I am a long-time player of Elite Dangerous and would like to express my concern regarding the current blocking system in the game. While I understand the need to protect players from harassment and unwanted communication, the current system of unlimited blocking is causing more harm than good.
In what way? How are most players harmed by being given the option to block a player who they deem to be harassing them, using unwanted language, or interacting with them in a way they find unpleasant?
I've played a lot of MMOs, and before them MUDs, that tried for the proverbial "holy grail" of an open mixed PvP/PvE environment, and almost all of them have either eventually died due to players quitting en masse, or decided that they needed the inevitable PvP switch after all. Nothing else has worked: harsh punishments for criminal actions, hard coded "justice" systems, and so on. Even "PvP" servers inevitably died out due to a lack of players on them. And it's because of one simple reason:
There is a type of player who requires other players to be
their content, but is unwilling to provide other players content in return. They simply do not understand that even when players may have
opposing objectives in the game, the best way for
everyone to have fun is to play
with other players, rather than being antagonistic
towards other players. As a result, this type of player is simply not fun to play with. They drive other players away, and then wonder why nobody wants to play with them.
As a game with a strong emphasis on player interaction and open-world exploration, Elite Dangerous is unique in its genre.
You've got it backwards. This game has a strong emphasis on deciding
who you want to play with, on a session by session basis. This concept was baked into the Kickstarter, and
is unique in its genre. Rather than trying to code that most unpleasant of player types from ruining the game for others, Frontier has decided to try a social approach. And it has worked wonders.
This has created an environment which I find to be rather unique: an open mixed PvP/PvE environment that I find to be
fun. Despite playing a decidedly non-combat oriented Commander, I have had mostly positive, or at the very least benignly neutral, PvP encounters.
The truly unpleasant players that dominated my PvP experiences in similar games? Have been vanishingly rare to date. It's truly a breath of fresh air. And according to Frontier, a significant majority of players agree with me, choosing to play in Open as well. It's a far cry from similar games I've played, where all but the 1% of hardcore PvPers choose to opt out of PvP entirely.
However, the current blocking system has created a divide between players and has the potential to severely damage the player experience. With the current system, players can effectively disappear from each other's game world entirely, making it difficult to engage in player-vs-player combat or even participate in player-run events and activities.
Not really. Instancing has
always sucked in this game, which is what's keeping most players from interacting with each other in Open. You need to
actively cooperate with other players if you want to instance with them with them: adding them to your friends list; making sure that your ports on your firewall are open; using virtual private networks to spoof that everyone lives near each other... that's the kind of thing you need to do to increase the odds that you'll be instanced with another player.
Block lists? Quite frankly, if a friend of mine has blocked another player for a reason, I'm inclined to trust that friend's judgement. I won't encounter players who play at different times from me. I'm also not very likely to encounter players who don't live on the North American continent. And I hopefully
won't be instanced with players with lousy connections or are hosting the instance on a potato. What's one more?
I would like to suggest a more reasonable solution to this issue. Given that the game already has a solo mode, which essentially blocks all player interaction, I believe that the blocking system should only affect communication, rather than the entire player. This means that blocked players would still exist in the same game world, but communication between the blocked and blocking players would be restricted.
I strongly urge you to consider this proposal, as I believe it would help to maintain a healthy player community and prevent further division among players. Thank you for your attention to this matter.
The worst kinds of interactions in this game don't require communication, and quite frankly actions speak louder than words. If a player has been so repeatedly unpleasant in their actions that enough of the player base has blocked them, then they're getting what they deserved, as far as I'm concerned.