ignore list which works on an account (not character) basis.
So... you're going to manually ignore *thousands* of players in an org, when you can't even tell that they're in that org ingame?

You just have to take it on a case by case basis. Remembering that the galaxy is huge, and even a group of 10,000 is still going to be very small in galactic terms.

Large player orgs have power. That's just a reality of multiplayer games. This is a good thing, because having players influence what's going on is sort of the point of playing multiplayer. The trick is to build systems that manipulate them into providing a positive experience for other players, and make your main feature an actual *benefit* instead of a negative.

Precisely why I signed up for the First Great Expedition :)

A big part of that is allowing players to provide content for each other, and to expand the gamespace. What's the point of a horizonless, virtually infinite playspace if you can't *do* anything with the vast majority of it? And we're already seen the social problems that come out of not really having an endgame. Players with nowhere to progress to turn on each other. I, for one, hope that FD reconsider the lack of player territory control and economies, as it'll give endgame players and orgs something to *build up* and *work towards* rather than tear down and destroy out of sheer boredom.

For what it's worth, I think it will be reconsidered in time. David has spoken of his desire to see players owning structures, etc... but being understandably guarded as the game dynamic would obviously change. For now, expansion is handled via NPCs, and we can play a part in that. That's the "end game" for now.

There is also the whole socio-political structure of E: D's factions to play out, and who knows where that will take us, how involved we will be, and where that affects gameplay.

The whole end-game argument I've brought up before on here, and been shot down as not the right time, but you're right. Ultimately, having named a planet, I want to build a house there. That's my end game. :D
 
Last edited:
I disagree, the space opera will be provided by the already existing alliances and factions within the ED universe. The ED universe is going to be dynamic and having player based guilds could very well ruin that dynamic. You essentially want to introduce guilds and organisations that are not part of the ED lore. In your opinion it would make ED a richer experience. I and many others would absolutely detest the very notion that a bunch of players in an imaginary non ED lore "guild", were capable of influencing our experience of the ED universe. I cannot fathom why the already existing factions of Alliance, Federation or Empire within the game are not enough for these people.

Who said anything about that? Players can't own space in ED. Ergo, any and all organizations in ED will conform to what they can do in ED, which is piracy, faction militia, bounty hunting, trading, mining, missions or exploration. Plenty of space opera to do in those areas.

Can you not see the irony in that paragraph? Eve players crave something new, but they want it to be just like Eve. Seriously, either they want something new or they don't. Either embrace what ED are planning or stay with Eve. It sounds to me like most Eve'rs simply want ED to be their Eve with cockpits.

Seems you have difficulty reading. I crave what ED has to offer, which does not mean I believe it does everything perfectly. I also avoid game evangelism.

I find this whole irrational fear about the game being ruined just by the presence of players who come from a different game and have ideas which differ from the accepted norm hilarious. Shows how little faith these supposed supporters of FD's vision have in the developers.

And for all of you who seem terrified that a bunch of players are going to rampage through "your" game - well, you have solo/private groups. There, all fixed, isn't it? :)
 
To be honest, I think you're missing a trick here - Jeff has practical concerns, but it sounds like he's offering to talk about ways of expressing it that don't trigger the irrational fear response you're concerned about. It sounds like you both actually agree on a lot of things, and could help each other if you looked past the disagreeable parts of each other's argument that you want to knock down, and focused on the agreeable parts you can build on.

I pretty much just said the same thing on his thread. Probably lost in text, my message is 'scaremongering' and 'causing panic' his is obviously 'warning people'...

Which I found amusing. I think we should take this to private discussion Noir.

For the record while I'm still concerned about them game controlling, I'm more worried now about a forum attack.

Again, wait and see. And yeah their tactics are pretty much about subversion and that does cause paranoia. But like someone once said, just because you're paranoid, doesn't mean they're not out to get you.

Elite Dangerous already has a decent thread and following on the something awful forums. (This thread is even mentioned as a grrr goons thread). They're here.

Ha, and Noir's thread is also mentioned today, congratulating him on opening it and thinking he's one of them ;)
 
Last edited:
I have absolutely no fear of goon squad tactics within the confines of Elite: Dangerous.

With the ignore feature I can eliminate them as fast as I become aware of them.

Yes, they may have some small effect on the persistent galaxy. As will we all.

But within the mechanics of the game I have absolutely no fear they will ruin my pleasure or entertainment aside from some occasional and ever-so-brief moment that I will get great satisfaction from eliminating the offending goon from my galactic meanderings.

I refuse to spend a great amount of time enabling terrorists by worrying of their future endeavors to ruin others' game experiences.

I would suggest not allowing them that hold over you as well but you have to decide for yourself to disallow their influence over you.
 
Last edited:
I have absolutely no fear of goon squad tactics within the confines of Elite: Dangerous.

With the ignore feature I can eliminate them as fast as I become aware of them.

Yes, they may have some small effect on the persistent galaxy. As will we all.

But within the mechanics of the game I have absolutely no fear they will ruin my pleasure or entertainment aside from some occasional and ever-so-brief moment that I will get great satisfaction from eliminating the offending goon from my galactic meanderings.

I refuse to spend a great amount of time enabling terrorists by worrting of their future endeavors to ruin others' game experiences.

I would suggest not allowing them that hold over you as well but you have to decide for yourself to disallow their influence over you.

Ignoring them won't make them go away...
 
The best advice I can give regarding those kind of "groupers" is:

Don't feed the Trolls.

Just Don't. Worrying about them is acknowledging them. Is giving them a shred of your attention. Is feeding their ego.

Don't feed the Trolls.

"Who? Why should I care? So they want to.. nevermind, I lost interest."

Don't feed the Trolls.
 
The best advice I can give regarding those kind of "groupers" is:

Don't feed the Trolls.

Just Don't. Worrying about them is acknowledging them. Is giving them a shred of your attention. Is feeding their ego.

Don't feed the Trolls.

"Who? Why should I care? So they want to.. nevermind, I lost interest."

Don't feed the Trolls.

I agree with this. Deprived of the attention they will eventually go find some other place to get the attention they crave.
 
I pretty much just said the same thing on his thread. Probably lost in text, my message is 'scaremongering' and 'causing panic' his is obviously 'warning people'...

Which I found amusing. I think we should take this to private discussion Noir.

For the record while I'm still concerned about them game controlling, I'm more worried now about a forum attack.

Again, wait and see. And yeah their tactics are pretty much about subversion and that does cause paranoia. But like someone once said, just because you're paranoid, doesn't mean they're not out to get you.

Elite Dangerous already has a decent thread and following on the something awful forums. (This thread is even mentioned as a grrr goons thread). They're here.

Ha, and Noir's thread is also mentioned today, congratulating him on opening it and thinking he's one of them ;)

Heh...they do dislike people who know their favorite tricks though I have only ever been an observer of their actions ( gotta say they were funnier pre-Mittens but he did do some solids in terms of actually making them a force...issue is they've gone a bit too far in terms of being relevant or wanting to be so ). Kinda miss the missed the bill bunch :( but meh.

If they know of these threads Jeff then try and keep things focused, factual and pragmatic ( what you and others can do against them without developer support ). Going any other way will leave you guys open to a feign or sideswipe.
 
Why disrupting playing with that dept?

If you die with debt and want to delete that character no problem BUT you are "forced" to work out that debt in singleplayer-online for that specific char slot.

So you can still play, but you are not able to play the full online part with that specif slot until the debt has been worked off.

That way you dont disrupt playing, but still securing multiplayer from "new sidewinder attacking" griefing.
 
Interestingly, there's a thread by a chap called Bloody W[it'll get bleeped, but sounds like Banker] over on SA. It looks like a fan thread and most of BW's posts read that way, but there are a few that indicate it's FD:

Rock Paper Shotgun came by the office the other day to get a hands on with Elite.[1]



Anyway, we're currently working on moving the positions and movement of the spacestations and the absolute time management over to a central server instead of having it on players clients. So hopefully that issue will be resolved within the next couple of updates.[2]


"Thank you for making what is shaping up to be the best space sim in a decade"​
Thanks!
[3]
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom