The current C&P system appears MUCH better than before! however people are still being ganked without much justice for the little guy.
I just quickly read an article about the new Fallout game, not overly interested in this one, but I didn't read it for Fallout, here is the snippet.
Online play also introduces the issue of griefing from antagonistic players, and Howard finally revealed their approach to overcoming that potential annoyance. If a player begins attacking another, the victim can choose to engage and trigger a proper PVP battle with rewards, including a bonus should the fallen player seek revenge once he or she respawns.
However, if the victim chooses not to engage, the damage inflicted by the attacker is much less than usual. Still, that weakened damage can gradually build, and should the unwilling combatant die, the aggressor gets no rewards—and instead is branded a “wanted murderer” within the game.
“We turn the ******* into interesting content,” said Howard. “They appear on your map as a red star. Everybody sees them and they have a bounty on their head. That bounty comes out of their own caps, and they can’t see the other players on the map. We had this idea, like, ‘Let’s make them interesting content.’ When anybody murders somebody when we’re playing in the office, everyone sees it on the map and it is awesome.”
That’s one way that Bethesda Game Studios is trying to overcome griefers in the game, but it’s one of many tweaks needed to make “Fallout 76” a friendlier place for everyone.
Ok, so as we know some of this won't work in Elite, or will break the mould. however there are some aspects I wouldn't mind seeing.
- Damage reduction is interesting, certainly give those undeserving of attacks a surviving chance as most Griefers don't even talk, they just rip you out of SC and shoot you in the back the second you drop out. but then again damage reduction would feel a little arcade in Elite (unless it was somehow justified)
-Public view of 'murderer'- this I could love, if a person kills a set amount of innocent players (or clean players) they will be awarded with a Galactic Bounty, whereby they cannot play in Solo to hide or get rid of it, and they will be flagged on Galmap for all to see... that person will be hunted until they are killed (with the excessive bounty no doubt bankrupting them... bye-bye Griefers entirely)
- reward increased- bounties got a massive nerf cap of only 2M credits, yet they flag bounties of over 1B credits on the board, could you imagine how many people would want to kill someone like that if they were payed full price?! with the Galmap tracking the bad guys will think twice about harming innocent players. the bounty cap could at least be upped to 50M or more with some other solution to exploits rather than just the whole "lets nerf the whole lot" attitude. there are genuine players who got ripped off blind with this one. what's the point, criminals do what they like and we can't even get paid for stopping it.
purely speculation and out of interest of course, but still good to consider how other games handle the same issues as Elite.
I just quickly read an article about the new Fallout game, not overly interested in this one, but I didn't read it for Fallout, here is the snippet.
Online play also introduces the issue of griefing from antagonistic players, and Howard finally revealed their approach to overcoming that potential annoyance. If a player begins attacking another, the victim can choose to engage and trigger a proper PVP battle with rewards, including a bonus should the fallen player seek revenge once he or she respawns.
However, if the victim chooses not to engage, the damage inflicted by the attacker is much less than usual. Still, that weakened damage can gradually build, and should the unwilling combatant die, the aggressor gets no rewards—and instead is branded a “wanted murderer” within the game.
“We turn the ******* into interesting content,” said Howard. “They appear on your map as a red star. Everybody sees them and they have a bounty on their head. That bounty comes out of their own caps, and they can’t see the other players on the map. We had this idea, like, ‘Let’s make them interesting content.’ When anybody murders somebody when we’re playing in the office, everyone sees it on the map and it is awesome.”
That’s one way that Bethesda Game Studios is trying to overcome griefers in the game, but it’s one of many tweaks needed to make “Fallout 76” a friendlier place for everyone.
Ok, so as we know some of this won't work in Elite, or will break the mould. however there are some aspects I wouldn't mind seeing.
- Damage reduction is interesting, certainly give those undeserving of attacks a surviving chance as most Griefers don't even talk, they just rip you out of SC and shoot you in the back the second you drop out. but then again damage reduction would feel a little arcade in Elite (unless it was somehow justified)
-Public view of 'murderer'- this I could love, if a person kills a set amount of innocent players (or clean players) they will be awarded with a Galactic Bounty, whereby they cannot play in Solo to hide or get rid of it, and they will be flagged on Galmap for all to see... that person will be hunted until they are killed (with the excessive bounty no doubt bankrupting them... bye-bye Griefers entirely)
- reward increased- bounties got a massive nerf cap of only 2M credits, yet they flag bounties of over 1B credits on the board, could you imagine how many people would want to kill someone like that if they were payed full price?! with the Galmap tracking the bad guys will think twice about harming innocent players. the bounty cap could at least be upped to 50M or more with some other solution to exploits rather than just the whole "lets nerf the whole lot" attitude. there are genuine players who got ripped off blind with this one. what's the point, criminals do what they like and we can't even get paid for stopping it.
purely speculation and out of interest of course, but still good to consider how other games handle the same issues as Elite.