" I want more people to play in open." - Get rid of all those ships then.

That would lead to an instancing nightmare... everyone who has a local player on their block-list would essentially be kicked into an empty instance unless all other players locally have the same player blocked.

It's too exploitable too, you could just put any player you want to bypass onto a block list, even though they might be providing 'legitimate' opposition, like powerplay or piracy.

I think these are non-arguments, I'm afraid. Your alternative solution might work as well or better, but I don't think these examples are strong arguments against a blocklist.

If there are only a few local players then yes having another player on my blocklist will segregate the local pool such that I and player X are always in different instances - but that might mean player X is in the empty instance as often as I am. More likely player X is player X is the type who annoys others with undesirable gameplay. Myself I'm more happy to play in a less populated instance than to play with player X, or I wouldn't have put them on my blocklist. I do not regard this as an 'instancing nightmare'

Where the implementation would be tricky would be how to handle trying to get wings into the same instance, but I don't think this is an unsolvable problem (having a wing block list which is a superset of the individuals blocklists and which is asserted on all future instancing transactions would be my first pass solution)

The exploit of having a powerplay or pirate person on my blocklist is a non issue. I can already avoid those people by going to solo or group so this doesn't let me do something I couldn't do before in terms of avoiding people, but lets me still interact with more people than I would be able to in those other modes.
 

verminstar

Banned
It's not the question that they don't care but rather the fact that there is some sort of repercussions to there actions, I don't believe it will sort it 100%, but it will help, plus, if the platers who really wan't to role play as a criminal it should add a little more spice for them.

Nothing will stop the ganking entirely...personally speaking though, some effort to reign in the worst excesses of it would at least show us they are trying and that effort would mean a little lost faith being restored. Zero effort from FD gets zero effort in return which means Ill stay in solo...and so will a fair number of others Ill wager. Words are just that...words, and whatever reputation FD used to have simply isnt enough. But even cutting it down would be better than the free fer all it is now.
 
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I think these are non-arguments, I'm afraid. Your alternative solution might work as well or better, but I don't think these examples are strong arguments against a blocklist.

If there are only a few local players then yes having another player on my blocklist will segregate the local pool such that I and player X are always in different instances - but that might mean player X is in the empty instance as often as I am. More likely player X is player X is the type who annoys others with undesirable gameplay. Myself I'm more happy to play in a less populated instance than to play with player X, or I wouldn't have put them on my blocklist. I do not regard this as an 'instancing nightmare'

Where the implementation would be tricky would be how to handle trying to get wings into the same instance, but I don't think this is an unsolvable problem (having a wing block list which is a superset of the individuals blocklists and which is asserted on all future instancing transactions would be my first pass solution)

The exploit of having a powerplay or pirate person on my blocklist is a non issue. I can already avoid those people by going to solo or group so this doesn't let me do something I couldn't do before in terms of avoiding people, but lets me still interact with more people than I would be able to in those other modes.

Block lists are an awful, awful, AWFUL idea, and every one of them arguments was 100% more valid than ANY proposition for a block list.

Block lists are for chat facilities and devs that can't be bothered to implement something properly.
 
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I think these are non-arguments, I'm afraid. Your alternative solution might work as well or better, but I don't think these examples are strong arguments against a blocklist.

FDev won't implement a block-list as it would open a can-of-worms that would cause many, many more problems than it would solve. They are already struggling to get the netcode/instancing working well as it is.

I wouldn't waste your time lobbying for it.
 
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That's not accurate. Go to a CG or Founders world. It's the same Commanders again and again (and again...).

Of course. But you know this, so you can avoid it. They can not come after you and kill you repeatedly. Staying in one place, repeatedly killing clean ships is exactly what a C&P system should stop.

Unless that place is an anarchy. Then it's up to player to stop it.

It's not hard to make security respond in a way that fixes this. I'm just not sure that's what FD wants.
The opposing of CGs is something I'm quite sure FD consider legitimate and wanted game play. Station camping at Jameson, is probably something they rather avoid.
 
Of course. But you know this, so you can avoid it. They can not come after you and kill you repeatedly. Staying in one place, repeatedly killing clean ships is exactly what a C&P system should stop.

Unless that place is an anarchy. Then it's up to player to stop it.

It's not hard to make security respond in a way that fixes this. I'm just not sure that's what FD wants.
The opposing of CGs is something I'm quite sure FD consider legitimate and wanted game play. Station camping at Jameson, is probably something they rather avoid.

In fact police response is tied to your infamy in a system and if you fight on a trading lane.
So there is something patched and they send the police after you.
The time to react for police shortens the more you gain bounty and hostility in that system.

As i proposed months ago simply shadow affiliate a player with a fitting faction in the
system, to add a faction hostility gain on killing, so the police answers faster.
The problem with police response is, is that defense meta makes NPCs ignorable
little blips.

I am welcoming of FD considering the shield meta to be changed,
but to make it a more engaging experience for crossover player roles
(piracy, you lack defense for cargo space) get the ships closer together,
eliminating defense modules apart from module protection totally.

Pirates face the same problems a trader has facing a purely combat
bred loadout, lacking defense in favor of cargo.

That way every ship has a fighting chance, especially with the fighter escorts
assisting with damage.
 
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Goose4291

Banned
Try this mantra: Karma systems don't work. Karma systems have never worked. Karma systems will never work.

Ultima Online, EvE Online, insert-MMO-here, etc.,

If you don't know why, I suggest using Google to examine the differences between real-life and video games.

A few pointers:

  • Griefers don't care about in-game/credit punishments.
  • Griefers don't care about lack of market/docking facilities, being KOS to Police/Guards/etc.
  • Griefers don't care about getting their ships popped for attacking people in high security areas.


It's not rocket science. I've played MMOs since 1999 (UO) and watched various games try to add Karma systems - none have ever worked.

Repeat the mantra...

I think somehow they would start to mind if it they had nowhere to spawn/rearm from within 30 minutes journey time when combined with the aforementioned NPC police 'harrassment' slowly chipping away at their ships.
 
Which shows that you don't understand. For them THERE ARE NO REPERCUSSIONS.

You imagine they are being punished, they laugh and kill you again.

Really - it's not hard to understand.

Maybe we need to get the Goon Squad over here to demonstrate... [wacko]

He does have a point, the griefers or the so bad boys in this game are really nothing more than an annoyance, people call SDC toxic...child's play to what I've seen over the years.

Even though I do agree with a punishment system, be it bounties or whatever, This whole Karma thing is great in peoples 3rd eye but in game...well when if it ever gets here we will see.

If someone if going to grief no in game system will stop them playing the game good or bad how they want to play it. *all but a ban will stop them, but even then..*

I've not come across any of Goonswarm in a very long time but if they are what they used to be and decided to come to ED Open ...well thanks for coming it's been fun.
 
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I think somehow they would start to mind if it they had nowhere to spawn/rearm from within 30 minutes journey time when combined with the aforementioned NPC police 'harrassment' slowly chipping away at their ships.

You mean, you hope?

Let me tell you how it works in PvP: I've played Naval Action and when we met up for fleet action we went for fleet action. 30 minutes journey? Well, we had TS. Didn't find enemy fleet? Gank traders and hope they would assemble a fleet (there is a Nation chat where people can report incidents nationwide). Still no fleet action? Sneer and boast and go on attacking a port / teleport elsewhere to a hotspot.

If you're grouping for PvP you are likely seeking some action, simply because you have managed to put together a group to play with. Player time is limited and you cannot insta-create your group activity with people living in different timezones, running jobs and family. 30 minutes is NOTHING. All it does is increasing the level of anticipation and the will to take a fight.
 
You mean, you hope?

Let me tell you how it works in PvP: I've played Naval Action and when we met up for fleet action we went for fleet action. 30 minutes journey? Well, we had TS. Didn't find enemy fleet? Gank traders and hope they would assemble a fleet (there is a Nation chat where people can report incidents nationwide). Still no fleet action? Sneer and boast and go on attacking a port / teleport elsewhere to a hotspot.

If you're grouping for PvP you are likely seeking some action, simply because you have managed to put together a group to play with. Player time is limited and you cannot insta-create your group activity with people living in different timezones, running jobs and family. 30 minutes is NOTHING. All it does is increasing the level of anticipation and the will to take a fight.

At least for those 30mins they won't actually be ganking anybody.
 

Goose4291

Banned
You mean, you hope?

Let me tell you how it works in PvP: I've played Naval Action and when we met up for fleet action we went for fleet action. 30 minutes journey? Well, we had TS. Didn't find enemy fleet? Gank traders and hope they would assemble a fleet (there is a Nation chat where people can report incidents nationwide). Still no fleet action? Sneer and boast and go on attacking a port / teleport elsewhere to a hotspot.

If you're grouping for PvP you are likely seeking some action, simply because you have managed to put together a group to play with. Player time is limited and you cannot insta-create your group activity with people living in different timezones, running jobs and family. 30 minutes is NOTHING. All it does is increasing the level of anticipation and the will to take a fight.

I also play Naval action, and do you know what caused the kind of thing you've said there?

The teleportation mechanic. Before its implementation having to travel 2hrs plus to get set up in a freeport before embarking on dunking on traders with limited teleportation availability (due to the old cooldowns) meant that unless you were picking at the traders of a enemy bordering your factions area, the whole thing was a lengthy drawn out process (particularly when you were going to be docking at the obvious freeport where they'd be waiting for you with a decent sized squadron).
 
Of course. But you know this, so you can avoid it. They can not come after you and kill you repeatedly. Staying in one place, repeatedly killing clean ships is exactly what a C&P system should stop.

Unless that place is an anarchy. Then it's up to player to stop it.

It's not hard to make security respond in a way that fixes this. I'm just not sure that's what FD wants.
The opposing of CGs is something I'm quite sure FD consider legitimate and wanted game play. Station camping at Jameson, is probably something they rather avoid.

I totally agree. Although modus-operandum at the CG station was to fly about inside the station bumping players and/or shooting them up with missiles in disposal Cobras. How can that be a thing at all?
 
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Block lists are an awful, awful, AWFUL idea, and every one of them arguments was 100% more valid than ANY proposition for a block list.

Block lists are for chat facilities and devs that can't be bothered to implement something properly.

You might make some effort to justify your position, rather than just express an opinion.

- - - Updated - - -

FDev won't implement a block-list as it would open a can-of-worms that would cause many, many more problems than it would solve. They are already struggling to get the netcode/instancing working well as it is.

I wouldn't waste your time lobbying for it.

Can you be more specific about the problems you think it might create?

Instancing already has to consider whether two players have good enough network connectivity between each other to be joined into a single instance, or you end up with all sorts of undesirable effects. There are probably other constraints already applied of which we are not aware - I suspect shadow banning happens in here. I fail to be convinced by your certitude that these problems exist and are unsolvable. More evidence, less rhetoric please.
 
You might make some effort to justify your position, rather than just express an opinion.

*chuckles* one should never be obliged to explain why an awful idea is awful.

Lateralus already brought up 100% viable objections that you're incidentally sweeping under the rug.
 
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