Ignoring or harming PvP in game design is contributing to ganking

Another way that could give tip offs is having a scannable rap sheet. A good pirate will always have lots of assaults and few murder charges, while someone who kills for jollies will have more murders than assaults. Seeing this as a ratio might give someone a quick overview of that lurking Clipper.
Unrelated, but seeing those numbers when you're jumping into a system would be far more interesting to me than the security level. I generally only care whether it's "anarchy" or "not anarchy" with the distinction between low/medium/high only being important to determine whether I'm still gonna find an IF or not, but if I jumped into the system and it told me "8 assaults and 3 murders reported in the last half-hour" then that's gonna make me sit up and pay attention.
 
PvE piracy exists.

I would be surprised if a huge number of players would want to play the role of "the herd" for the pirates and bounty hunters to have their fun - as I'm not seeing how playing as one of "the herd" is "fun" in that context.

It does, but it lacks context and variety. Along with most of the game its very easy to see its inner workings because they are incredibly thin. Players are unpredictable and don't have an NPCs limitations regarding persistence. If you beefed up regular NPC traders to match players, then that would be a step in the right direction- but even then you can't negotiate with an NPC, its always the same routine.
 

Robert Maynard

Volunteer Moderator
It does, but it lacks context and variety. Along with most of the game its very easy to see its inner workings because they are incredibly thin. Players are unpredictable and don't have an NPCs limitations regarding persistence. If you beefed up regular NPC traders to match players, then that would be a step in the right direction- but even then you can't negotiate with an NPC, its always the same routine.
That's all about the pirate's fun - still no sign of "fun" for the trader.
 
PLayers who play always in open should have any benefit, like more mission influence making BGS, more influcence / points gained with powerplay items, more money earned by trading and delivering navigation data.

On the other hand also with all the last months boost in mining and the money it can be earned now, I think rebuy % should change depending on your highest rank (no matter if its in combat, trade or exploration). Something like 1% for complete noobs and about 20-30 % for Elite. This way the excitement will be greater and mining acivity would be indirectly balanced as experienced commanders would pay more for the rebuys.


Regards
 
PLayers who play always in open should have any benefit, like more mission influence making BGS, more influcence / points gained with powerplay items, more money earned by trading and delivering navigation data.

I agree, especially if that is applied retrospectively.
I'd have a fortune in back pay!
 
Unrelated, but seeing those numbers when you're jumping into a system would be far more interesting to me than the security level. I generally only care whether it's "anarchy" or "not anarchy" with the distinction between low/medium/high only being important to determine whether I'm still gonna find an IF or not, but if I jumped into the system and it told me "8 assaults and 3 murders reported in the last half-hour" then that's gonna make me sit up and pay attention.

It would make scanning, assessing and tagging ships much more important if done at a ship level, for example:

CMDR Deathbeast M20A20 would indicate Deathbeast kills who he assaults, while:
CMDR UltraMaxDeath M2A30 would show they shoot but don't kill.

It would make scanning itself something to avoid if you wanted to hide your crimes, and coupled with my ATR at notoriety 10 spawn on scan, would plus a good number of C+P gaps (and be fun as the criminal- I'd love it :D )

You could have a 'deaths and assaults' report before you jump as you suggest as well, so you are informed of the 'forecast' before you go.
 
It would make scanning, assessing and tagging ships much more important if done at a ship level, for example:

I like the idea of proactively seeking out the bad guys, especially if you can permanently mark them in your ship's database. A bit like the FSS , we could call it the A S S 'cos is scans the system for a ........s ;)
 
I like the idea of proactively seeking out the bad guys, especially if you can permanently mark them in your ship's database. A bit like the FSS , we could call it the A S S 'cos is scans the system for a ........s ;)

You could automate it easily, since its based on strings of letters and numbers- your HUD could alert you to CMDR Deathbeast on your RADAR by setting thresholds in options.
 
Where is the fun playing catch when you were a child?

Catching the ball and throwing it back to the person who had thrown it gently to you and moved closer so you could return it easier.
NOT the person who threw baseball at yo full force then tripped you up and shouted "Thx for the salt noob LULZ"
 

Robert Maynard

Volunteer Moderator
Where is the fun for the person who is being chased playing catch? Because thats what this is, a game of catch. One person runs after you and 'gets' you, while the others run off.
Some enjoy the frisson of the chase - some don't play catch because it's not "fun".
 
You could automate it easily, since its based on strings of letters and numbers- your HUD could alert you to CMDR Deathbeast on your RADAR by setting thresholds in options.
NNNNoOOOOOOOOOooooooooo there's already too much automation.
Where's Mr Spock looking on the screen and twiddling knobs saying "They appear hostile Captain" ?
 
Where is the fun for the person who is being chased playing catch? Because thats what this is, a game of catch. One person runs after you and 'gets' you, while the others run off.

edit: the confusion is probably due to what it was called in my school- its also known as chase / catch / British Bulldogs etc.

They then get to be the chaser.
 
Because the NPC is not an actual human. The NPC is there for your amusement, actual humans are not, they are there for their amusement.

You can only negatively affect their enjoyment, you provide no positive value to them at all, so they can exclude you if they want.

In a PvP piracy situation, the best outcome for the player being pirated is that the encounter doesn't happen. There's no positive outcome for them where it does. They can't actually get anything from you as a pirate. You think they get "fun", but everyone who is disagreeing with you in the thread is telling you that it is not in fact fun for them.
Some of my most enjoyable experiences in Elite have been running the bloccade during a CG: I did die once or twice but the adrenaline rush was there and I had great fun. Was it the most efficient way to tade? Of course not, but my personal gain was significant in terms of enjoyment. I agree this is not for evryone, but plese don't reduce the game to just a material gain/loss.
 
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