I have a simple idea and I'm curious what everyone else thinks about it. Adding another factor in to instance matching based on player kills so that cmdr's with higher player kill counts will be more likely put into instances with other players that have similar counts assuming there are enough players in that system for multiple instances. Player kills are also not displayed now (as far as I know) and shouldn't be since it adds to the mystery of what type of people are around you. I could also see averaging a cmdr's player kills over the past 30 - 60 days so that someone isn't forced to always deal with being in a higher bracket if they only had a one time high count.
This is not a perfect system (nor should it be) in separating killers from non killers because I believe that would take away from the game but it does slightly alter who is around. Since it is only a factor it can't change anything unless there are over 32 players (which I believe is the instance limit) in the instance. I don't believe player kills = more experience because that's just not true, I myself have low to no player kills (can't remember) but I have been playing for a while and do know combat. Player kills slightly show a preference to combat though so player with a 200 count is more likely to be better at combat with another player than someone with a zero count. Just because I have a zero count though doesn't mean I couldn't suddenly decide to start killing at random and just because someone has an extremely high count doesn't mean they wont see anyone since it just places similar counts when there is a high amount of players.
I don't see a negative to adding in this factor but I would like to know what you all think. I see it affecting the following players
New players: Heavily populated starting systems are more likely to have other new players and less hostile experienced players allowing them to learn how to play with less of a chance of running into griefers killing easy targets but are not totally protected because nothing is stopping them from going to less populated instances with hostile players or playing during a time where there is a low amount of players in the system.
Traders: Little to no effect because heavily populated areas are more likely to not have good trade profits so that is not a good place to be anyways and low populated areas wont have enough people to create multiple instances so whomever is there will all be in the same instance.
Combat/bounty hunters: Are more likely to be paired players that are also interested in combat. In conflict zones puts players on similar levels together so fighting is more intense possibly if there is enough players. By similar levels I mean 2 players with over 100 player kill counts are likely to have ships designed for killing other players making the combat all that more interesting. Bounty hunters searching for bounties are more likely to be put with players with murder bounties on their heads.
Pirates: A good pirate doesn't need to kill, Killing makes you a target of bounty hunters that can cut into your time pirating and your profits. Career pirates still have a good chance at running into traders to plunder because it only effects high traffic locations and if a pirate has a low player kill count they have a good chance of being placed with traders even in high traffic areas.
Psychos: While I don't consider this a "career" the player that kills for the sake of killing is affected by being paired with players more likely to be other psychos or bounty hunters while in high traffic areas. A "Psycho" can also stick to less populated systems as to not be affected by the factor.
I think it is an interesting idea that could be ~fairly~ easy to implement into the game that would change very little but might make player interactions more meaningful. I like the randomness of meeting new people so don't get me wrong and think I'm suggesting an easy mode.
This is not a perfect system (nor should it be) in separating killers from non killers because I believe that would take away from the game but it does slightly alter who is around. Since it is only a factor it can't change anything unless there are over 32 players (which I believe is the instance limit) in the instance. I don't believe player kills = more experience because that's just not true, I myself have low to no player kills (can't remember) but I have been playing for a while and do know combat. Player kills slightly show a preference to combat though so player with a 200 count is more likely to be better at combat with another player than someone with a zero count. Just because I have a zero count though doesn't mean I couldn't suddenly decide to start killing at random and just because someone has an extremely high count doesn't mean they wont see anyone since it just places similar counts when there is a high amount of players.
I don't see a negative to adding in this factor but I would like to know what you all think. I see it affecting the following players
New players: Heavily populated starting systems are more likely to have other new players and less hostile experienced players allowing them to learn how to play with less of a chance of running into griefers killing easy targets but are not totally protected because nothing is stopping them from going to less populated instances with hostile players or playing during a time where there is a low amount of players in the system.
Traders: Little to no effect because heavily populated areas are more likely to not have good trade profits so that is not a good place to be anyways and low populated areas wont have enough people to create multiple instances so whomever is there will all be in the same instance.
Combat/bounty hunters: Are more likely to be paired players that are also interested in combat. In conflict zones puts players on similar levels together so fighting is more intense possibly if there is enough players. By similar levels I mean 2 players with over 100 player kill counts are likely to have ships designed for killing other players making the combat all that more interesting. Bounty hunters searching for bounties are more likely to be put with players with murder bounties on their heads.
Pirates: A good pirate doesn't need to kill, Killing makes you a target of bounty hunters that can cut into your time pirating and your profits. Career pirates still have a good chance at running into traders to plunder because it only effects high traffic locations and if a pirate has a low player kill count they have a good chance of being placed with traders even in high traffic areas.
Psychos: While I don't consider this a "career" the player that kills for the sake of killing is affected by being paired with players more likely to be other psychos or bounty hunters while in high traffic areas. A "Psycho" can also stick to less populated systems as to not be affected by the factor.
I think it is an interesting idea that could be ~fairly~ easy to implement into the game that would change very little but might make player interactions more meaningful. I like the randomness of meeting new people so don't get me wrong and think I'm suggesting an easy mode.