Paw paw.
Well.. i know not much yet, but.. People play games for fun and if it is not pleasant, people simply do not play it.
I feel that this game for sure require some sort of cruel punishment system for unreasonable pvp and rewards if you push worthy reason and success it, cause now most of players seems just plays solo for hardly avoid any interactions with strangers and this is not really cool.
It is great that really dangerous players create sweet feeling that you have to do something to protect yourself, improve your build and knowledge, but this is just not enough.
Now there's literally no problems to hunt any that moves just for ruin their fun, i can with no words simply annihilate bulk of players for infamy fun just because i can and then simply pay how much.. Several hundred credits on station? C'mon.. i've a billions, i don't care, that faction tiny reputation losses is nothing either. But these players will feel really unpleasant for that situation. Some of them even simply leave that game cause it happens rapidly. Yeah, you lose not much if you get wrecked, several million for vi ship is fine, some time is fine as well, but i guess it is just really unpleasant when you fall to fight with no reason and with no way even for talk, if someone just silently starts shooting you and he is not with some faction war status, have no deals to you, he just wants to kill someone which is not really worthy reason. Go to arena pvp with that.
It is actually huge field for imagination and improving thingys..
Maybe this game need much heavier crime system, where you get interdiction modules only from police or raiders, where if you want to rob someone, you have to somehow get information of people that actually carries something sweet. Then set your nominal game rules switch to robbery, where you can hunt down someone and force em throw sweeties out, cause you just need that loot faster as possible, you do not need his life and spending much time and ammunition (also don't matter, its costs nothing by the way, just as fuel which is also weird game design), before police forces or police players comes on your global distress signal.
Isn't it really sweet when people communicate ingame?
It is just like "This player interrupt my sleepy travel with no reason and i literally have nothing, well f*ck you unworthy b*tch, get ded flying dumbster" literally versus "Oh my god he tells me full stop and give him what i have or he will ruin my day! Sure, take it all! I will also pay and thank you, great player (or punish me daddy if my mouth is dirty haha) or (please no, i do not want to fly again, here, i'll pay you it half cost, it will also not burden you for carry to sell)".
If he catch you for just credit rubbery, he can say "wakey-wakey pay some sweetie" but you say "Insurance will be cheaper. You want that pie? You have to earn it."
I feel that something like this at least nearly reasonable.
Yah yah there's no way to literally pay someone cause devs this and that, but in this situation i guess you can have some sort of acception ingame contract due robbery process if you start that sort of event. You also should have some sort of databank that you can throw out if you get robbed for it and buy vi new one on any station, but for gameplay creation there should be quite less places where you can get exploration rewards (i mean that cartography service).
So maybe for raider players there should be instruments or mission "service" to find peniata ships in several sectors around, as well as gentle gentle law enforcement players have to know where about bad situations happens as some sort of long range distress and have possibility to reach it extremely fast with some sort of reactive station gates or something like that and get good rewards depends on several points like distress source player still alive, cargo returned to owner and bad guy hangs around with burning engine and waits for "jail"(teleport to station, pay prevented crime penalty but at least have ship that can be repaired much cheaper then buy vi new one).
I just feel that any time that people sees another players on their sensors, it is just like "yeah, that's it, here it comes". Then someone just catch you and kill for his fun. And this is quite an awful game design. Sector govs just knows that someone in sector simply flies nearby and freely kill whoever he wants..and do nothing about it. (btw police npc are lame) Such situations should not exist at all.
Maybe you have to know when it is at the very least not mad person on your sensors. Maybe some sort of sector notable reputation as like bool switch "Share my good reputation" and color player ship mark green, like police ships, as well as bad if it's needed. And if that player violates this path, he loses that ranking extremely fast. (cause yeah.. humans like to abuse game mechanics and rob others with police status haha).
Maybe this. Maybe that. Maybe something else.. whatever. I just feel that exactly that moment in this awesome game simply sucks. So probably there should be some ways to make it better. As well as whole player interaction system.
Well.. i know not much yet, but.. People play games for fun and if it is not pleasant, people simply do not play it.
I feel that this game for sure require some sort of cruel punishment system for unreasonable pvp and rewards if you push worthy reason and success it, cause now most of players seems just plays solo for hardly avoid any interactions with strangers and this is not really cool.
It is great that really dangerous players create sweet feeling that you have to do something to protect yourself, improve your build and knowledge, but this is just not enough.
Now there's literally no problems to hunt any that moves just for ruin their fun, i can with no words simply annihilate bulk of players for infamy fun just because i can and then simply pay how much.. Several hundred credits on station? C'mon.. i've a billions, i don't care, that faction tiny reputation losses is nothing either. But these players will feel really unpleasant for that situation. Some of them even simply leave that game cause it happens rapidly. Yeah, you lose not much if you get wrecked, several million for vi ship is fine, some time is fine as well, but i guess it is just really unpleasant when you fall to fight with no reason and with no way even for talk, if someone just silently starts shooting you and he is not with some faction war status, have no deals to you, he just wants to kill someone which is not really worthy reason. Go to arena pvp with that.
It is actually huge field for imagination and improving thingys..
Maybe this game need much heavier crime system, where you get interdiction modules only from police or raiders, where if you want to rob someone, you have to somehow get information of people that actually carries something sweet. Then set your nominal game rules switch to robbery, where you can hunt down someone and force em throw sweeties out, cause you just need that loot faster as possible, you do not need his life and spending much time and ammunition (also don't matter, its costs nothing by the way, just as fuel which is also weird game design), before police forces or police players comes on your global distress signal.
Isn't it really sweet when people communicate ingame?
It is just like "This player interrupt my sleepy travel with no reason and i literally have nothing, well f*ck you unworthy b*tch, get ded flying dumbster" literally versus "Oh my god he tells me full stop and give him what i have or he will ruin my day! Sure, take it all! I will also pay and thank you, great player (or punish me daddy if my mouth is dirty haha) or (please no, i do not want to fly again, here, i'll pay you it half cost, it will also not burden you for carry to sell)".
If he catch you for just credit rubbery, he can say "wakey-wakey pay some sweetie" but you say "Insurance will be cheaper. You want that pie? You have to earn it."
I feel that something like this at least nearly reasonable.
Yah yah there's no way to literally pay someone cause devs this and that, but in this situation i guess you can have some sort of acception ingame contract due robbery process if you start that sort of event. You also should have some sort of databank that you can throw out if you get robbed for it and buy vi new one on any station, but for gameplay creation there should be quite less places where you can get exploration rewards (i mean that cartography service).
So maybe for raider players there should be instruments or mission "service" to find peniata ships in several sectors around, as well as gentle gentle law enforcement players have to know where about bad situations happens as some sort of long range distress and have possibility to reach it extremely fast with some sort of reactive station gates or something like that and get good rewards depends on several points like distress source player still alive, cargo returned to owner and bad guy hangs around with burning engine and waits for "jail"(teleport to station, pay prevented crime penalty but at least have ship that can be repaired much cheaper then buy vi new one).
I just feel that any time that people sees another players on their sensors, it is just like "yeah, that's it, here it comes". Then someone just catch you and kill for his fun. And this is quite an awful game design. Sector govs just knows that someone in sector simply flies nearby and freely kill whoever he wants..and do nothing about it. (btw police npc are lame) Such situations should not exist at all.
Maybe you have to know when it is at the very least not mad person on your sensors. Maybe some sort of sector notable reputation as like bool switch "Share my good reputation" and color player ship mark green, like police ships, as well as bad if it's needed. And if that player violates this path, he loses that ranking extremely fast. (cause yeah.. humans like to abuse game mechanics and rob others with police status haha).
Maybe this. Maybe that. Maybe something else.. whatever. I just feel that exactly that moment in this awesome game simply sucks. So probably there should be some ways to make it better. As well as whole player interaction system.
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