To remove ganking, all player/player damage would require to be removed
Or at least detected and punished, IF it is out of the context of the game, and that is the underlying issue.
To remove ganking, all player/player damage would require to be removed
Don't get me started on NPC piracy, which has been stealth nerfed into oblivion ...Even in pirating and Powerplay - just as any player can shoot at anything they like, even if to do so may seem unsporting (due to massive advantage), any player can block any other player or leave the game when they want, even if to do so may seem unsporting - the game places no limits on use.
For interactions they want, not for interactions they don't want - it's their choice when to leave Open just as it was their choice to select Open at the start of the game session.And yet, when you are in Open only players have the hauls that actually matter. Plus, a player consciously logs into Open for a reason, and that is interaction. If they don't want interaction, why are they there?
With the lack of game provided information relating to Private Groups (and an Open-PvE game mode), players who want to play socially only (initially at least) have Open. Some players may log in to Open for social interactions - with the downside of other players attacking.Again, you log into Open for a reason, interaction and greater risk. But, when that risk gets too much you pull the plug or block you deny the valid opposition of a 'win' (denying merits, space, time).
PvP was expected to be "rare and meaningful" - however the outcome seems to be "common and (often) meaningless).Its not a matter of something requiring PvP, its actually making the PvP meaningful when it happens. If people break the game loop and there is no valid conclusion, thats not a game, its just random events.
As DBOBE agreed, when asked, in the Engineers launch stream - "it's not sold as a PvP game".Its like playing a game of football and blocking people who tackle you- is that football? The same is true for Powerplay, if you are caught and are about to lose merits that should be a win, and yet you can win even when you lose. The same for piracy- you lost should have no more options but to give the cargo- but instead you remove yourself and you win by trading the full amount.
Thats not a game for anyone.
Detection and punishment is an "after the fact" response - it does not stop ganking from occurring.Or at least detected and punished, IF it is out of the context of the game, and that is the underlying issue.
Ganking is wrong..if by it's definition it's picking on those who are not able to fight back...totally agree it's wrong.
And yet their here doing it.... cos like combat logging they can..
Broken mechanics let's address em
And yet the suggestion is being made that gankers can do as they wish and it's up to the targets to alter their game style to account for it.
Same thing.
The bit quote above.
Or at least detected and punished, IF it is out of the context of the game, and that is the underlying issue.
Detection and punishment is an "after the fact" response - it does not stop ganking from occurring.
And yet you have no rebuttal for itAn utterly absurd assertion.
It certainly does, I'll use an independent arbiter to prove it :Ganking does not imply harassment of other players.
The reason is that the griefer is not looking for an in-game outcome. Their desired outcome is to ruin another player's fun, because that's how they get their fun.
Attacking other players is within the rules - regardless of disparity in player skill, ship, loadout, engineering, etc.."If you are detected ganking you will be banned for 30 days" - would be a pretty effective after the fact.
Yet again, it's about the consequences
You can't get much more judgemental than that .. please remember that in game gankers are probably not in-life equivalents.and some of those people are players that no-one should have to play with.
I wasn't referring to any particular play-style.You can't get much more judgemental than that .. please remember that in game gankers are probably not in-life equivalents.
I have no interest in ganking, but at the same time Elite 'Dangerous' needs gankers to provide that extra spark that the solo mode lacks entirely. Those that want peace and quiet have solo mode. If ganking extends to griefing i.e. following someone around to ruin their gaming experience then I agree it's not acceptable.
That's a short-sighted way of looking at it: if there were serious consequences to ganking even if the victim is killed in the first instance (perhaps more so in the high security areas) ganking would reduce, just like in real life.Detection and punishment is an "after the fact" response - it does not stop ganking from occurring.
I'm not saying 'the game' needs gankers, just open mode.I wasn't referring to any particular play-style.
Not everyone agrees that the game "needs" gankers - no matter how much they like to try to persuade other players that they're "providing a valuable service".
Yes of course, as I said above , detecting the context is the problemAttacking other players is within the rules - regardless of disparity in player skill, ship, loadout, engineering, etc..
Much in the same way going to jail for murder doesn't help the victim, but it goes a long way to stopping most people from being murders.... and banning the attacker does not change the outcome for the destroyed target.
Not really - a destroyed rebuy (and loss of anything not covered by the rebuy) is a rebuy - regardless of the outcome for the attacker. There are those who don't care about what happens to them as long as they can spoil someone else's game.That's a short-sighted way of looking at it: if there were serious consequences to ganking even if the victim is killed in the first instance (perhaps more so in the high security areas) ganking would reduce, just like in real life.