What is the deference between a pirate and a Griefer?
"Griefing" [definition not supplied] and other repetitive anti-social behaviour like pirating, requires more than the existing "do it, pay fine, do it, pay bounty, do it, pay fine" mechanic. Levels of outlawyness are needed, and the higher ones shouldn't clear immediately. Hit a system vessel and get "WANTED" and a 200Cr fine. Kill a system vessel or clean player and get "FUGITIVE" and a 50,000Cr Bounty. Paying off the huge bounty should still leave a criminal status, which clears over a period of time. Further crimes at this level should reset, or worsen the status. Whilst FUGITIVE, the player's insurance could be reduced for example, and even certain activities (missions? trading?) could be sanctioned. Basically, make bad people pay, the way they do in real life.
Griefing is not a valid way to play and here is the reason why. If you get your kicks from actively ruining someone else's enjoyment then THERE IS SOMETHING WRONG WITH YOU IN YOUR HEAD. Seriously, go and seek help.
FWIW, I'm not a fighter by desire or aptitude. But I accept that some people are, and that's fine. But I do always play in Open, and have no intention of running away to hide in solo, unless the G-Word gets intolerable, which it has no signs of doing as far as I'm concerned thus far. But then I tend to avoid highly populated areas (the Lave group, for example) since I spend most of my time exploring, or doing rare runs to power up the ship to do more exploring. So I think the decision to not do all those artificial PvP classes stuff was probably the right thing to do. If anything, the game is already too fragmented with Open, solo and groups, without all those other bells and whistles too. But griefing could become intolerable if they do not implement the promised consequences, and the game will be much reduced because of it, because of the numbers of players who will feel the need to go and hide in Solo.
So... if someone enjoys PVP and they engage another player in combat and that player cuts his or her network connection to avoid the combat then they just griefed the PVPer. Right?
No. You don't take it far enough.
While I'm all for the pirate dynamic something does need to be done to prevent wanton murder. Ever player is a member of the "Pilots Federation" and it is through that organization that crimes should be punished. Bounties only go so far as to solving the problem. A serial player-killer needs to be marked as such. When I'm flying through a system and I see a player I should be able to to see exactly how many other Commanders this guy has taken down. That way I can very quickly decide, "do I really want to be here right now?" and run to safety... or if I'm a PVPer myself I might decide to take a shot.
Right now there are certain systems where, if I'm in my Type 6 and I see a player in anything that remotely lends itself to being a combat ship, I just leave. I can come back later.
- - - - - Additional Content Posted / Auto Merge - - - - -
So... if someone enjoys PVP and they engage another player in combat and that player cuts his or her network connection to avoid the combat then they just griefed the PVPer. Right?
Griefing is not a valid way to play and here is the reason why. If you get your kicks from actively ruining someone else's enjoyment then THERE IS SOMETHING WRONG WITH YOU IN YOUR HEAD. Seriously, go and seek help.
Murderers need to have insurance removed or set to 100%. Griefing will never happen again.
actually the OP did agree that maybe griefing was not the right term to use for the thread title and should have used Killer or Psychopath instead... had you actually read the OP and some of the thread you would have understood this was the actual type of gameplay the OP was refferring to...
I like how you oh so desperately try to get away from the Terminology because David Braben said something about a restricted group for griefers and you'll be damned if you only get to play your Space Quake vs other Space Quake players and don't get to force your play on people who don't.
... but if you want to play the role of a sociopathic killer, the in-game authorities should treat you as such. For example:
- A 'kill on sight' order issued to all stations
- More prolific serial killers get increasingly heavy hostile NPC "kill teams" interdicting them or jumping to their location
- The most prolific of all get a mention in Galnet news
- Anarchy systems are the only places that offer refuge
I'm not taking about a meta-game hatred of griefers, or introducing gameplay mechanics to artificially stop griefing. I'm saying give grief play some validity. Let them play how they want, but beware the consequences. Some grief players may even like getting some in-game notoriety.
I like how you oh so desperately try to get away from the Terminology because David Braben said something about a restricted group for griefers and you'll be damned if you only get to play your Space Quake vs other Space Quake players and don't get to force your play on people who don't.
I still believe that in certain situations, even though you're not breaking any rules its still causing the victim grief. Lets take this example: a trade or exploration ship minding its own business, no bounty, no demands to drop cargo or any other reason to attack, gets interdicted and blown up by someone outfitted for combat. The combat ship is not even going to get an interesting fight, you are sure to get a better fight out of the AI. Destruction of the ship will cause the victim grief as this is not a fair fight. And here I agree with OP that there needs to be consequences for mass murder gameplay. People should never be put off doing it because there needs to be danger in the universe to keep things interesting but flying a few LS and paying 6,000cr is not the right answer to this by a long shot.
The bottom line is just because something is perfectly legal and within all the rules doesn't mean there will be no grief caused by the action.
Then play in solo.Well, that's just a side effect of another implementation issue, to some of us at least. I want to play the game making in-game decisions for in-game reasons. Having your ship identified as being a PC prevents this: I am selectively attacked not because I am a juicy target flying expensive cargo with no defences, but because I am a PC. And even worse, even though I don't want to do it, I do notice some ships are PCs, and I inevitably react to that in a way that I wouldn't if they were NPCs. We had lots of design discussions about how to support multiple different playstyles here, but we have just ended up with the one style to the detriment of how I want to play the game.