Boggled by mindset

You're in your shiny new Vulture, winged with your buddy in an Asp at a nav beacon.

A lone hollow-rectangle Viper pops in for a look-see.

Given that said Viper has no bounty, no cargo, leaves his hardpoints retracted and is absolutely not one bit interested in taking on a fight where he'd be completely outclassed AND TELLS YOU SO IN CHAT, do you...

A) continue doing what you were doing safe in the knowledge that the pair of you are untouchable by that one small fighter
B) same as A) but keep a wary eye on that Viper "just in case"
C) at least reply unwelcomingly when said Viper gives you a cheery "Hello, don't mind me, just watching"
D) get all excited thinking "zOMG hollow box pew pew", disengage from your NPC Python target, pew pew, chase Viper even though Viper was very quickly over 6km away and rising...we'll show him what for pew pew ...oh...he's gone (twice ... because Viper came back hoping for a different instance to no avail and surely the second time that Viper would be slower, or maybe you'd be quicker...except this time you keep chasing right out to 45km away from the beacon because the Viper can't be bothered to keep boosting to go out of range and is curious how long you'd tail him for).

Wait... you what? You'd pick option D? Really?

Anyone want to enlighten me on the finer points of this hollow-box-rage that seems to afflict so many pilots? You wouldn't attack a zero cargo, zero bounty NPC (other than influence testing) so why do it when it's a player.

I'm just a bit boggled by that mindset I guess and writing it down probably helped :)
 
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They are probably on (E)

or (F) "lets keep chasing this Viper because eventually he will get annoyed and decide to fight us after all, because that's what we would do"
 
I'd kill him. Why? Because I really like the color of fresh blood on my ship. But I don't like the color of dried blood. It takes a lot of blood to keep my whole ship looking fresh.
 
You're in your shiny new Vulture, winged with your buddy in an Asp at a nav beacon.

A lone hollow-rectangle Viper pops in for a look-see.

Given that said Viper has no bounty, no cargo, leaves his hardpoints retracted and is absolutely not one bit interested in taking on a fight where he'd be completely outclassed AND TELLS YOU SO IN CHAT, do you...

A) continue doing what you were doing safe in the knowledge that the pair of you are untouchable by that one small fighter
B) same as A) but keep a wary eye on that Viper "just in case"
C) at least reply unwelcomingly when said Viper gives you a cheery "Hello, don't mind me, just watching"
D) get all excited thinking "zOMG hollow box pew pew", disengage from your NPC Python target, pew pew, chase Viper even though Viper was very quickly over 6km away and rising...we'll show him what for pew pew ...oh...he's gone (twice ... because Viper came back hoping for a different instance to no avail and surely the second time that Viper would be slower, or maybe you'd be quicker...except this time you keep chasing right out to 45km away from the beacon because the Viper can't be bothered to keep boosting to go out of range and is curious how long you'd tail him for).

Wait... you what? You'd pick option D? Really?

Anyone want to enlighten me on the finer points of this hollow-box-rage that seems to afflict so many pilots? You wouldn't attack a zero cargo, zero bounty NPC (other than influence testing) so why do it when it's a player.

I'm just a bit boggled by that mindset I guess and writing it down probably helped :)

E) Crack a few jokes, make friends with him, let him get too close, open fire and knock out his frame drive.
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Then play with your dinner for a few minutes before putting him out of his misery lol
 
Given the majority of players at a nav beacon will be bounty hunting, they're probably just trying to chase you off what they see as their patch.
 
Well, alot of folks rather engage human Pilots than an AI.

The fine difference is what types of Players the rule set of ELITE has so successfully pampered and attracted.

It's the toxic attraction of the reckless, the mindless, the gankers, the psychos and the downright sociopaths (who'd do everything to harm other Players - for the sole sake of causing another person harm of any kind, that's what they live for).

For as long as engaging and destroying Clean Players is free of any meaningful consequences and actively welcome/supported by the Executive Producer - antisocial behaviour like that will further spread like the cancer it is.

FDev hasn't realized yet (and likely won't until it's way too late) that this extreme favouring of the worst types of Players any Online game can possibly have will eventually destroy the Open Play community - and with it, take down the entire Project.
In any good game, the game rule sets and the resulting consequences for such extreme malbehaviour would always permit its execution - but would scale up the consequences to suffocate it before it reaches intolerable levels.
That critical dynamic isn't in place - instead, a static rule set is kept in place that specifically nourishes that very cancer every day.

Basically the only thing I wonder is - why there isn't a general 50000Cr reward for destroying any clean Player - redeemable at any System with any Unfettered Faction in it.
Plus, achievable Terrorist Ranks should allow for healthy discounts on any offensive Weapons or Combat ships.
That's really the only thing that's still missing.
Devs might as well take it all on like that and get it all over quicker.

When one day people will ask why a theoretically brilliant Kickstarter Project of this magnitude eventually failed - the days of these extremely poor and damaging Design Decisions will have been the cause.
The very day that Design Decision was made, ELITE : Dangerous mutated into ELITE : Toxic. Home to an imbalance of upto 50000:1 within one of its most critical key aspects at the very core of its online play.
And the then-unemployed Producers will answer that same Question with "We wanted to make the Universe Dangerous. We had the best intentions and were convinced it was the right way to go.".

If alot of Players weren't able to divert into the Solo Mode to rid of most of the unpredictable toxic atmosphere, things would be 10x worse already.

I would not have bought the game if there were no Solo mode. I got enough of the 12 yr old sugar addict mentality thrown at me in BF4. I don't need or want it here where there are actual consequences for being kilt.
 
Well, alot of folks rather engage human Pilots than an AI.

The fine difference is what types of Players the rule set of ELITE has so successfully pampered and attracted.

It's the toxic attraction of the reckless, the mindless, the gankers, the psychos and the downright sociopaths (who'd do everything to harm other Players - for the sole sake of causing another person harm of any kind, that's what they live for).

For as long as engaging and destroying Clean Players is free of any meaningful consequences and actively welcome/supported by the Executive Producer - antisocial behaviour like that will further spread like the cancer it is.

FDev hasn't realized yet (and likely won't until it's way too late) that this extreme favouring of the worst types of Players any Online game can possibly have will eventually destroy the Open Play community - and with it, take down the entire Project.
In any good game, the game rule sets and the resulting consequences for such extreme malbehaviour would always permit its execution - but would scale up the consequences to suffocate it before it reaches intolerable levels.
That critical dynamic isn't in place - instead, a static rule set is kept in place that specifically nourishes that very cancer every day.

Basically the only thing I wonder is - why there isn't a general 50000Cr reward for destroying any clean Player - redeemable at any System with any Unfettered Faction in it.
Plus, achievable Terrorist Ranks should allow for healthy discounts on any offensive Weapons or Combat ships.
That's really the only thing that's still missing.
Devs might as well take it all on like that and get it all over quicker.

When one day people will ask why a theoretically brilliant Kickstarter Project of this magnitude eventually failed - the days of these extremely poor and damaging Design Decisions will have been the cause.
The very day that Design Decision was made, ELITE : Dangerous mutated into ELITE : Toxic. Home to an imbalance of upto 50000:1 within one of its most critical key aspects at the very core of its online play.
And the then-unemployed Producers will answer that same Question with "We wanted to make the Universe Dangerous. We had the best intentions and were convinced it was the right way to go.".

If alot of Players weren't able to divert into the Solo Mode to rid of most of the unpredictable toxic atmosphere, things would be 10x worse already.

To very experienced Online Players, all the social dynamics are already and visibly set in motion - with 100% predictable results, sometime down the road.
FDev, however, seems absolutely incapable - and unwilling - to see anything like that coming.
For some reason - gifted or cursed - I'm usually 100% correct with the fundamental assessment & prediction in such matters, with only time remaining being a relevant variable. I really do hope I'm wrong for once.

Err, somehow I don't think so. I've only ever been mindlessly attacked like that once, and that was in the betapocalypse. So, in 4 months of gameplay I've had 1 sort of unprovoked attack. I do understand why there isn't a 50000 bounty on clean player kills. Because it would kill consensual PVP. Presumably you'd want assault bounties raised to match, so lets see, 10000 assault + 50000 for a kill. 60000 to engage in any PVP fights + repair costs. Yeah. No thanks. Plus what about pirates? They already have a hard enough life, and that would completely wipe out what profit they do make.

The fact is, we the players aren't helpless in the face of mindless aggression. We have guns too, remember. If a player or group of players givs us trouble we can remember their name and block them, or put the word out that they are crazy psychos. Given that they will have a large bounty on their heads I'm sure that the bounty hunters will be happy to hunt them down. I already keep a list of known pirates by my desk at all times. If the community responds we can police ourselves. Maybe we could even form a "Police" group that would enforce the law and work to kill known "crazies".

I'd pick B by the way. I'd probably say hi back tho.

A) continue doing what you were doing safe in the knowledge that the pair of you are untouchable by that one small fighter
B) same as A) but keep a wary eye on that Viper "just in case"
C) at least reply unwelcomingly when said Viper gives you a cheery "Hello, don't mind me, just watching"
D) get all excited thinking "zOMG hollow box pew pew", disengage from your NPC Python target, pew pew, chase Viper even though Viper was very quickly over 6km away and rising...we'll show him what for pew pew ...oh...he's gone (twice ... because Viper came back hoping for a different instance to no avail and surely the second time that Viper would be slower, or maybe you'd be quicker...except this time you keep chasing right out to 45km away from the beacon because the Viper can't be bothered to keep boosting to go out of range and is curious how long you'd tail him for).
 
Welp, I used to play Eve, and I have to admit that after a few months in 0.0, NBSI kinda grows on you. Filter out blues, and whatever is on your contact list, you shoot. Simple.

So, I kinda understand...
 
I'd probably go with "B", anyone loudly proclaiming their innocence is naturally suspicious.

If it was someone who was especially irritating about it though, I might "D" them.
 
To be honest... If I just bought this brand spanking new Vulture, sitting in open, It is very tempting to go D on the next CMDR popping in to test it. That buddy in my Asp would be insurance if I start biting more than I can chew.
 
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I do understand why there isn't a 50000 bounty on clean player kills. Because it would kill consensual PVP. Presumably you'd want assault bounties raised to match, so lets see, 10000 assault + 50000 for a kill. 60000 to engage in any PVP fights + repair costs. Yeah. No thanks.

The easy solution to that is if you're having a truly consensual duel, simply make sure both parties have "Report Crimes Against Me" off. No more fines.

Otherwise I generally agree with FalconFly... and I'm not anti PVP by any stretch of the imagination. I'm just anti-jerk. You have to legislate to the lowest common denominator, and in this case, that is the 14 year-old sugar addict who just wants to pwn some n00bs.

I, and others, have repeatedly argued for some kind of persistent Outlaw mechanic for repeated murderers. Hasn't happened yet, but I really think it has to.
 
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I'd vote B.

I thought you made a big song and dance about quitting when xbox support was announced and you don't play open play anyway.

***

It could be because now in a wing the already small bounty is split between 2 players (they were shooting at a python) so they could have thought that you were there to snipe the python at the last minute.

I've had players in an instance act all nice and chatty and then swoop in at the last minute and steal a kill.

Noone was in the wrong in this instance but I think you're overreacting by coming on the forum to complain about it. If I was in open and dropped in to a nav beacon for a spot of bounty hunting and saw a wing of 2 players in there I'd probably "nope the hell out of there" rather than go up and engage said players in friendly conversation.

Call me paranoid but it's best to chat with players on even terms in a station or supercruise rather than a nav beacon which deemed by the majority of players as a combat zone.
 
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I'm not sure you can really fault the players when the game boils down to shooting people, moving from one place to another and staring at big rocks, although I'd've left you alone personally. If you have to put up with them using you as entertainment, try to use their aggression as entertainment too in a more intelligent way.

I'd consider assuming that any players who go nuts at the sight of CMDRs are effectively NPCs whose aggro flags've been activated, and I'd try to go about my business in a different system. If you need to use that particular nav beacon for some reason then you have a problem, which sounds almost attractive. You can't create interesting situations without obstacles and setbacks. There's not a lot else you can do to create them, but the situation does at least offer a mundane problem to solve for once.

It is hard to intuit why two people might attack a player without an obvious reason. They could have specifically been searching the nav beacon for players in combat ships to test the Vulture against, or maybe they'd both gone one toke over the line on PCP and bath salts and needed blood for the Blood God. Flying in a wing with a friend could probably make a 45km chase seem worthwhile for its own sake.
 
The new social features and wings are going to see this kind of thing happen a lot more as the bad guys feel safe in numbers. Bullies work best in packs you see. But it'll work the other way too - and oh boy did this just become a proper multilayer game :)
 
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