Do you think a "proper" crime and punishment system will solve issues relating to combat logging and random ganking/griefing?

Will a proper crime and punishment actually solve problems?

  • Yes! Its needed and it will work

    Votes: 87 24.6%
  • Its needed, but i don't think FD can pull it off

    Votes: 65 18.4%
  • No, it won't solve jack...

    Votes: 87 24.6%
  • It might help a bit.

    Votes: 103 29.2%
  • Other...

    Votes: 11 3.1%

  • Total voters
    353
A successful crime and punishment system should:

Encourage pirates to rob not kill
Discourage sociopaths from high and mid security systems
Make anarchy systems a very dangerous place full of wanted pilots
Allow concentual PvP with no punishment
Make wanton killing sprees very expensive/restrictive for the killer
Prevent the punishment for murder to be shrugged off
Give victims a satisfactory level of justice for crimes against them

If frontier managed to do all this, I suspect people would be less likey to just combat log to avoid the massive loss of their ship, knowing the game mechanics are there to make it a rarer incident, and punish their killer.

It should also reduce random gankging but instead create criminal gangs who hang about in systems that tolerate them, still gank or pirate but have to be constantly avoiding authority ships, high security systems and bounty hunters. Great content for them, more challenging, and give the traders a fairer chance.

I would play the hell out of open if this happened.

As wishlists go I like this one a lot. It seems quite comprehensive.

Of course, if wishes were horses beggars would ride.

Oh well.
 
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I doubt that "proper c&p" would change much, if anything. If someone wants to cause grief, they'll find a way. For instance, those who suicide their ships near stations in an attempt to cause ship destruction by the station. They'll find a way.

As far a combat loggers, if they're willing to do it now, they'll be willing to do it later. It's an attitude thing.
 
This games best years are behind them...the gank mentality has all but destroyed it.
I don't think this is true at all, Verm. If you accept that this isn't the PvPcentric game that it could be, and take it for what it is, it's only just getting started. As a solo game, any improvement at all makes it better. Therefore the best years are yet to come.

I think they'll eventually stop using timesinks to stretch out content. They're finding their feet still. I'll come back when they do.

Right now they're trying to fix the horrible mess that is Engineers. It's a costly learning curve for them, which they'd have to be complete idiots to repeat.

I expect the next time they introduce content, they'll be more mindful of frustrating timesinks. Hopefully they'll also be wary of imbalance too.
 
Ok but what would that mode be?
To be sure to enforce a purely PvE situation,
everything you do, only could impact yourself.

So to me the logical way would be a complete desynched universe for PvE,
since as soon as your deeds influence any other player, be it BGS or CG wise,
it is indirect PvP, as you can do stuff that changes things for other CMDRs, too.

Example:
You increase influence of a faction, player B is impacted by that,
can lead to indirect PvP.
Being number one contributor in a CG impacting other players
to be able to be number one in a CG is competitive, so indirect PvP.

So following that thought the demanded Open PvE wouldn't be possible,
as multiplayer aspects allow to influence other CMDRs.
As a result of this thought process there stands a purely singleplayer PvE experience.

I don't subscribe to such a broad definition of PvP where anything that affects another player is an action "versus" them. For me PvP expressly refers to the ability to damage and destroy another player or any of their possessions (i.e. ship, SRV, SLF). This means an official PvE mode would have to disable all weapon and collision damage between players entirely.
 
I voted it won't help at all, it's too little too late, and to be honest I do not think FD can do it, I mean look at the game so far, it keep's going different directions, once people adapt to the new direction, they come back and make changes that keep alienating a lot of the community it seams like they them self do not know which way they want to go and are more or less just in the mind set of " Well lets try this"
 
It keeps getting touted that a "proper" crime and punishment system will solve all problems, and afterwards will live in magical fairy land where gankers will not be able to ply their trade (except possibly in anarchy systems).


It'll help and it'll make things harder for them, but griefers gonna grief, even if it means finding a way to exploit and subvert the system.
 
I don't subscribe to such a broad definition of PvP where anything that affects another player is an action "versus" them. For me PvP expressly refers to the ability to damage and destroy another player or any of their possessions (i.e. ship, SRV, SLF). This means an official PvE mode would have to disable all weapon and collision damage between players entirely.

So what you want is "no friendly fire" and CMDRs "clipping through" each other,
including anything spawned from their ships, like missiles and drones, speaking FPS terms.
 
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People (not me) keep asking for a pure PvE mode, where there is no support,
as FD abandoned the pure PvE idea, by having a single universe simulation server, not client side.

But there is one pure PvE mode already - Solo - and it affects the BGS etc., too. And there is an inofficial PvE mode, enforced merely by code of conduct - Mobius - that also affects the same shared galaxy state. What we want is that the Mobius idea is expanded into an official mode where it is not just the players abiding by the rules, but by the game enabling those rules directly. All considerations regarding BGS, PP, CGs etc. would be no different at all than for the current status quo, and the answers to these questions are the same as ever - all modes affect the galaxy equally.
 
But there is one pure PvE mode already - Solo - and it affects the BGS etc., too. And there is an inofficial PvE mode, enforced merely by code of conduct - Mobius - that also affects the same shared galaxy state. What we want is that the Mobius idea is expanded into an official mode where it is not just the players abiding by the rules, but by the game enabling those rules directly. All considerations regarding BGS, PP, CGs etc. would be no different at all than for the current status quo, and the answers to these questions are the same as ever - all modes affect the galaxy equally.

If you take your PvP definition as basis, yes.
If you take mine, there is none.
 
So what you want is "no friendly fire" and CMDRs "clipping through" each other,
including anything spawned from their ships, like missiles and drones, speaking FPS terms.

* Weapons would do no damage between player ships, SRVs and SLFs (and later on, space legs).
* Collissions between player entities would do no damage, but still impart their proper momentum.
* Ramming another player into a physical object as officially sanctioned as griefing. Repeat offenses lead to temporary and eventually permanent bans from the PvE mode.

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If you take your PvP definition as basis, yes.
If you take mine, there is none.

My definition is based on how other MMOs have solved the PvE vs PvP debate, in particular WoW's server model. You have PvE servers where you cannot attack other players, but you still compete for example for resource nodes or mobs in the world.
 

Robert Maynard

Volunteer Moderator
* Weapons would do no damage between player ships, SRVs and SLFs (and later on, space legs).
* Collissions between player entities would do no damage, but still impart their proper momentum.
* Ramming another player into a physical object as officially sanctioned as griefing. Repeat offenses lead to temporary and eventually permanent bans from the PvE mode.

Plus:

* Attempting to interdict a player results in failing the interdiction; dropping to a normal instance - in Open - and receiving a suspension from Open-PvE (duration dependent on "previous" and account based);
* Players can only follow player wakes if in a Wing with the player that made the wake;
* Attempting to use hatch breakers on a player results in a kick to Open at the next instance change (plus suspension as above); heavy Pilots' Federation response against the member that made the attempt.
 
A proper penalty system? Define proper please...

In real life, people have been searching for a proper penalty system for centuries and still haven't found it. So why a gaming company is expected to shake a proper solution out of its sleeve is beyond me.
 
My definition is based on how other MMOs have solved the PvE vs PvP debate, in particular WoW's server model. You have PvE servers where you cannot attack other players, but you still compete for example for resource nodes or mobs in the world.

What about factions, powerplay and the way BGS works?

What about how open works? (We have a single Mega-Server, not spread servers like in traditional MMOs (PGs))
 
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A proper (not always harsher, not always more effective, but nearly always more believable) crime and punishment system will be of immeasurable help to the game.

However, I don't really think it will do much to combat logging; those willing to engage in such behavior have already demonstrated a willingness to cheat when things don't go their way and no reasonable system will always go their way.
 
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Plus:

* Attempting to interdict a player results in failing the interdiction; dropping to a normal instance - in Open - and receiving a suspension from Open-PvE (duration dependent on "previous" and account based);
* Players can only follow player wakes if in a Wing with the player that made the wake;
* Attempting to use hatch breakers on a player results in a kick to Open at the next instance change (plus suspension as above); heavy Pilots' Federation response against the member that made the attempt.

Nah.

* Attempting to interdict a player simply does nothing. Just like shooting a weapon at them, you can do it but it has no effect. You both stay in supercruise as if nothing happened.
* Players can follow player wakes however they like. It's not a hostile action per se.
* Like weapons, hatch breakers launched at other players simply do nothing, the limpets self-destruct upon reaching the other player's ship.

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What about factions, powerplay and the way BGS works?

What about how open works? (We have a single Mega-Server, not spread servers like in traditional MMOs (PGs))

As I said, all these question are already solved: they all work the same way as they do now for Solo and Private Group.
 
It would not need to change - all are able to be affected from all game modes (and soon to be 3 discrete platforms that do not cross-play).

Can I just say that over the years your suggestions for crime and punishment mechanics has escalated to the point that I expect you to start demanding that gankers be brought up on criminal charges in their country of residence, without the slightest hint of cynicism or humor?

It's a video game bud. If it isn't fun, don't put it in the game. You take the concept of crime and punishment so far beyond what's necessary that it's not fun for anyone.
 

Robert Maynard

Volunteer Moderator
Can I just say that over the years your suggestions for crime and punishment mechanics has escalated to the point that I expect you to start demanding that gankers be brought up on criminal charges in their country of residence, without the slightest hint of cynicism or humor?

It's a video game bud. If it isn't fun, don't put it in the game. You take the concept of crime and punishment so far beyond what's necessary that it's not fun for anyone.

That's a bit of a hyperbolic diversion, if I may say so....

Indeed, it's a video game. Totally agreed, if it isn't fun, don't put it in the game - however what's fun for some (i.e. the status quo with virtually no repercussions for attacking other players) is not necessarily fun for the targets.
 
Nah.

* Attempting to interdict a player simply does nothing. Just like shooting a weapon at them, you can do it but it has no effect. You both stay in supercruise as if nothing happened.
* Players can follow player wakes however they like. It's not a hostile action per se.
* Like weapons, hatch breakers launched at other players simply do nothing, the limpets self-destruct upon reaching the other player's ship.
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As I said, all these question are already solved: they all work the same way as they do now for Solo and Private Group.

That only leads to the death of any left simulation aspects in this game,
regarding spaceships and direct player interaction.
MMOification, imagine how that would be experienced by players.

I personally cannot agree with this idea at all,
it would be the dagger for any left PvP piracy,
and reinforce people in their "PvP" killing spree.

But we are two persons, each with our own opinion about this,
sadly i do not see a common delimiter there, so we
do not find a suitable solution for both of our desires in the game.
 
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Imo C&P is (can be ... depends about realisation) a start for changing actual bad situation when more and more players leave open simply bcs more and more friends stopped play in open ... it's like a dominoes. C&P hardly can itself solve all issues, and always will be existed players which will be never play in open for different reasons, ... but with every one "returning" player (into open) is a chance that domino effect will start work in opposite direction as it is now.
 
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