some possible mitigation ideas?
Hello everyone. I'm very new to the community (this is my second post) so I hope I haven't missed any salient points... but I've read this entire thread and I had a few thoughts from time spent playing other games that have high griefer frequency.
Specifically I think Frontier could take a few interesting lessons away from Grand Theft Auto V online. An utterly dissimilar game... but I think they tackled the concept of maurading griefers in an interesting way that didn't fragment the population in to disparate zones or servers.
Here are a few ideas in no particular order:
- Give all players who are in "open" play the ability to engage a PASSIVE mode.
this would essentially be a setting which renders you impervious to violent aggression. At the same time it forbids you from deploying hard points and engaging in acts of violent aggression. You remain in the ecosystem and can still bask in the ambient glory of an open persistent galaxy without the spectre of violence looming over you constantly. I realize this may present a balance issue for players who are living the pirate life... so perhaps passive mode can only be set while in controlled space?
- Give players the opportunity to "call for help"
This would be a message sent to all other players with in XYZ vicinity. Setting up this option to use a distress call should be done in advance and should come with a "rescue bounty" set by the player in advance. When you send the distress beacon nearby players would receive a message that says, "Commander XYZ in distress, reward of XXX,XXX credits for assistance" accepting the request would generate a waypoint for intervening players. I can see this aspect really taking on an emergent dynamic... setting a large sum would certainly get people's attention. And just as the Fuel Rats have setup a great way to contribute to the ecosystem I can see bands of players forming Patrol wings that just fly around and make their livings saving others for rescue bounties. It would create some interesting self-organized militias in the more lawless regions
Also given that players will attempt to double-dip on this... if you save someone and then turn around and kill them..., the rescue bounty is automatically rescinded.
- If you destroy another players ship without a legitimate bounty, you should be forced to pay the full insurance balance on their ship to restore it with their most expensive loadout. The game will send the grieved player a humiliating apology message on your behalf. "My mother has sent me to my room... here is a sparkly new ship as a token of my undying admiration for you"
For balance purposes this should only apply when in controlled space.
I realize that these have probably been discussed before and perhaps I'm not bringing anything new to the table... but I thought I'd try to be constructive as my first real post here.
Cheers everyone!
-EJIRO
Hello everyone. I'm very new to the community (this is my second post) so I hope I haven't missed any salient points... but I've read this entire thread and I had a few thoughts from time spent playing other games that have high griefer frequency.
Specifically I think Frontier could take a few interesting lessons away from Grand Theft Auto V online. An utterly dissimilar game... but I think they tackled the concept of maurading griefers in an interesting way that didn't fragment the population in to disparate zones or servers.
Here are a few ideas in no particular order:
- Give all players who are in "open" play the ability to engage a PASSIVE mode.
this would essentially be a setting which renders you impervious to violent aggression. At the same time it forbids you from deploying hard points and engaging in acts of violent aggression. You remain in the ecosystem and can still bask in the ambient glory of an open persistent galaxy without the spectre of violence looming over you constantly. I realize this may present a balance issue for players who are living the pirate life... so perhaps passive mode can only be set while in controlled space?
- Give players the opportunity to "call for help"
This would be a message sent to all other players with in XYZ vicinity. Setting up this option to use a distress call should be done in advance and should come with a "rescue bounty" set by the player in advance. When you send the distress beacon nearby players would receive a message that says, "Commander XYZ in distress, reward of XXX,XXX credits for assistance" accepting the request would generate a waypoint for intervening players. I can see this aspect really taking on an emergent dynamic... setting a large sum would certainly get people's attention. And just as the Fuel Rats have setup a great way to contribute to the ecosystem I can see bands of players forming Patrol wings that just fly around and make their livings saving others for rescue bounties. It would create some interesting self-organized militias in the more lawless regions
- If you destroy another players ship without a legitimate bounty, you should be forced to pay the full insurance balance on their ship to restore it with their most expensive loadout. The game will send the grieved player a humiliating apology message on your behalf. "My mother has sent me to my room... here is a sparkly new ship as a token of my undying admiration for you"
I realize that these have probably been discussed before and perhaps I'm not bringing anything new to the table... but I thought I'd try to be constructive as my first real post here.
Cheers everyone!
-EJIRO
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