In order to allow for some in-game shenanigan I would have the PF determine that they will not monitor activities in Anarchy systems. Their justification not to track what happens in an Anarchy system would be: "If you're silly enough to operate in an anarchy, you get what you deserve". Game play demands that Commanders have a place to let their hair down.
In short, game play out weighs logic every damned time. There is no reason to cripple that type of play.
1) I have never suggested the game is perfect quite the opposite. However, I recognise that the game is dystopian sci-fi sim, where combat is a fundamental part. Attacking and destroying other cmdrs anyway at anytime for any reason is part of the game but there should be balance.
2) I have never suggested that anarchy systems are off limits to the PF, quite the opposite, this was clearly stated in the previous post. However, the PF only have a limited but crucial role in the overall C&P mix. PF bounties should be universal, it does not make any sense for anarchies to be off limits for issuing or collecting bounties, we are in agreement here. Where I disagree with you is the PF having influence in stations etc. where it is clearly the domain of factions and powers. This is the fundamental basic logic of the game. I don't see how this narrow point detracts from the gameplay just reinforces the basic set up and logic of the ED galaxy. Gameplay revolves around these basic fundamental premises not the other way round.
3) I am all for examples to highlight a point. The examples I gave in the previous point relating to anarchies & governed space also, with clear logic. You side stepped these, as it does not support your argument. Will continue this at a later date. If you can give me a clear reasoning for the PF trumping factions and powers over docking privileges, when most factions distrust the PF membership. I'd be happy to hear it. Anyhow will get back to this discussion at a later date. enjoy!
Im with you. Pilots Federation should not be an omnipotent omniscient godlike entity which becomes the go-to excuse for every hokey lame game design decision ever made. It's space AAA and that's all it should be. PF is simultaneously a shady, secretive, exclusive organization; largely distrusted if begrudgingly tolerated; but somehow is able to issue ironclad edicts to every government, superpower, shipyard, and manufacturer in the entire galaxy, including those who have no regard for any other known human laws? No thanks. If that's your approach just say "a wizard did it" and get it over with, rather than pulling the Pilot's Federation into it. Stop eviscerating the lore for selfish and short-sighted quick fixes.
I've seen some folks suggesting there should be another organisation who CMDRs can join for more nefarious occupations/roles. That could be an interesting discussion in itself, as long as obvious it leads to "constructive gameplay" of some sort and not just an licence to gank![]()
As for the PF having "influence", it would only take them to have the ears of the insurance companies and I can soon imagine stations/organisations falling into line with their "suggestions"...
I've seen that you write volumes of material about this subject, Neil, and I certainly don't have the time to debate them all in detail with you. I'll admit that you've had some great ideas. But a very important distinction between us exists that informs each of our individual bias' on this issue; you believe ganking is bad and should be made impossible through a ruleset so punitive that it becomes untenable, while I, on the other hand, celebrate ganking in all of its forms and think the ruleset (if we ever see one which I'm betting we won't) needs to mildly curtail it at worst. Ideally, the ruleset would leave plenty of room for ganking/murdering/pillaging, and only restrict it in a manner that makes it slightly more difficult for the "bad guys."
I don't mind the conversation about karma or c&p, it's the value judgment you make that players who like murdering other players are somehow "bad" or "undesirable" and that c&p should be used as a tool to actually weed it out of the game entirely. Penalties=good. Pushing from the game=bad. I'll be pushing back against that mindset on a routine basis if I ever see it taking hold with the powers that be. At the end of the day what people need to remember is that we're all playing a game where gunplay is totally encouraged and that when you're "destroyed" it's still just part of a game. Gankers/murder hobos are just part of the ecology and we all need to learn to get along with one another. Imagine the Serengeti Plain if there were no predators at all; the Wildebeest & Zebra would procreate unchallenged and pretty soon there would be no grass left. Checks and balances my friend, checks and balances.
I've seen that you write volumes of material about this subject, Neil, and I certainly don't have the time to debate them all in detail with you. I'll admit that you've had some great ideas. But a very important distinction between us exists that informs each of our individual bias' on this issue; you believe ganking is bad and should be made impossible through a ruleset so punitive that it becomes untenable, while I, on the other hand, celebrate ganking in all of its forms and think the ruleset (if we ever see one which I'm betting we won't) needs to mildly curtail it at worst. Ideally, the ruleset would leave plenty of room for ganking/murdering/pillaging, and only restrict it in a manner that makes it slightly more difficult for the "bad guys."
I don't mind the conversation about karma or c&p, it's the value judgment you make that players who like murdering other players are somehow "bad" or "undesirable" and that c&p should be used as a tool to actually weed it out of the game entirely. Penalties=good. Pushing from the game=bad. I'll be pushing back against that mindset on a routine basis if I ever see it taking hold with the powers that be. At the end of the day what people need to remember is that we're all playing a game where gunplay is totally encouraged and that when you're "destroyed" it's still just part of a game. Gankers/murder hobos are just part of the ecology and we all need to learn to get along with one another. Imagine the Serengeti Plain if there were no predators at all; the Wildebeest & Zebra would procreate unchallenged and pretty soon there would be no grass left. Checks and balances my friend, checks and balances.
I've seen that you write volumes of material about this subject, Neil, and I certainly don't have the time to debate them all in detail with you. I'll admit that you've had some great ideas. But a very important distinction between us exists that informs each of our individual bias' on this issue; you believe ganking is bad and should be made impossible through a ruleset so punitive that it becomes untenable, while I, on the other hand, celebrate ganking in all of its forms and think the ruleset (if we ever see one which I'm betting we won't) needs to mildly curtail it at worst. Ideally, the ruleset would leave plenty of room for ganking/murdering/pillaging, and only restrict it in a manner that makes it slightly more difficult for the "bad guys."
I don't mind the conversation about karma or c&p, it's the value judgment you make that players who like murdering other players are somehow "bad" or "undesirable" and that c&p should be used as a tool to actually weed it out of the game entirely. Penalties=good. Pushing from the game=bad. I'll be pushing back against that mindset on a routine basis if I ever see it taking hold with the powers that be. At the end of the day what people need to remember is that we're all playing a game where gunplay is totally encouraged and that when you're "destroyed" it's still just part of a game. Gankers/murder hobos are just part of the ecology and we all need to learn to get along with one another. Imagine the Serengeti Plain if there were no predators at all; the Wildebeest & Zebra would procreate unchallenged and pretty soon there would be no grass left. Checks and balances my friend, checks and balances.
Sorry, but I've won this argument several times over, and you consistently ignore simple facts.
You're willing to discuss anything so long as everyone agrees with you.
SMH
Mate. The only way to win a debate is to convince the other party. If they still disagree with you then you have failed.
Gankers/murder hobos are just part of the ecology and we all need to learn to get along with one another. Imagine the Serengeti Plain if there were no predators at all; the Wildebeest & Zebra would procreate unchallenged and pretty soon there would be no grass left. Checks and balances my friend, checks and balances.
Well we'll have to agree to disagree on that oneI've seen that you write volumes of material about this subject, Neil, and I certainly don't have the time to debate them all in detail with you. I'll admit that you've had some great ideas. But a very important distinction between us exists that informs each of our individual bias' on this issue; you believe ganking is bad and should be made impossible through a ruleset so punitive that it becomes untenable, while I, on the other hand, celebrate ganking in all of its forms and think the ruleset (if we ever see one which I'm betting we won't) needs to mildly curtail it at worst. Ideally, the ruleset would leave plenty of room for ganking/murdering/pillaging, and only restrict it in a manner that makes it slightly more difficult for the "bad guys."
Understood, but when this mindset allows individuals to simply habitually seal club (gank) at no negative outcome at all, it seems the checks and balances maybe haven't been ideally checked and balanced?I don't mind the conversation about karma or c&p, it's the value judgment you make that players who like murdering other players are somehow "bad" or "undesirable" and that c&p should be used as a tool to actually weed it out of the game entirely. Penalties=good. Pushing from the game=bad. I'll be pushing back against that mindset on a routine basis if I ever see it taking hold with the powers that be. At the end of the day what people need to remember is that we're all playing a game where gunplay is totally encouraged and that when you're "destroyed" it's still just part of a game. Gankers/murder hobos are just part of the ecology and we all need to learn to get along with one another. Imagine the Serengeti Plain if there were no predators at all; the Wildebeest & Zebra would procreate unchallenged and pretty soon there would be no grass left. Checks and balances my friend, checks and balances.
take pvp to anarchy systems then....
Yeah, new C&P improvements, all nice.
But this is all extremly easy to abuse against other players. Dishonorable PVPers who will interdict you asking for a duel, but turn crimes ON when they start losing, ...
No problem...
Let's go through a couple of scenarios with the proposed C&P (karma) mechanic (that myself and some other posters are suggesting) that ramps up penalties against illegal destructions (against CMDRs or NPCs) no matter what the system type. If you see an issue with any of these scenarios point it out?
Piracy (only)
You pirate a CMDR.
Outcome: The C&P Karma mechanic would not apply to any of these as no illegal destruction has occured. The only difference would be the arrival of the security services (or not).
Piracy with a destruction
While performing piracy a couple of victims put up a fight and you destroy them.
Outcome: The C&P Karam mechanic sees your illegal destructions, but your negative reputation would be at a low level so no penalties would occur (yet).
Destruction of the lolz
You fly to the new Thargoid Base and destroy a couple explorers for the lolz.
Outcome: The C&P Karma mechanic sees your illegal destructions, and your negative reputation now means you start getting some of the lower level penalties. eg: Some high security stations now refuse you docking permission.
Yet more destruction of the lolz
You fly to a barnacle being frequented by CMDRs and destroy a lot more explorers for the lolz.
Outcome: The C&P Karma mechanic sees your illegal destructions, and your negative reputation is now significant meaning you get higher level penalties. eg: More stations now refuse you docking permission. Indeed a couple of system now don't even give you a permit to jump there. You also have a Pilots Federation bounty meaning anyone/everyone can see you're "a psycho" and should either stay clear, or "claim" your bounty.
If anarchy systems are ignored by the C&P (karma) mechanic, it means (illogically) that illegal destruction (indeed habitual toxic ganking) can go on in 99.999% of the galaxy with absolutely no negative outcome to those individuals at all. ie: Any popular location in an anarchy system remains the goto location for toxic ganking.
Now, if you look at the above scenarios, where a C&P (karma) mechanic ramps up punishments as you illegally destroy more CMDRs (& NPCs) no matter what the system type... What's the problem? What doesn't work well or is unfair?
Illegally destroy a few CMDRs, no problem as the C&P (karma) mechanic would ignore it. But act like a psyhco, you'll get noticed, and there will be negative outcomes... Problem?
Personally I think the "amount of negative reputation" you get from an illegal destruction of a CMDR (or NPC) should be the same no matter what system type. But I can understand calls for it to be scales according to system security? But I do not see how a C&P (karma) mechanic can achieve what it's trying to without including anarchy systems. ie: I don't see why seal clubbing in anarchy systems is some noble gameplay we need to "protect."These example are a little vague on detail but so far so good, more maths/logic would be good here to explain your mechanism. However, basically more "illegitimate ship destructions" negatively affects a cmdr's reputation. I assume your talking about a PF reputation, this would change depending on actions in anarchy as well as governed space. Presumably in governed spaces faction/power reputations would be negatively affected aswell?
I would say first, is the gameplay outcome desirable? Does the notion as you illegally destroy more and more CMDRs (or NPCs) resulting in more and more station saying "you're not welcome" seem a sensible/effective penalty?This is were I have a problem with your logic. Anarchy systems are out of faction/power jurisdictions, i.e. no faction/power rep loss but you are suggesting that docking is being refused across the board in high security stations. This is arbitrary and flawed logic (which will lead to bad gamplay ultimately IMHO), surely making artificial blocks on cmdrs docking for unrelated reasons to the system or station in question does not make sense here. The background sim runs on actual events in the game, are you willing to upset that.
Agreed... But let's go with the noddy maths I've listed above... What gameplay would you propose if negatively, or more importantly, unfairly, affected by it?I think I can demonstrate your proposals are not logical in terms of power play, basic game concepts, let alone the background sim. Therefore how can they not effect gameplay negatively? Griefing and ganking are effectively illegal/illegitimate ships destructions in terms of the game. The C&P system cannot distinguish motive, therefore needs to work mathematically & logically. I don't think your systems can easily determine what is ganking/griefing or genunie aggressive gameplay at the end of the day.