Hypothesis: most Combat Loggers are serial cheats who learned it in other games or against NPC's

People don't bounty hunt in PvP because it's pointless. It's pointless because of combat logging.

The solution is simple but brilliant: Give them the money, play the destruction animation and let him be, everybody is happy.

Proposition: Keep a hardcoded counter clearly visible to everyone of number of combat logs made.
 
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There's always been a demarcation between those who play "the spirit of the game" and those who'll play "to the letter of the law" and argue that "if the game allows it, it's intended" and think they're somehow winning something.

Spot on mate. Its like the ramming . FD do not want indescriminate ramming outside the station. They bought in the irritating speeding law to give the possibility of offering some protection because they were unable to code realistic ramming metrics which can work out who is at fault. It works......sort of but means 90% of gamers have a less enjoyable experience thanks to the usual few intent of spoiling the game. We had people exploiting wingman lock to insta travel accross systems, exploting the ai to maje the ships anti missle weapons agro the station when docking by dumb fire spammers, we have combat loggers, mode switching mission stackers (FD have said its an unintended use of mode switching aka exploit) we have suicide winders, people destructing at jacques to fast travel to the core, its all exploiting to 1 degree or another.

Exploiting a game to have unlimited money (relatively) then using that money to mean you have no fear of loss when attacking another player, its all cut from the same cloth.

For me, i would happily see FD list things they cant fix and say please dont do this its an exploit, if younare caught on video you will be punished. I am happy not to have the game block everything and FD spend time on other stuff and i just wont exploit the game. Sadly some of the same section who are moaning about CLers imo are the hypocrites who will use every weakness in the code to their advantage
 
This from the inaccurate assumption that open = pvp and there's nothing else a player could want there. Small world view.
Exactly why I want an Open PvE mode to be created. So players that are interested in everything else Open offers, but not in the PvP, have somewhere to obtain it.



Im sure people in Mobius and other groups will be disappointed to hear they ain't social gaming.
Mobius isn't exactly officially supported. Thus, new players don't get to know about it, and many players that would like to play in a PvE-only group never hear about it and end in Solo (or out of the game) instead. Also, it's becoming unwieldy as it's close to having to split again (as there are already two 20K players groups nearly full, and the game doesn't support more than 20K players in a group).

So, unless a PvE Open mode is created, I will keep considering playing in Open while combat logging on everyone that attempts to engage in PvP a perfectly valid, commendable even, way of playing.



The fact is FDev could have made open PVE mode from day one. As I said earlier, it's actually fairly simple from a technical perspective. The fact that they didn't when they were willing to create three separate modes (and Braben's comments about the topic) suggests that they imagined open would be predominantly filled with happy chaps wanting to wing up to shoot npcs, mine and generally be excellent to each other.
Every interview seems to point to this. With Solo and Group modes acting as a safeguard against Open becoming too unwieldy, as players could flee to Solo or Group and keep playing undeterred (and without any loss or handicap) until the ones griefing in Open got bored and left.

So, yeah, going to Solo to avoid a player blockade was not only predicted early, one of the reasons Solo exists is so players can use it to avoid player blockades and other kinds of player-initiated game disruption ;)

DB isn't the only MMO dev to be bitten by this failed analysis of what the players would do, BTW. When designing Ultima Online, Richard Garriott thought it would develop a virtual society where nearly all players would be nice to each other, with those that weren't hunted and expelled by the players themselves to the outskirts of the game, to such an extent that the average player wouldn't have to ever worry about player violence. Those old enough to remember the game know well enough how that story ended.
 
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