Pirates and Traders

Your own posts label you a griefer - deliberately targeting other online players to annoy them and give you enjoyment - thats pretty much the definition I think.

Just as some players choose to only play pve some players choose to only play pvp. That means they will only pirate players as they have no interest in playing vs the AI just the same as someone in solo or group mode doesn't want to interact with players.

This is a game about choice. You choose who you play with when you log in and if you choose open you're consenting to play with other players for good or bad.

Interesting that Frontier programmed the AI to act the same way as a player you label a griefer.

If you are going to push an agenda at least be truthful. Let people know the real reason why you want to see players harshly punished for the same action the AI is programmed to do.

Yeah the NPC pirates act like griefers but the player pirates actually open a dialogue and give players a choice. You also don't get player pirates interdicting Anacondas in a shieldless eagle . . .

I actually dropped 350k worth of palladium to a pirate eagle before it stopped shooting me and then flew away leaving the palladium (to test the ai). Considering an eagle can carry like 8t I was highly disappointed. If you want to play with braindead AI fair play but some players don't want that and for them there's open mode.

The difference is that player pirates are good at what they do and purely target subsystems and use rails or other high powered weaponry to cripple a ship and then kill if their demands aren't met. If we opened up with "HA HA HA!" and then started shooting we'd be labelled pkers . . .

If the NPCs were kitted out properly and used the same tactics there wouldn't be much to distinguish player pirates and NPC pirates and I'm sure fewer people would be shocked when they were blown out of the sky by a player.
 
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Your own posts label you a griefer - deliberately targeting other online players to annoy them and give you enjoyment - thats pretty much the definition I think. Harsh? Not at all. If the shoe fits...
Like I said in my post, I really dont give two hoots whether you continue to do that anyway.
I quite liked my ideas too (extreme maybe) but then it's obvious that a griefer would not like them as if implemented, they would clearly have a huge penalty for their behaviour.

It's interesting that you don't see your behaviour ingame to get your own enjoyment as griefing. Just ask yourself how you'd feel if someone more powerfully equipped kept on killing you constantly ingame, for no other reason than their enjoyment. Bet you'd get real tired of open mode very quickly.

Still, it's only a game, isn't it?
Oh the posts are the ones that are labeling me, are they? I never said I deliberately targeted other players, I said in whatever manner I found to be most enjoyable, but ok.

Your ideas wouldn't impact me at all because I don't currently murder or pirate, nor have I done so before in any real capacity. I might in the future though. I just recognize terrible ideas when I see them. And like I said, if you think making it so others can't dock to be a good idea, in a game so dependent on docking, you really have no place making suggestions.

If someone kept killing me in game I'd do one of three things, get motivated to improve and fight back, go to a different system, or do something else for a bit. Someone can only "grief" you in this game if you let them.
 
Oh the posts are the ones that are labeling me, are they? I never said I deliberately targeted other players, I said in whatever manner I found to be most enjoyable, but ok.

Your ideas wouldn't impact me at all because I don't currently murder or pirate, nor have I done so before in any real capacity. I might in the future though. I just recognize terrible ideas when I see them. And like I said, if you think making it so others can't dock to be a good idea, in a game so dependent on docking, you really have no place making suggestions.

If someone kept killing me in game I'd do one of three things, get motivated to improve and fight back, go to a different system, or do something else for a bit. Someone can only "grief" you in this game if you let them.

In all fairness this probably the most sensible post I've seen on this entire page, I don't pirate, I don't really trade, I smuggle and a bit of bounty hunting on the side. I've only fairly recently gone on open play after I was confident in my own abilities. The point is if you're being killed repeatedly by PKers, you move system, simple. There is a willy shrivelling massive amount of systems, pretty sure you'd still be able to make your fortune somewhere not far from your previous location.
 
I don't understand the whole fun/low income thing. I thought it was risk/reward? So trading is profitable cause its boring? Thought trading was profitable cause it's risky....like, because of pirates? Idk. Everyone wants pk'ING to go away, but aren't those high bounty killers like a bounty hunters best trophies? Since that would be fun to hunt those whales down though, I guess the more people they kill the lower their bounty should actually go. Not trying to be smart

Trading is meant to be risky, but it isn't. It is fairly easy to avoid interdiction. I have earned 10,5 million in doing trading up to this moment, not once have I been interdicted by another player. I have been interdicted plenty by NPC's though, but those are so easily avoidable that the interdiction itself just creates annoyance rather then adrenaline or stress.

The risk goes further away because of how profitable trading is. The risk of actually being caught and destroyed along with your cargo is not at all balanced to how much money a trader earns. To use myself as an anecdote again; If I would get destroyed I would lose my cargo (worth 1,5 million) and my ship. This would mean a net loss of 2,2 million CR (since I can rebuy my ship and modules for a discount). Statistically, for every 10,5 million CR I earn by doing trading, I lose 2,2 million CR, but that leaves me in net profit of 8,3 million.

We can't make trading to risky either because it is a dull profession. Most people who trade do it purely for the profit and not because they are having fun. Sure, they may find it peaceful and relaxing, but it not a fun and engaging experience flying SC more than half the time.

So, trading needs to be profitable because although it does have an inherit risk, it is not fun. So the profit needs to be high to motivate people to keep doing it. Especially later on when/if the market starts being entirely player controlled.


I just honestly don't get fun should equal low income. Real world sim, it seems like difficulty should equal income. It's not easy to start a fortune 500 company right?

This is a space ship simulation game, not real world. You don't need to spend you money on hausing, docking fees, food, clothes etc. You don't need to wait for cargo to be hauled into your ship. Or, to use your example; I don't need to start a company, pay taxes, hire employees, pay the employees, rent an office for the employees, manage health care etc when I want to do anything in Elite. In career balance we need to balance the gameplay.

Nothing in this game is difficult either, it just takes time due to grind.

Bounty hunting, pirating, killing or whatever; it is fun - If shooting was just as profitable as trading and smuggling then most mainstream people would be doing that.

In short; Reward should be calculated not only versus risk but also fun. I truly believe this is the right way to balance each career.

*Disclaimer* Yes I know that there is a lot of players that think trading and smuggling is fun and engaging, I'm not saying every single player find these careers boring, I'm speaking of broad terms from experience I have from other games as well as this one.
 
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Trading is meant to be risky, but it isn't. It is fairly easy to avoid interdiction. I have earned 10,5 million in doing trading up to this moment, not once have I been interdicted by another player. I have been interdicted plenty by NPC's though, but those are so easily avoidable that the interdiction itself just creates annoyance rather then adrenaline or stress.

The risk goes further away because of how profitable trading is. The risk of actually being caught and destroyed along with your cargo is not at all balanced to how much money a trader earns. To use myself as an anecdote again; If I would get destroyed I would lose my cargo (worth 1,5 million) and my ship. This would mean a net loss of 2,2 million CR (since I can rebuy my ship and modules for a discount). Statistically, for every 10,5 million CR I earn by doing trading, I lose 2,2 million CR, but that leaves me in net profit of 8,3 million.

We can't make trading to risky either because it is a dull profession. Most people who trade do it purely for the profit and not because they are having fun. Sure, they may find it peaceful and relaxing, but it not a fun and engaging experience flying SC more than half the time.

So, trading needs to be profitable because although it does have an inherit risk, it is not fun. So the profit needs to be high to motivate people to keep doing it. Especially later on when/if the market starts being entirely player controlled.




This is a space ship simulation game, not real world. You don't need to spend you money on hausing, docking fees, food, clothes etc. You don't need to wait for cargo to be hauled into your ship. Or, to use your example; I don't need to start a company, pay taxes, hire employees, pay the employees, rent an office for the employees, manage health care etc when I want to do anything in Elite. In career balance we need to balance the gameplay.

Nothing in this game is difficult either, it just takes time due to grind.

Bounty hunting, pirating, killing or whatever; it is fun - If shooting was just as profitable as trading and smuggling then most mainstream people would be doing that.

In short; Reward should be calculated not only versus risk but also fun. I truly believe this is the right way to balance each career.

*Disclaimer* Yes I know that there is a lot of players that think trading and smuggling is fun and engaging, I'm not saying every single player find these careers boring, I'm speaking of broad terms from experience I have from other games as well as this one.
Okay, I can accept that;your reasons are logical and you have obviously put some thought into this. However, with that being said the reason I am pointing out trading in the light I am placing it, is simply because it would seem there are players out there who come to every post about piracy and go on for days about how bad all the innocent traders got it and suddenly a post about piracy and trading becomes a post about pk'ing. You yourself pointed out how low your ratio of interdiction by human versus ai was.

I still cannot say that I feel the shooting or fun actually gives a rating to income. I used to trade and bounty hunt on pc, since I have been walking the illicit side of elite of Xbox I make way less money. Like nowhere near what a trader makes. And I'm not saying I should. But as it stands, if a trader trades goods, a bounty hunter hunts res, and a pirate robs npc traders the BH and the trader will come out on top financially.

So why do I do piracy and smuggling? It's not because it's so much fun in more that I actually have to think to accomplish it. I need to drop shields, get the goods and if I don't want a heavy bounty try to pick up as much stuff as I can while dumb ai continually shoots at me and the police arrive. After all that, if I'm lucky in the right kind of system maby I'll walk away with 150k. That is nothing. I am making this example on pve piracy not only to avoid all the drama about pvp piracy but that as it stands, if piracy were nerfed on the basis it is fun, then it will not be worth doing at all. If you look at piracy in the elite wiki, it states it is supposed to be high risk, high reward. Now I know that that wiki is not a peer-to-peer reviewed academic journal, but that is what I started doing it for and it is not that at all. Just give it a try sometime and see what I mean.

By the way, I appreciate the time you took to pose a logical argument on professions rather than personal beliefs.
 
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I guess it could work out. If there were in attractive reason for traders to risk pvp in unsafe systems I guess it could make piracy a little more 'legitimate'. However, I can't imagine that it would be any different in the end of the day. The same people who complain about getting killed now will still complain later even if FD uses this idea. It will just be a slightly different conversation.

In bold:

Safe Systems:
A) Boasting the fastest and strongest police responses, pilots are more safer here than anywhere else. The consequence of this however is that the presence of NPC Pirates are lower, making NPC-bounty hunting not as viable. Player Pirates will have a hard time making a successful pirating career in these systems as well because of how fast and hard law enforcements responds, benefiting traders.
B) These systems features stations ranging from the smallest outposts to the largest stations and populations in the hundreds of millions or billions. Most stations/economies are High Tech and Industrial, Tourism and some Agricultural. Trading man-made goods between Safe Systems nets you only a small margin of profit.
C) You can find all faction-legal commodities in these systems, and they sell all types of ships and modules. Since these systems have a large infrastructure in place already they can (and have) enforced the strict laws of their faction, making the black market a rather big presence here. These systems demand metal and minerals from Unsafe systems, and supply man-made goods to Unsafe systems.
D) Because these systems have been colonized for so long their asteroid belts have been mined out of their most precious minerals and metals long ago. The result is they have a high demand on all types of metals except for the most common and cheapest ones.

Unsafe Systems
A) Mediocre to low strength and speed of response by law enforcements due to being outlying systems. NPC pirates are running fairly wild here making NPC-bounty hunting a good way for combat-oriented players to make money. Player Pirates can do their thing here without being too worried about NPC Police. Because of this, traders are vulnerable.
B) These systems features smaller to medium outposts and stations. Most stations/economies are Extraction, Refinery, Terraforming and some Agricultural. Trading minerals and metals between Unsafe Systems net you only a small margin of profit. These stations only sell some of the ships; mostly the lower rated ones (Asp and below maybe?)
C) Man-made commodities are more scarce than in Safe Systems, but they sell all the different types of metals and minerals. These systems demand man-made commodities and supply metals and minerals. Because of the small presence of law enforcement, all laws are not followed and as a result, not all commodities that are illegal in Safe systems are illegal in Unsafe systems, which gives the black market a smaller presence (and gives smugglers somethings to transport to Safe Systems).
D) These systems have not been exploited as much as Safe systems. They have a lot of good resources in their asteroids (meaning many good RES-points for NPC-bounty hunting). NPC pirates prowl these belts looking for miners.

Trading between Safe and Unsafe systems net you the highest profit margins. Staying in only Safe systems gives you a low margin of profits. In short: Peoples desire to get rich will get them to go to the Unsafe systems.

Okay, I can accept that;your reasons are logical and you have obviously put some thought into this. However, with that being said the reason I am pointing out trading in the light I am placing it, is simply because it would seem there are players out there who come to every post about piracy and go on for days about how bad all the innocent traders got it and suddenly a post about piracy and trading becomes a post about pk'ing. You yourself pointed out how low your ratio of interdiction by human versus ai was.

I still cannot say that I feel the shooting or fun actually gives a rating to income. I used to trade and bounty hunt on pc, since I have been walking the illicit side of elite of Xbox I make way less money. Like nowhere near what a trader makes. And I'm not saying I should. But as it stands, if a trader trades goods, a bounty hunter hunts res, and a pirate robs npc traders the BH and the trader will come out on top financially.

So why do I do piracy and smuggling? It's not because it's so much fun in more that I actually have to think to accomplish it. I need to drop shields, get the goods and if I don't want a heavy bounty try to pick up as much stuff as I can while dumb ai continually shoots at me and the police arrive. After all that, if I'm lucky in the right kind of system maby I'll walk away with 150k. That is nothing. I am making this example on pve piracy not only to avoid all the drama about pvp piracy but that as it stands, if piracy were nerfed on the basis it is fun, then it will not be worth doing at all. If you look at piracy in the elite wiki, it states it is supposed to be high risk, high reward. Now I know that that wiki is not a peer-to-peer reviewed academic journal, but that is what I started doing it for and it is not that at all. Just give it a try sometime and see what I mean.

By the way, I appreciate the time you took to pose a logical argument on professions rather than personal beliefs.

Thanks for the reply!

I think I should have been more clear; by changing the careers I would also want to balance the profits each career could potentially make. So when I say that bounty hunting and pirating should be the least profitable, I do not mean that they should be as low as they are today in relation to the other professions and to the ship/module economy. I believe that the profit gap between the careers are hugely imbalanced today.

In my previous post I used smuggling and trading interchangeably: I am currently smuggling goods to one station and bringing back legal goods back. I am doing this until I have decent funds to get into PVP-pirating. So I just want to be clear that I am trying to be as objective as possible when stating my idea; I'm not trying to nerf piracy and smuggling, just trying to balance all the professions.

One example is to make profits to increase in scale as you advance through the game. Take trading (or smuggling) for instance. The profits/h you can make depends on how big your cargo hold is. So the bigger the ship, the bigger the profit. This kind of profit scaling can be applied to other professions.

This is how I would scale profits for pirates attacking NPC traders (keep in mind my idea about changing how stations and faction space, see my previous wall of text a few pages back):

- Ship Type determines defensive cababilites (the bigger the ship, the more defences it has)
- NPC Rank determines the traders quality of good (higher rank means more valuable goods).
- Guaranteed to have 50-80% full cargo (unless they have just off loaded)

A Type-9 trader with the rank of Merchant would be fully armed and have medium value goods, but an Adder trader with the rank of Elite would have high value goods. As a pirate advances through the game and gets bigger and better ships or weapons, the pirate can take on bigger ships and thus get more cargo.

As for the Risk vs Fun vs Reward: I have a little hard time explaining this thoroughly since english isn't my native language. But (very basically) my reasoning is "Is this fun? Would I rather do stuff A for 1 million Cr/h than doing stuff B for 2 million Cr/h?" If the answer is yes, then the profit is already balanced in relation to how fun stuff A is. The problems we face today however is the imbalance between the profits each career can make.

With all this said, I do not have all the answers, but I do appreciate the feedback you are giving!
 
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In bold:

Safe Systems:
A) Boasting the fastest and strongest police responses, pilots are more safer here than anywhere else. The consequence of this however is that the presence of NPC Pirates are lower, making NPC-bounty hunting not as viable. Player Pirates will have a hard time making a successful pirating career in these systems as well because of how fast and hard law enforcements responds, benefiting traders.
B) These systems features stations ranging from the smallest outposts to the largest stations and populations in the hundreds of millions or billions. Most stations/economies are High Tech and Industrial, Tourism and some Agricultural. Trading man-made goods between Safe Systems nets you only a small margin of profit.
C) You can find all faction-legal commodities in these systems, and they sell all types of ships and modules. Since these systems have a large infrastructure in place already they can (and have) enforced the strict laws of their faction, making the black market a rather big presence here. These systems demand metal and minerals from Unsafe systems, and supply man-made goods to Unsafe systems.
D) Because these systems have been colonized for so long their asteroid belts have been mined out of their most precious minerals and metals long ago. The result is they have a high demand on all types of metals except for the most common and cheapest ones.

Unsafe Systems
A) Mediocre to low strength and speed of response by law enforcements due to being outlying systems. NPC pirates are running fairly wild here making NPC-bounty hunting a good way for combat-oriented players to make money. Player Pirates can do their thing here without being too worried about NPC Police. Because of this, traders are vulnerable.
B) These systems features smaller to medium outposts and stations. Most stations/economies are Extraction, Refinery, Terraforming and some Agricultural. Trading minerals and metals between Unsafe Systems net you only a small margin of profit. These stations only sell some of the ships; mostly the lower rated ones (Asp and below maybe?)
C) Man-made commodities are more scarce than in Safe Systems, but they sell all the different types of metals and minerals. These systems demand man-made commodities and supply metals and minerals. Because of the small presence of law enforcement, all laws are not followed and as a result, not all commodities that are illegal in Safe systems are illegal in Unsafe systems, which gives the black market a smaller presence (and gives smugglers somethings to transport to Safe Systems).
D) These systems have not been exploited as much as Safe systems. They have a lot of good resources in their asteroids (meaning many good RES-points for NPC-bounty hunting). NPC pirates prowl these belts looking for miners.

Trading between Safe and Unsafe systems net you the highest profit margins. Staying in only Safe systems gives you a low margin of profits. In short: Peoples desire to get rich will get them to go to the Unsafe systems.



Thanks for the reply!

I think I should have been more clear; by changing the careers I would also want to balance the profits each career could potentially make. So when I say that bounty hunting and pirating should be the least profitable, I do not mean that they should be as low as they are today in relation to the other professions and to the ship/module economy. I believe that the profit gap between the careers are hugely imbalanced today.

In my previous post I used smuggling and trading interchangeably: I am currently smuggling goods to one station and bringing back legal goods back. I am doing this until I have decent funds to get into PVP-pirating. So I just want to be clear that I am trying to be as objective as possible when stating my idea; I'm not trying to nerf piracy and smuggling, just trying to balance all the professions.

One example is to make profits to increase in scale as you advance through the game. Take trading (or smuggling) for instance. The profits/h you can make depends on how big your cargo hold is. So the bigger the ship, the bigger the profit. This kind of profit scaling can be applied to other professions.

This is how I would scale profits for pirates attacking NPC traders (keep in mind my idea about changing how stations and faction space, see my previous wall of text a few pages back):

- Ship Type determines defensive cababilites (the bigger the ship, the more defences it has)
- NPC Rank determines the traders quality of good (higher rank means more valuable goods).
- Guaranteed to have 50-80% full cargo (unless they have just off loaded)

A Type-9 trader with the rank of Merchant would be fully armed and have medium value goods, but an Adder trader with the rank of Elite would have high value goods. As a pirate advances through the game and gets bigger and better ships or weapons, the pirate can take on bigger ships and thus get more cargo.

As for the Risk vs Fun vs Reward: I have a little hard time explaining this thoroughly since english isn't my native language. But (very basically) my reasoning is "Is this fun? Would I rather do stuff A for 1 million Cr/h than doing stuff B for 2 million Cr/h?" If the answer is yes, then the profit is already balanced in relation to how fun stuff A is. The problems we face today however is the imbalance between the profits each career can make.

With all this said, I do not have all the answers, but I do appreciate the feedback you are giving!

I appreciate the constructive posts you are making. The only thing I think separates piracy from trading on the whole ship size/cargo/equals more profits yes, but, I personally have a limit on how much illegal stuff I want to be flying around with. If you do get fined taking a load of pirated goods into a station the larger, obviously the bigger the fine.

Once again, I will stick with pve piracy to explain. In a cobra, a rated with rail guns I haven't found any ai ship I cannot pirate unless they are in a wing of four it can be quite difficult to do unless you kill the three escort ships. This includes pythons and anacondas. The ai cannot withstand the rail guns if you can actually hit with them consecutively. I have tried the asp, would be interested in trying FDL, and I have used a python on pc although as a trading res multurole prowler. I have found, that for killing the ai and stealing their goods, the ships above cobra hardly justify the running costs to use them. I don't lose more than I make in a cobra, plus I can run away from anything if the going gets tough. Even though the cargo hold is smaller, for pve pirating it seems like the way to go.

I can't really speak on pvp too much, but from my experience doing pirate missions offered by the game itself going above cobra seems to just cost too much for the actual amount of goods you find. I have never needed more than 40t cargo space, and even when I was running an asp I never filled it up before I actually felt like I wanted to drop it off. Besides that, the amounts you need to equip a big ship to chase traders at this point seem crazy compared to the money you make. I can't imagine trying to earn a living on the current mission system pirating in a python full time. Pvp might be another story, but as I said I don't have a ton of experience with that.
 
Oh the posts are the ones that are labeling me, are they? I never said I deliberately targeted other players, I said in whatever manner I found to be most enjoyable, but ok.

Your ideas wouldn't impact me at all because I don't currently murder or pirate, nor have I done so before in any real capacity. I might in the future though. I just recognize terrible ideas when I see them. And like I said, if you think making it so others can't dock to be a good idea, in a game so dependent on docking, you really have no place making suggestions.

If someone kept killing me in game I'd do one of three things, get motivated to improve and fight back, go to a different system, or do something else for a bit. Someone can only "grief" you in this game if you let them.


If you can't see how that removes the ability of psychopaths to dock then you probably shouldn't be making these types of suggestions. Why should I be forced to play in a community minded way? I want to play the game in a way that I find most entertaining and if that means killing others for sport then you can imagine what I'll be doing with my game time.

Uh again?
The only terrible idea, is that the griefing for the hell of it in this game is not (yet?) carrying a huge penalty.

And again, for the record, I haven't been griefed in this game, but I am sympathetic enough to understand those that have and felt pushed into playing solo only.

And if anyone thinks that's a good thing for this game, well, they have my pity.
 
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