I'm a new player, but at least from my foxhole, it seems that there's a big emphasis in ED on player-driven actions. Players kept dying due to fuel loss, so the Fuel Rats were created. Players faced piracy or ganking in exploration and the Iridium Wing, Lawfuls, etc. were created. CGs can have an effect on the universe and are all about player actions.
I decided to create a new thread rather than post in the other thread about ganking (Of which there are several) because I didn't want to steer that one off-topic and I think this is a broader topic. Basically, how do we address different problems, challenges, and obstacles within the universe of ED?
Here's my example with probably too much detail-
Problem: Ganking
There's some player-created solutions to this that may work:
TL;DR: I think player-created problems should be solved with player-created solutions. What are some player-created problems you know of? What are things that other players can do to solve them, and/or what have they already done?
I'm not really looking for a debate on the merits of ganking specifically, there's dozens of threads on that already (Though I fear this may add to the pile). I'm more looking for "what are the ways players use to shape the universe of ED? what has worked, what hasn't worked, and when has Fdev had to change the game in order to 'fix' problems? Is it plausible that some problems aren't problems, or they aren't meant to be solved?" Although player-created problems are the most interesting to me, I'm sure there's in-game problems that have driven mass player response (Such as fuel rats)
I decided to create a new thread rather than post in the other thread about ganking (Of which there are several) because I didn't want to steer that one off-topic and I think this is a broader topic. Basically, how do we address different problems, challenges, and obstacles within the universe of ED?
Here's my example with probably too much detail-
Problem: Ganking
- Meaningless killing that breaks immersion
- Biased against new players
- Discourages experienced players from being in open in high-traffic areas
- Shows that the galaxy is dangerous
- Is fun for the ganker.
- Gankees might find it fun if they escape, but even folks able to avoid ganking may find the interdictions tedious
- There's not a lot of options for PVP outside of heavily-trafficked areas. It's difficult to gauge if someone is significantly above your skill level so it's safer to look for ships equal or less than yours in power
- Fdev should change to open-only
- Fdev should add auto-block
- Fdev should give rewards for being in open
- Fdev should add warnings/high-danger zones
- Fdev should sort players into instances based on notoriety and system security levels
There's some player-created solutions to this that may work:
- Block gankers after they kill you, if they did so in a ganky way (not a piratey way)
- Block gankers based on lists found online, or based on ship names with "gank" or "g4nk" in them
- Hang out in Deciat/high-traffic areas and attack gankers
- Create a wing/organization of people to hunt gankers
- Cyberbully gankers on the forums/elsewhere
- Do nothing, ganking is fun
- Play in solo
- git gud
- Blocking is against the spirit of the game
- Solo is against the spirit of the game
- I want to meet new people, but not gankers
- It takes awhile to build up the skills/a ship that can avoid all gankers, and by doing this you may sacrifice other things (Cargo space, FSD range, etc.)
- Time sink of working to hunt gankers
- Someone from Iridium Wing or other place isn't always available/sometimes you prefer not to have to coordinate with others
- Cyberbullying is wrong
- Personally, I prefer solutions that add to interactions rather than subtract from interactions
- If someone doesn't like ganking they shouldn't be playing in Open/shouldn't be playing ED/shouldn't have a ship focused on anything but combat
- My entire purpose for playing ED is to mine noob salt
- I don't like reading threads about ganking every week
- Player-created bounties on gankers. The 2 main issues with this are 1) Gankers may be looking for PVP, so why reward them? and 2) Gankers can afford a rebuy. I'm not sure how valid the first argument is: if they were looking for legitimate PVP against players of equal or greater skill they would be doing PP or CGs, not whacking sidewinders at Deciat. The second seems more legitimate. A ganker can cause greater damage to a player who's hauling cargo or cartographic data than a player can do to them, and they can usually eat a few rebuys. Rather than a bounty of "kill this player," maybe "cause X amount of financial damage to this player." You could measure this as "kill them while they are in their Anaconda X times". If a player is getting killed repeatedly they may switch to a cheaper ship, after all. This sounds cruel, but I don't think it's any worse than a ganker doing the same thing to a newb. Eye for an eye, perhaps? Of course you may run into tertiary problems, as a bounty system for gankers may cause "name and shame" cyberbullying issues. To be clear, there's a difference between griefing in game and griefing out of game. However, this is convoluted (How do you prove you killed someone X times) and inconvenient (payment is from other players, so it must be made in cargo)
- Self-destruct whenever you get ganked if you can't reliably escape. If they're looking for PVP, deny it. If the power difference is large and they aren't pirating you for your cargo, why give them the satisfaction of killing you? This may bleed into the "git gud" solutions of how to avoid ganks/escape interdictions. This is easily the dumbest solution to the problem.
TL;DR: I think player-created problems should be solved with player-created solutions. What are some player-created problems you know of? What are things that other players can do to solve them, and/or what have they already done?
I'm not really looking for a debate on the merits of ganking specifically, there's dozens of threads on that already (Though I fear this may add to the pile). I'm more looking for "what are the ways players use to shape the universe of ED? what has worked, what hasn't worked, and when has Fdev had to change the game in order to 'fix' problems? Is it plausible that some problems aren't problems, or they aren't meant to be solved?" Although player-created problems are the most interesting to me, I'm sure there's in-game problems that have driven mass player response (Such as fuel rats)