Gankers Exploiting block mechanic

Personally I would like some more fine tuned tool. Like ability to selective block. Something like okay I don't want to see that nasty criminal in high sec system, or medium sec, but in low sec/anarchy its okay. Mainly because to me those gankers in high&medium systems are immersion breaking types.
 
It does not break MY instancing.

You may well feel that temporarily losing access to whoever is instanced with someone you've blocked is a worthwhile trade-off, but it's hard to argue that it has no potential to negatively affect your instancing, if you play in Open to have the ability to encounter CMDRs you haven't specifically whitelisted (and if you don't why are you in Open?).

I'm dead for them.

Not if you are skewing instancing in the area, or subsequently engaging in any activities that would result in any kind of BGS transaction, anywhere.

Any meaningful "death" for a CMDR requires a save reset.
 
This argument is why I'd like it if blocking deprioritised your instance for people you're not winged/friended with.

So, for instance - If A blocks B and this forces the instance to split, then player C who just jumped into the system is routed into B's instance unless they are also blocking B (or someone instanced with B). Player D arrives who is winged with A, then regardless of whether they're blocking B or not they end up with A. Player E who is friends with A and B shows up - since being friends with A means A isn't deprioritised, and he's also friends with B (giving them an equal "friend" weighting), his instancing is just decided according to the usual weighting.

So if a ganker is hanging around Deciat and bad enough that lots of people are blocking him, all the people who dislike him get shuffled into the "I do not like this ganker" instance.
If the gankers get wise and go "oh ho ho, we will block SPEAR" then the random newbies are more likely to be instanced with SPEAR as the ganker instance is deprioritised by the blocking, while people who are friends with the gankers will end up with the gankers.
 
To be truthfull, I don't have massive blocklist. And people on that list aren't there for ever. At last time I checked it had three commanders, and as far as I remember they were mail slot blockers :D
 
Trying to leverage in-character law enforcement systems to manage out-of-character social interactions between players is, at best, utterly impractical. If any vague degree of plausibility is to be maintained, it will not be effective for the social purpose you envision. If it's arbitrary and heavy-handed enough to reliably succeed in social partitioning, it will result in comical and context defying in-game scenarios.
So - fixing in game antisocial behavior with in-game mechanics can't work (as it does in countless other mmos), and fixing anti-social behavior with in game mechanics is anti-setting.

So you either really, really like the inclusion of anti-social behavior in mmos, or can't envision a game setting where anti-social behavior is effectively managed with in game mechanics.

In either case with your vision of the game experience, players lose. Tragic.

I guess from your point of view - that is the point right? This should be a tragedy for all that would seek a positive social game interaction without the continuous threat of loss of in game assets and progression.

I suppose you would preserve the survival element within the social interaction spaces within odyssey as well. Standing at the counter engaged in a dialogue with a mission giver or another player- should have been looking over your shoulder man... you can go to solo or pg if you want that conversation. Having system security shoot you on the spot, and ban you from the system would break the immmmmmmersion you seek. Silly.

Banning individuals that don't comply with social norms of a given social space is absolutely not immersion breaking. Since before the osctracon it has occurred in human societies, and it certainly has existed and continues to exist in multiplayer game spaces. System lockouts are consistent with in game lore, and work.

Oh - one other thing, in game murder is a thing in video games. It doesn't have to be permanent to still be called murder in a video game. It isn't real world murder - it is video game murder. Took me two seconds to google this. I guess this isn't murder? Let's try not to be silly.
Screenshot 2020-12-09 140843.png
 
So - fixing in game antisocial behavior with in-game mechanics can't work (as it does in countless other mmos), and fixing anti-social behavior with in game mechanics is anti-setting.

So you either really, really like the inclusion of anti-social behavior in mmos, or can't envision a game setting where anti-social behavior is effectively managed with in game mechanics.

In either case with your vision of the game experience, players lose. Tragic.

I guess from your point of view - that is the point right? This should be a tragedy for all that would seek a positive social game interaction without the continuous threat of loss of in game assets and progression.

I suppose you would preserve the survival element within the social interaction spaces within odyssey as well. Standing at the counter engaged in a dialogue with a mission giver or another player- should have been looking over your shoulder man... you can go to solo or pg if you want that conversation. Having system security shoot you on the spot, and ban you from the system would break the immmmmmmersion you seek. Silly.

None of that is an accurate assessment of my position.

Banning individuals that don't comply with social norms of a given social space is absolutely not immersion breaking.

I never said, nor even came close to implying it was. How you go about doing this is critically important, however.

If a player is breaking the rules of the game, that player should be removed from the game. Having in-game entities go after that player's character is, as I said, either going to be ineffective, or absurd, probably both (which is what C&P is now).

Let's try an analogy, using face-to-face, pencil-and-paper, gaming as an example:

If you are harassing players at my table during our D&D gaming session, I'm not going drop in a gaggle of demons into my adventure to rip your character to shreds, or create undispellable walls of force to cordon off your character...because your character isn't the problem and screwing with your character because of what you've done can only harm the internal consistency of our game. What I am going to do is have the rest of the players at the table restrain you while I repeatedly punch you about the throat and genitals, then we'll forcibly eject you from my home, with the warning that if you cross my property line again, you'll be shot.

If your character is doing things that are undesirable from the perspective of in-game entities in an in-game context, then in-game entities will react in accordance with their abilities and demeanors, in a contextually appropriate manner, that preserves internal consistency.

Since before the osctracon it has occurred in human societies, and it certainly has existed and continues to exist in multiplayer game spaces. System lockouts are consistent with in game lore, and work.

The problem isn't with the game lore, it that the game's underlying mechanisms and technical limitations cannot do justice to the game lore.

System lockouts would be fine, even desireable, if the game had a way to implement them that wasn't totally idiotic. Systems not being there when you reach them in supercruise, or bodies being surrounded by exclusion zones that don't absolutely have to be present to conceal worse technical issues, are not desirable.

Oh - one other thing, in game murder is a thing in video games. It doesn't have to be permanent to still be called murder in a video game. It isn't real world murder - it is video game murder. Took me two seconds to google this. I guess this isn't murder? Let's try not to be silly.
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I'm starting to get the impression that you are incapable of separating in game characters from game players.

EGP Agents are NPCs. NPCs actually die, permanently, or at least are supposed to present the illusion of dying (though with the lack of persistence and the rehashing of names it doesn't do a particularly good job with that).

This is explicitly not the case for CMDRs, despite the 'murder' bounty. CMDR's as in player characters, do not die, as is clearly stated in the game's manual, and abundantly evident from actual gameplay.
 
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