Oh please, cry me a river Argentina! No seriously, stop, just stop......my shirt is starting to get wet. 
Since when?
I'm completely sure that I've always been able to shoot down whatever NPCs I care to with nearly non-existent consequences since the pre-release Beta, and I won't even suicidewinder.
Since when?
I'm completely sure that I've always been able to shoot down whatever NPCs I care to with nearly non-existent consequences since the pre-release Beta, and I won't even suicidewinder.
Heavens forfend, no. They're mighty hunters, afraid of nothing! NOTHING! (except consequences)
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Blimey, if you take on any more salt than was contained in the OP then you're going to be in a serious health situation.
Agree. I cannot imagine how terrible you'd have to be at this game for the PVE consequences to have any teeth. Does such a player even exist? The only "punishment" that is tangible is loss of docking privileges at a hostile minor faction station. And now that we can move docked ships remotely, even this penalty is extremely minor.
PVE player gets interdiction bounced into a planet by Griefer. PVE player now has to pay the cost of rebuy.
Everyone else has had to suspend disbelief for the last 2.5 to 3 years to accommodate one and only one playstyle. The entire population had to cater to one small group of peoples every wish. Now there is finally the possibility of relief from playing the game for their enjoyment and holding those player types to the same risks that everyone else had to take since launch.
I would ask you to have a little more foresight. If implemented properly, a karma system can provide the framework to allow players to legitimately take on the role of Outlaw, thereby bringing a huge number of extra PvPers into Open. Outlaws would by definition be wanted, and therefore wanted vs wanted PKs would sky-rocket.
It's up to us to guide Sandro in his thinking so that he sees the full potential of what the karma system can bring.
I realise the pro-griefing crowd is just trying to equate killing NPCs with griefing players because treating those behaviours as equal would necessarily preclude the system being able to enact serious consequences. But feigning incomprehension over the difference between 'harming' an inanimate object and harming a person is really not helping you discredit the forum psychologists.
I realise the pro-griefing crowd is just trying to equate killing NPCs with griefing players because treating those behaviours as equal would necessarily preclude the system being able to enact serious consequences. But feigning incomprehension over the difference between 'harming' an inanimate object and harming a person is really not helping you discredit the forum psychologists.
Heaping consequences on CMDRs for doing things to other CMDRs that are generally less absurd than what CMDRs get away with doing to NPCs isn't going to do much to improve suspension of disbelief, even if it temporarily appeases the moral outrage of some.
I realise the pro-griefing crowd is just trying to equate killing NPCs with griefing players because treating those behaviours as equal would necessarily preclude the system being able to enact serious consequences. But feigning incomprehension over the difference between 'harming' an inanimate object and harming a person is really not helping you discredit the forum psychologists.
Speaking as a "pro-griefer" in the sense that if I wanted to play in a world where nobody could shoot at me without the thought police running them out of the game I'd already be in Mobius, my reason for wanting to see all players held to the same standard regardless of whether they're shooting players or NPC's is that it would A) be only fair, and that B) much more importantly, it would lead to a more believable and enriching game environment all the way around. It's besides the point that I think the (above) average PvEer would be unable to play under this karmic burden without losing it all![]()
Speaking as a "pro-griefer" in the sense that if I wanted to play in a world where nobody could shoot at me without the thought police running them out of the game I'd already be in Mobius, my reason for wanting to see all players held to the same standard regardless of whether they're shooting players or NPC's is that it would A) be only fair, and that B) much more importantly, it would lead to a more believable and enriching game environment all the way around. It's besides the point that I think the (above) average PvEer would be unable to play under this karmic burden without losing it all![]()
Speaking as an "anti-griefer" in the sense that I believe the game would benefit from believable consequences for illegal actions in supposedly secure systems I have to agree whole heartedly with this sentiment. The PvE game is far too tame, and "reasonable consequences" are always reasonable, regardless of the status of your victim.
As long as the griefing side finally gets hit with the hefty cost that everyone else has been paying I am fine with whatever they do to PVE. I do not go out of my way to kill NPCs unless they are pirates, wanted, or on the other side of the CZ. Nothing else makes me money so why would I bother. Until they actually create real pirate missions and real corporate assassin missions that are more than point and shoot, then I might consider it.
Not to mention the karma system works both ways. If you for example do not commit crimes and whatnot the mention was made of not so much as rewards but some sort of benefit gain. Maybe lower rebuys what ever who knows.
If we can get a "karmic see-saw" then I'm sort of picturing having fun with a new system. You can play the villain until the cost gets to be too risky, then start grinding out karmic enhancing charity missions to be everybody's friend again, then start all over being a villain.
So you're in favour of the new C+P system then
as long as punishment for doing something to an npc is equal to the punishment for doing something to a player.
And all it took was a little rebalance suggestion to fix "Muh immersion"
By the way Morbad, before you move your goalposts again
I'm curious how you would implement a C+P system for this game. I know you think it needs once since you've previously admitted it. How would punishing murderous npcs/players work? You've shot down this system repeatedly for being terrible, so I'm sure you're sitting on something that would work properly.
It is perfectly easy to PvE away and maintain a clean record. There would be no burden at all. I only shoot wanted ships for profit. There is no profit in gaining a bounty. Murder is not required of me to take missions, and deliver data all over.
As long as the griefing side finally gets hit with the hefty cost that everyone else has been paying
Frankly, I'd fix the economy, the BGS, the mission system, and introduce detailed persistent telemetry tracing for all CMDR activities, plus implement detailed population modeling, then wipe the game again as I think things are largely beyond salvaging without radical measures.
In the absence of that, I'm not really sure what a practical fix is, but we could start by closing obvious exploits, making bounties semi-permanent, and reintroducing major power bounties. A massive AI improvement for higher rank NPCs is also called for. The average Elite NPC should give me a run for my money in a similar ship (and have similar degrees of modification), and a wing of elite defense forces should wipe the floor with most wings of CMDRs.
More persistence all-round and reverting many of the convenience 'fixes' with regard to travel would also make it easier to police secure space, via the most plausible sorts of encounters possible.
I'm stunned. I've apparently misjudged you. This all sounds like something I'd write. My apologies.