The Insurance is fine. It's gives players a choice on whether to risk it all, generally through lack of patience, or to take a more planned and careful route.
If a player combat logs to avoid the insurance costs, they are cheating and it not hard to make sure you have that little bit put to the side to cover such things.
Oh, and the classic: "if you're "grinding", you're not doing it right".
Players who log are dumbing the game down for themselves and deny themselves any form of risk / reward gameplay. Then, and this is the best bit, some come on the forums and say the game is a grind, yet...it is they themselves who have forced it upon themselves.
I dunno when some elements of humanity stopped "playing" games but please don't force the rest of us into simple minded, one-dimensional gameplay.
Thanks.
Side note:
If they can make high security systems actually high security then a lot of the traders will probably be a lot happier. However, when it comes to PvP, it always seems to bring out the worst in players and I can't see that changing any time soon, sadly.
Happens in all games.
and the bounty placed on them for it needs to be much much larger than the current bounties you get for killing NPCs. At least this way it would be easier for other players to play an anti-griefer role by hunting down and killing griefers.
I believe Frontier has stated that griefing is against the rules and has defined greifing already. Unless if you mean something that falls outside of that definition, in which case it isn't greifing and you're just making a shameless emotional appeal rather than an argument. (No not that kind silly)I think this is the point most people on here that support combat logging are trying to make. Right now there are almost no consequences for players that enjoy griefing others.
They get a tiny bounty that's only of consequence in that particular system. Then all these griefers...
...come on here and complain about their targets "not facing the consequences" by combat logging, when they themselves almost never face any consequences for their completely anti-social and pointless actions.
That name calling yo.This is especially true for griefers...
Like what? There are modes for people to play in consequence free. Use them....that wing up together. Before Frontier worries about fixing combat logging, they first need to worry about fixing griefing behavior by actually making it have real consequences.
For starters, players that kill other "clean" players need to be clearly marked for doing so (distinct from just being "wanted"), galaxy wide, for a certain time duration, and the bounty placed on them for it needs to be much much larger than the current bounties you get for killing NPCs. At least this way it would be easier for other players to play an anti-griefer role by hunting down and killing griefers. They should also increase the NPC security response against players that are in the griefer state.
We had this in earlier Elite versions, bounties became limited to 1 mio credits afterwards. Today they'd just keep on ganking and have one of their buddies off them in a freewinder to get major $$$.
That'd actually be the best of both worlds for them then![]()
Massively increasing NPC reaction would help there, though.
I think you're being a little overly optimistic there. Squeaky wheels, and all that. ED might not have started out as a PVP-centric game, but the PVP voices are loud, and they're persistent. How many threads on this issue have there been now? There are at least two currently running.
This is the primary issue ED faces. Everything else - everything - takes a back seat in comparison to this. How do FD integrate two entirely opposing gamer philosophies into a game that wants to cater equally to both of them in a single gameworld?
I personally don't believe they can, and that sooner or later a firm decision is going to have to be made. And that decision will favour PVP, because that's already the way the game's leaning.
The Cringe in this thread is strong.
Combat logging is an exploit, it's in the same category as relogging 10 times at a station to stack missions.
What is even griefing?
What is even griefing?
Sandro Sammarco said:Bearing in mind Elite: Dangerous is being constructed from the ground up to support online play we think that dying needs to be handled in a fair and logical manner for victor and victim.
We want to encourage cooperative and competitive player interaction that might legitimately result in player death, whilst protecting against malicious griefing (which we loosely define as actions whose only purpose, outcome and gain is to punish and frustrate other players).
We want to get the balance right so that death is a meaningful threat that really does get the adrenaline pumping, without it being so punitive that it pushes away more casual players.
What is even griefing?
Kaerakh, I can't tell if you're just misunderstanding me and assuming I think all PvP is griefing (which I don't think that at all), or if you really are a griefer and are sore about being called out on it.
Quote me saying that, I dare you.If you really are against more severe consequences for griefing behavior yet you're still crying about others avoiding consequences then you're just being a hypocrite.
Also maybe you could tell me how a trader in an unarmed trading vessel is going to fight back against a wing of battle ready pirates?
Good question. Since I started using the term it's only fair I try to define it in terms of what it means to me in ED. I would define a griefer as a player that takes enjoyment out of ruining other players' enjoyment of the game. But since this is a pretty loose definition it needs a much more formal definition in the ED universe. So lets just use the existing in game mechanics. If you kill another player that is not marked as "wanted" or "enemy", that kill was griefing.
Citation needed.
Nice anecdote, if PVP was an undesirable element of the game it wouldn't be in, but of course that won't stop you from stroking your victim complex more. PVP games have consequence to your actions, and Elite Dangerous is a PVP game. PVP isn't just about shooting people; economic PVP is a very real and widely engaged in activity in a wide selection of games(IE, EVE, WoW, Archage, etc). The entire point of having a persistent universe in a game and providing a player with the agency to act on the elements of that universe is so that there are consequences to those actions. Reversing or denying those consequences is to deny the game itself.
Also, there are buttons called private group and solo, use them. They let you do just that.
That's the point. Why would I enter a wing if it didn't make us more effective?
This is really hard to understand from a grammatical point of view. What I think you're saying is, "If logging out is cheating and being killed by someone isn't what is said hypothetical person(the one being killed) to do?" Correct me if I'm wrong. Anyways, assuming that is a correct interpretation, they die then and now they have to figure out a way not to get into that situation again or minimize exposure to that risk.
I hope you'll let me indulge in a little anecdote of my own.
Back in EVE my corporation used to live in wormhole space, pretty much the most dangerous space in EVE, not even the nullsec alliances or coalitions wanted anything to do with it. Occasionally we would have to import large amounts of fuel for our [stations]. Originally we thought it was too dangerous to do it with a large freighter as the only wormholes that would generate back to known space would usually exit in lowsec, but then we found a method to make the freighters enter warp far faster without having to sacrifice cargo. This dramatically reduced the risk of bulk imports of goods.
Instead of giving up on the idea, we attacked the problem and figured out a solution. That's really one of the great joys of open and expansive games like Elite or EVE. We had cause to come up with a better solution for our problem because there was danger.
Public discourse without criticism is the death of that discourse, because otherwise its a massive echo chamber. Someone disagrees with you, deal with it. Tell them how they are wrong. Someone says something mean that doesn't have any intellectual bearing on the conversation or the idea. Well that's tough nuts, people aren't always nice on the internet. But guess what, it doesn't make your point wrong so you can ignore it.
Or how about they just use the modes that already do that?
I'm just taking what you're posting and responding to it. Don't get me wrong, discourse is really what gets me jimmies off. It's why I'm on a forum for a game that I don't play anymore that also won't launch for what ever reason. Plus, after seeing those posts earlier from Frontier acknowledging that combat logging is an exploit and a problem that needs correction I feel like I can become invested in this game again.
Also, if you think I'm a griefer report me instead of name calling.
Quote me saying that, I dare you.
Ah now we get to the core of issue. A familiar complaint from back on EVE, why can't I do X by myself a PVP environment without being attacked? It's just not fairCCPFrontier. The point of online play is to interact with other players and have meaningful gameplay with consequences because of it. Asking for a stupid decision to not have consequences is literally the antithesis of it.
Ah now we get to the core of issue. A familiar complaint from back on EVE, why can't I do X by myself a PVP environment without being attacked? It's just not fairCCPFrontier. The point of online play is to interact with other players and have meaningful gameplay with consequences because of it. Asking for a stupid decision to not have consequences is literally the antithesis of it.
I would not consider a pirate encounter when the trader refused to give cargo, then was killed by the pirate as "griefing".