Proposal Discussion Death list - or how to not to get revenged in 2 minutes or less

So I was reading another thread where a pilot wrote about his frustration with killing another player, only to be killed by his target a few minutes later when they respawned.

It does seem a little weird that after losing a fight, you can be right back in the thick of it within a few minutes. It could be very frustrating having to fight off the same guy a few times in a row. Worse, he could bring friends.

Now, I'm all for revenge killing, but a good dish needs to cook slowly, and there needs to be some kind of consequence for losing a fight.

So my proposal is when you are killed by another player, you are added to that player's ignore list for a time period. Maybe an hour, or maybe a day (I tend to favor a day myself). This makes it so that if you fight off a pirate, they stay fought off for at least the rest of the night. And if a pirate kills you, they can't continue to prey upon you.

The mechanics are already going to be present, it would just automate the process.

So tell me why it's a terrible idea!
 
I think it's a good idead, I've suggested forcing the dead player into a different instance for a while in the past, which is kind of the same thing.

Removes the gamey deathmatch feel of a mass battle if players are out of the fight when they blow up. Would make it feel more realistic.

And it would prevent someone from trying to repeatedly grief the same player at a station exit or similar choke point.
 
Presumably this happened relatively near a space station? With the upcoming law enforcement in beta 1, the chances of someone being able to get away with near-station attacks will be reduced. If someone gets popped, and respawns at a station, the attacker is likely to be further away than at present so the chances of running into them again should be diminished.
 
... there needs to be some kind of consequence for losing a fight.

I agree 100%. As to what that looks like, I'm not sure. Maybe not add to the ignore list, as I'm sure there are ways that can be exploited.

Perhaps not spawning at the same station/area that you were just killed? But then that goes against the design goal of doing exactly that.

Ultimately FD would have to come up with something. At the Lavecon Q & A, one of the dev's said that they prefer we talk about the problems and let them come up with the solution, as that was easiest for them (or something).
 
I think it's a good idea add certainly adds to the sense of victory and immersion. As to the comment on if you don't want to "ignore" the defeated pilot? Just allow a user to manually edit the list to take the ignore off of it, but the automatic populating for a good time period would certainly be seamless.
 
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