Horizons Give up..

That's why I put forward the idea of a Wanted online mode, but it was dismissed out of hand by a focal minority within this thread. Something to do with it being 'disrespectful' and 'unfair' to 'force' griefers into the stoplights of tooled up bounty hunters - the poor wittle bunny wabbits!

You really need to grow up mate, the glaring problem with your idea is the issue of separating genuine griefers from others who are playing within the rules of the game. Simply locking wanted cmdrs into Online is not going to solve anything.
 
That's why I put forward the idea of a Wanted online mode, but it was dismissed out of hand by a focal minority within this thread. Something to do with it being 'disrespectful' and 'unfair' to 'force' griefers into the stoplights of tooled up bounty hunters - the poor wittle bunny wabbits!

I think the best answer is even more simple. Give players the ability to turn "Friendly Fire: Off/On". It would basically work like flagging yourself for PvP in other MMOs. If someone running around in an Asp trying to make money doesn't want to be destroyed by the kid with a fully upgraded Anaconda or whatever, the "Friendly Fire Off" option would prevent them from dealing damage to, as well as receiving damage from other players.

Turning "Friendly Fire On" would allow players to damage, and be damaged by, other players. So, for the people who want to test their skills against other players or jump into ad hoc PvP battles (or even full-out Wars) can still do that.

I think incorporating that kind of setup would help to keep the majority of people in Open Play, keep the player base together, and reduce the likelihood that people will switch to either Solo and Private Groups or just stop playing altogether.
 
You really need to grow up mate, the glaring problem with your idea is the issue of separating genuine griefers from others who are playing within the rules of the game. Simply locking wanted cmdrs into Online is not going to solve anything.

Perfectly simple, a player kills a 'clean' player and, at the next login, they are stuck in Wanted for a set period or until death or until they leave that jurisdiction. But apparently it's against the law -LOL
 
I think the best answer is even more simple. Give players the ability to turn "Friendly Fire: Off/On". It would basically work like flagging yourself for PvP in other MMOs. If someone running around in an Asp trying to make money doesn't want to be destroyed by the kid with a fully upgraded Anaconda or whatever, the "Friendly Fire Off" option would prevent them from dealing damage to, as well as receiving damage from other players.

Turning "Friendly Fire On" would allow players to damage, and be damaged by, other players. So, for the people who want to test their skills against other players or jump into ad hoc PvP battles (or even full-out Wars) can still do that.

I think incorporating that kind of setup would help to keep the majority of people in Open Play, keep the player base together, and reduce the likelihood that people will switch to either Solo and Private Groups or just stop playing altogether.

I don't know the details of how this could be implemented but I seem to see this as a way for some to "combat log", e.g. when they see they're losing their fight, they would just turn on friendly fire to off...
 
Perfectly simple, a player kills a 'clean' player and, at the next login, they are stuck in Wanted for a set period or until death or until they leave that jurisdiction. But apparently it's against the law -LOL
Again: The thread started with the observation that open mode contained too many griefers noting that there were so many they had driven so many people to the private and solo modes that the griefers were complaining that these modes should be turned off. I don't think the creation of yet another mode is a good solution as it will simply divide up the player base further.

I find it interesting the (apparently griefer, but I'm not sure because the most pervasive poster argument is incoherent) opposite argument is to continue to allow people to evade losing their capital because an effective response would ruin the "immersive experience." This in a game where you enter a station and the announcements include "loitering is punishable by death." I don't understand why it is so hard to accept that you get a non-removable bounty equal to the value of the ship you used to murder someone? (It would, obviously, be removed by your own death.) FD went to a lot of trouble to create a political system. Real piracy, historically, was supported to a greater or lesser extent, by the rulers of the time. This is reflected in ED's political system as evidenced by the missions available. Why not have the authorities properly equipped and motivated to deal with murderers? (Excuse me, those that prefer to explore the full potential of the immersive experience...) And why not have the cost reflect the crime? Would making someone think about the penalty interfere too much?
 
Perfectly simple, a player kills a 'clean' player and, at the next login, they are stuck in Wanted for a set period or until death or until they leave that jurisdiction. But apparently it's against the law -LOL

Let's just forget the whole law part,. On a basic level your idea is good, but what happens if said newbie murderer get's one of his pals to claim the bounty?

Here's another example - I sometimes drop into Eravate and surrounding systems, a month ago I noticed a cmdr in a harmless Eagle, he was getting interdicted by a high ranking FDL, I dropped in to assist, FDL engages me.. Instead of the newbie running, he get's in between us and fires his pea shooters at the FDL, in the process I nearly obliterate him with my PACS. Why should I be locked to a single mode if he died?

Anyway, I can't see your idea happening. Forgot all the talk of lawsuits etc, people would simply kick off if the devs implemented forced modes. 99% of my time is in Open, I still want the option to fly private with friends whenever I want.

The devs need to focus on harsher penalties/police & Bounty hunter response. We shouldn't be seeing a situation where criminals/griefers feel that Private or Solo is a safe haven.
 
That's interesting. I am not a PvPer, but I am going to disagree anyway. I don't think PvP is ruining online gaming. I do think poorly implemented PvP ruins games though.

A lot of people that claim to be "PvPers" are really just Griefers. Actual PvPers look for competitive opponents that can actually provide a challenge; Griefers take advantage of liazze faire PvP mechanics by opportunistically annoying the crap out of other players that they know won't actually pose any sort of threat or challenge. As an added bonus, the Griefers do it all in the name of their short sighted mantra of "It's in the title, so git gud!".

PvP- real PvP, competitive PvP- can be a lot of fun, but Griefing is only fun for the Griefers. It's enough of an annoyance for the people that are being Griefed that it can drive them to play in Solo or Private Groups. Lacking Solo or Private Group options, most people would probably just go play something else as opposed to dealing with the Griefing in Open Play (which is why, imo, any argument for the removal of Solo and Private Groups just falls flat- Elite is not the only only game on the market and quitting altogether is ALWAYS an option for people who don't want to be pestered by Griefers, so removing Solo and Private Groups is NOT the answer without adding a PvE only server).

tl;dr: A well designed PvP system can be invaluable for sustaining a game though, there are tons of people who will log on just to play that aspect of the game, so I can't agree that PvP ruins games- it's just the bad systems that allow for Griefing.

Ah, I'll clarify.....I didn't say it was ruining "online" gaming, I said it was ruining "gaming". Yes I know it's popular, but it's brainless. Like I said the "TOWIE" of gaming. Now I know games have never been exactly stellar in the story telling, but at least it WAS there. Players had reasons for doing things.....PVP is just Kill and be killed....no plot, no substance whatsoever....just this "meta" stuff of people working out the RNGs and stats of things to the nth degree to get the slimmest edge. I'd have preferred it if games got more professional writers in to do compelling well written storylines that gave us a reason to do things and even added twists and such like to make us THINK about what we do and how we interact with the world. It's slightly worrying that many of todays games are just about getting as many kills as possible for NO REASON other than to just get as many kills as possible.
 
Last edited:
Let's just forget the whole law part,. On a basic level your idea is good, but what happens if said newbie murderer get's one of his pals to claim the bounty?

He's paid the 'fine'.

Here's another example - I sometimes drop into Eravate and surrounding systems, a month ago I noticed a cmdr in a harmless Eagle, he was getting interdicted by a high ranking FDL, I dropped in to assist, FDL engages me.. Instead of the newbie running, he get's in between us and fires his pea shooters at the FDL, in the process I nearly obliterate him with my PACS. Why should I be locked to a single mode if he died?

Accidental homicide. What do you do now when that happens? This is really a problem with the BGS that needs fixing. They need to implement a percentage of damage that needs to be exceeded before your involvement is even registered.

Anyway, I can't see your idea happening. Forgot all the talk of lawsuits etc, people would simply kick off if the devs implemented forced modes. 99% of my time is in Open, I still want the option to fly private with friends whenever I want.

Nothing stopping you doing that outside of the jurisdiction you are wanted in.

The devs need to focus on harsher penalties/police & Bounty hunter response. We shouldn't be seeing a situation where criminals/griefers feel that Private or Solo is a safe haven.

Imagine the upset if the AI was to get to a reasonable level of hardness. Imagine all those tears.

cryingkid-300x336.jpg
 
Last edited:
I don't know the details of how this could be implemented but I seem to see this as a way for some to "combat log", e.g. when they see they're losing their fight, they would just turn on friendly fire to off...

Yeah, that would be a pretty game breaking exploit. Hopefully, if FD did something like this they would add some sort of countermeasure to keep people from abusing it. Maybe not going into effect until out of combat or giving it a 1 to 5 minute before activation timer so people can't just chicken out of a fight they agreed to if they think they'll lose.
 
Another small change could help here. how many Somali pirates get to claim insurance on thier boats when the police/navy sink em? thats right. So... how many space pirates get to claim insurance when they unexpectedly lose a fight?. should be similar numbers yes? it would make them think about wether or not to take thier fully decked out anaconda into battle with the thought that if they lose they lose the value of the ship....permanently. there would have to be a sliding scale i suppose. small wanted - little effect on insurance. middling wanted - big effect on insurance. big wanted - no insurance and a fee for bringing your bad ass back to life in a station^^( sliding scale for the fee too. to pay of the doctor who brought the Dread Pirate Roberts back to life when the universe was better without him)

As to the idea of pvp flagging. just have it so the toggle for it is in station comms only. so you cant turn it on or off while out and about.
 
Another small change could help here. how many Somali pirates get to claim insurance on thier boats when the police/navy sink em? thats right. So... how many space pirates get to claim insurance when they unexpectedly lose a fight?. should be similar numbers yes? it would make them think about wether or not to take thier fully decked out anaconda into battle with the thought that if they lose they lose the value of the ship....permanently. there would have to be a sliding scale i suppose. small wanted - little effect on insurance. middling wanted - big effect on insurance. big wanted - no insurance and a fee for bringing your bad ass back to life in a station^^( sliding scale for the fee too. to pay of the doctor who brought the Dread Pirate Roberts back to life when the universe was better without him)

As to the idea of pvp flagging. just have it so the toggle for it is in station comms only. so you cant turn it on or off while out and about.

That seems a bit...harsh. I don't say that because I don't think Griefers deserve it, mind you. I think they do, but I don't think it would have the effect you're going for. For one, that would be a MASSIVE hit to RPers. RPing as a Pirate is a legit thing. Second, it doesn't address the issue of the people who grief the players that they know can't fight back, they'd find a way to game that system.

Besides, if there is a PvP opt-out/in toggle like turning friendly fire off, it wouldn't be as necessary to punish PvPers that want to RP as Pirates or whatever because it would be safe to say that anyone who chooses to turn their PvP flag on is giving people permission to engage them in PvP.

It would also need to be something that people can turn on and off while undocked and outside of combat. It would be a good idea to do that so if someone comes across a brewing "world PvP" battle while they're flying around, they can just turn on their PvP flag and jump into the fray spontaneously without having to dock at a station, turn it on, undock, and get back only to find that people have left the area.

You'd also want it to be able to be turned off while undocked for a variety of reasons, such as maybe you just forgot to turn it off earlier, or you're out in the middle of BFE nowhere with a bunch of loot you weren't expecting to find or a crapload of exploration data and now you need to go somewhere to sell it, preferably without being blown up by some random yahoo in open play... Or maybe you just decided that you're not interested in PvPing after your last fight.
 
Last edited:
Another small change could help here. how many Somali pirates get to claim insurance on thier boats when the police/navy sink em? thats right. So... how many space pirates get to claim insurance when they unexpectedly lose a fight?. should be similar numbers yes? it would make them think about wether or not to take thier fully decked out anaconda into battle with the thought that if they lose they lose the value of the ship....permanently. there would have to be a sliding scale i suppose. small wanted - little effect on insurance. middling wanted - big effect on insurance. big wanted - no insurance and a fee for bringing your bad ass back to life in a station^^( sliding scale for the fee too. to pay of the doctor who brought the Dread Pirate Roberts back to life when the universe was better without him)

As to the idea of pvp flagging. just have it so the toggle for it is in station comms only. so you cant turn it on or off while out and about.

I was going to suggest this too: The idea of the un-reducable, inescapable bounty was meant to mean the loss of the value of the ship. No insurance. I like the occupied escape pod fee too, I didn't think of that. I don't think there would be a need for pvp flags or separate instances, economics would sort things out.

It might be tricky to work out the "real" pirate aspect - my thought was if you target the drives or cargo hatch you would be a "pirate" - if you simply zoom in and blow someone up you'd be a murderer and the no insurance bounty would kick in.
 
Last edited:
Imagine the upset if the AI was to get to a reasonable level of hardness. Imagine all those tears.

http://familydentaltips.com/wp-content/uploads/2012/09/cryingkid-300x336.jpg

Don't know if you have tried the Beta yet, I nearly got my butt kicked twice in the space of 20 minutes, first was an Elite ranked Vulture, second was an Elite ranked FDL bounty hunter, couldn't figure out why he was interdicting me (no cargo) He said he was collecting the bounty on me.. Only 250,000 credits, he came at me all guns blazing, fired some weapon that cooked my ship, genuinely shocked at how good he was, better than most guy's I PvP against.

Going to head out in a tooled up ship, defintely won't be flying around in freighters with any bounty's on my head.. The Bounty was because I failed to deliver some cargo a while back.
 
Don't know if you have tried the Beta yet, I nearly got my butt kicked twice in the space of 20 minutes, first was an Elite ranked Vulture, second was an Elite ranked FDL bounty hunter, couldn't figure out why he was interdicting me (no cargo) He said he was collecting the bounty on me.. Only 250,000 credits, he came at me all guns blazing, fired some weapon that cooked my ship, genuinely shocked at how good he was, better than most guy's I PvP against.

Going to head out in a tooled up ship, defintely won't be flying around in freighters with any bounty's on my head.. The Bounty was because I failed to deliver some cargo a while back.

Yet the tears are flowing. AI cobras running away when their shields go down, just like 99.99% of players would, and a large slice of the community are up in arms about it. I read that some ppl like to watch Netflix on one monitor while pew pewing at res sites on another, as a way of relaxing. I can only imagine what they have on the third monitor! Again, I'm blaming lack of competitive sports in schools for producing a generation of weaklings.
 
Last edited:
what began to kill the golden age of piracy was the advent of steam propulsion. what should begin to kill it in elite (but not completely) from the griefing point of view is a military response and bounty hunting. surely the powers will have military vessels and fighters with secret and better equipment and weapons than the players and non military npcs have? secret interdictors that wreck the griefers fsd completely, better more powerful and cooler runnng weapons. even forcing griefers to have to give up on players because an instant military task force jumps in right on the attack would help.
 
Back
Top Bottom