Hostility between certain mindsets aka antagonistic v co-operative play - a short point of view

Um agriculture, language, societal constructs, collaboration, science, etc. etc. Again, predatory analogies are terribly flawed in this context..

Every single example you listed technically makes us better at being able to handle other predators. Agriculture means settling down, and having a group not need to spend their time constantly gathering, which can mean culture but also can mean a dedicated army. Language helps communicate, oral tradition in a cultural sense but tactics and unrivaled coordination in a group. Societal constructs can apply to the idea in early societies of retaining constantly trained warriors, collaboration has obvious survival value, and science has led to advances that make all other predators on the planet basically outclassed.

So basically everything you listed is an aspect of why humans became the supreme apex predator. There are other animals that might use coordination and even basic tools, but none as well as us on Earth.
 
Sharks don't care... unless its a bigger shark...

A Lion doesn't concern itself with the opinions of sheep...

You really don't need to re-assure yourselves. Revel in your time...




:p
 
The success of our species is not focused on predation of prey animals. It is focused on the survival of populations and the transmission of traits. Agriculture moved us out of hunting and gathering into greater stability and viability as a species. Are we masterful predators as a result of these factors? Yes. Is that how the species ensures its continued survival? No. If a predator wipes out its prey without restriction, it dies. Such mechanisms do not exist in this video game. Do the player traders, explorers, res zone bounty hunters exist to ensure the survival of pk'rs? No. The analogy is flawed. The real underlying issue is that Fdev expected a self policing ecology would develop where some sort of equilibrium state would exist between hunters, defenders, explorers and traders. That has not occurred and cannot occur given the constraints of the system. Other mmo game designers figured this out more than a decade ago. Fdev seems to love math, I'd wish they do some modeling on what the player population would actually have to be doing on a daily basis for an equilibrium ecology to actually exist. I really don't think that full open pvp, with C and P / Karma / Blocking is going to create that ecology inside of a 32 player per instance peer to peer networking model. Right now we have Day Z in the middle of space traders and explorers. The individual agents are not working toward an equilibrium state by definition. In my opinion, salvation (if it is to be had) will be achieved through sliding scale PVE to PVP environments based on security status, with higher rewards offered in PVP zones. Time and math will tell.
 
Legalized cheating at best really, used in combat mostly by sore losers.

Pirates in particular are hit hard by such uses of menu logging.

They have to allow menu logging because of the 'real people have real lives' issue. Sometimes you have to step away from the game on close to zero notice because something of actual importance is happening. Yes, it can be abused, but it has to be allowed.
 
They have to allow menu logging because of the 'real people have real lives' issue. Sometimes you have to step away from the game on close to zero notice because something of actual importance is happening. Yes, it can be abused, but it has to be allowed.

The proper response to real life is to go answer it immediately, I've lost a couple ships at times from bad timing, but I never logged from a player because of it. If I miscalculated my free time that's on me, not the other player.

And besides, the majority of menu logs committed against players tend to happen right when the logger is losing, those would have to be some rather convienent excuses.
 

Yaffle

Volunteer Moderator
No idea how we managed to arrive at combat logging/graceful exits, but it's way off topic.
 
And here you just need to find an answer how you would disallow network disruptions that can happen for a variety of reasons?

You can track trends over time, which is apparently what Frontier plans to do through the karma system. It should be quite effective at identifying players who habitually start fights and then combat log when they're losing, such as a number of griefers.

On the other hand, there's no real way to differentiate between somebody who ungracefully exits once or twice and somebody who just had bad (good?) luck with the timing on a random network error or power outage or whatever.

Edit: Ninja'd by a post that would have stopped me writing this one. No hard feelings if you want to delete it.
 
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A reminder at everyone here: I never talked about modes in my OP, read again. Actually it is Open only if you to define a mode. It's about certain mindsets, not the modes of Elite.
 
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