Modes The Solo vs Open vs Groups Thread - Mk III

Do you want a Open PvE

  • Yes, I want a Open PvE

    Votes: 54 51.4%
  • No, I don't want a Open PvE

    Votes: 49 46.7%
  • I want only Open PvE and PvP only in groups

    Votes: 2 1.9%

  • Total voters
    105
  • Poll closed .
Status
Thread Closed: Not open for further replies.
Mobius is a closed group, does not stop unwanted PvP from people who lie to join.

But the ones that do have a *short* run - after that they are out of it so fast their rear resembles a t-tauri star just from the friction of the speed of their departure :)
 
Whatever, things like this happening almost rule out any serious overhaul of the crime / punishment system, as players would be killing clean players as part of the game's 'role play' for want of a better word, and FD could not then hammer them with a harsh punishment for crimes that they (FD) instigated. At least, I'd be very surprised if they did...

I'm not sure that this is true. Although, it may just be the way they want things (nod to Roybe).

I don't see why being asked to kill traders or civilians by some shady faction via the BB should absolve you of crime. It is still your choice whether to accept those missions or not. If you choose to kill traders - be they PC or NPC - there should be consequences for that. With all the usual caveats of accounting for system security, politics, etc, etc.

As this has sunk in over the past couple of days...I realized that there is no way for players who are killed in Open to know why they were killed any more...it could be someone playing a jerk...or someone filling a mission ticket...so, basically, the devs have done away with one of the biggest complaints about 'griefing' in Open (killing clean players with no cargo...bounties, etc.) since killing players is now equivalent to NPC's for missions.

I wonder if this is their way of trying to encourage PvP? ;)

I think a big problem is that many people have differing view of griefing. Some hold the view that any unwanted PvP is griefing. Others that if the attack is unwarranted within RP (no cargo, etc) it's griefing. I tend to hold to the definition of griefing as intentionally setting out to annoy people. Attacks in Open shouldn't really annoy people (they do - but they shouldn't). Some idiot ramming noobies to death in front of a station at low speed... that I tend to put into the griefing basket.
 
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I'm not sure that this is true. Although, it may just be the way they want things (nod to Roybe).

I don't see why being asked to kill traders or civilians by some shady faction via the BB should absolve you of crime. It is still your choice whether to accept those missions or not. If you choose to kill traders - be they PC or NPC - there should be consequences for that. With all the usual caveats of accounting for system security, politics, etc, etc.

You're quite right, it shouldn't absolve you of crime, and there are consequences for it right now. A weeks wanted status in a system and a few thousand credits bounty / fine. Not devastating enough to stop players wanting to take such missions as they can continue to play clean in every other system, quite rightly in my opinion, and it seems (as I've said often before) that FD want to encourage this 'dangerous' morally dubious galaxy.

All good and well, but making the penalty significantly more harsh for murder, even if it's only player murder, effectively means they are offering content that will potentially punish players just for playing the game. Remember, all the conversations here regarding preventing 'griefing' put in place punishments designed to forcefully discourage players doing the action, and I just feel that if the game 'suggests' you perform an action, then it would be very bizarre to punish you to the extent that you really feel you shouldn't have done it.

I'm not suggesting this is a problem. I'm suggesting, as I have in the past, that FD won't use the crime / punishment system to punish PKers if they are encouraging players to kill other players. I'm certainly not opposed to high security areas being safer and genuine anarchies more dangerous.
 
I am still a noobe and don't have a huge pool of cash or a bunch of ships....I only have one Python and don't plan on getting her destroyed by a group of players that don't like where I am. I do plan on getting more ships and more Credits and when the time comes of my choosing I'll join open play. The system, the way it is now, is fine (Maybe for combat logging the server should let you die if you disconnect while under combat after your ship reaches a given % of dmg.) but I like to hop over to Open play once in a while just to see what's going on. I like the idea of "cutting ones teeth" in a bit less cutthroat environment. learn the ropes, get the credits and ships, and then hit matt and come out swinging.....so to speak. Or the experienced PVPer and groups can just become baby seal clubbers and drive off all the newcomers. think about it: Someone just busted their to get their shiny, new, Cobra and they are heading for the HRES to get some more credits to outfit their pretty new base model cobra. They get pulled over by Cmdr.Clipper, whose having a bad day and, lacks a dog to kick but, hey there's a mostly harmless Cmdr. in his cobra. Cmdr. Clipper blows him up and is off without even considering that maybe Cmdr. Cobra didn't know about insurance and has to start all over again to get enough to buy another cobra....Doesn't sound like a lot of fun...The way it's set up now is awesome and the best I have seen to accommodate both groups of PVP and PVE players and those of us on the fence. Or what they could do is set up ONLY PVP servers with ONLY the same ships in each server for balance. Sidewinder Server....Eagle Server....Viper Server....You want Balance now, that's balance(Sarc.). Here's the rub. As with most PVP/PVE games, the vast majority of players will be PVE players and will never come to the forums and not know of these things we talk about here. They are mostly happy with the way things are and wont complain that their ships don't have a bunch of range or can't haul 100's of tons of cargo or, that there are a lack of outposts out in the black. They wont care about SBC's or that their ship's guns don't hit hard enough or that Chaff spamming is bad...They are happy with the ebb and flow of the game as is. But the PVPers, all come to the forums and complain about everything until the Devs. have to do something because the "Squeaky Wheel gets the grease" and PVP players are the squeakiest. Everywhere.
 
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You're quite right, it shouldn't absolve you of crime, and there are consequences for it right now. A weeks wanted status in a system and a few thousand credits bounty / fine. Not devastating enough to stop players wanting to take such missions as they can continue to play clean in every other system, quite rightly in my opinion, and it seems (as I've said often before) that FD want to encourage this 'dangerous' morally dubious galaxy.

All good and well, but making the penalty significantly more harsh for murder, even if it's only player murder, effectively means they are offering content that will potentially punish players just for playing the game. Remember, all the conversations here regarding preventing 'griefing' put in place punishments designed to forcefully discourage players doing the action, and I just feel that if the game 'suggests' you perform an action, then it would be very bizarre to punish you to the extent that you really feel you shouldn't have done it.

I'm not suggesting this is a problem. I'm suggesting, as I have in the past, that FD won't use the crime / punishment system to punish PKers if they are encouraging players to kill other players. I'm certainly not opposed to high security areas being safer and genuine anarchies more dangerous.

I see your point. It's a tough situation to balance though. I know murder should be (and is) a valid pursuit in ED. I do feel I'd need to lean towards "punishing" it (make it more challenging and meaningful?). Civilisation generally does not tolerate (if it has a means to fight it) wanton violence. That attitude is required for people to get along. I'm not talking about civilisation in the game world here. I'm talking about civilisation among the players.

There are obviously different types of players playing in different roles. If we want the non-violent roles to exist in ED (we're talking Open here obviously), there has to be a certain level of non-tolerance of violence. It's just the way people work. If too many players want to be (and are allowed to be) aggressive, they will soon find that they are the only ones left. If it were just NPCs, this wouldn't be so much of a problem.

Not sure if I explained that really well.

The other counter to the issue is making it less painful to be a victim. You can only push that so far though and it would tend to be more open to exploitation.

As for the game "suggesting" you perform an action... I don't know. You could say that they are just making options available?
 
By the way, any Open players realize yet that the game is making clean players targets of assassinations? Check out this screen cap. I was flying with a friend when he noticed I was a mission target...the only mission he had was kill traders. We have also seen missions to kill explorers...so apparently, the game is now checking your Elite status and seeing if you can be added to the target list for kill x number of y types. (kill 2 traders, kill 5 explorers)

So how's this working for folks? Anyone ready to leave Open now?






http://i.imgur.com/k5T5uKF.png
Pretty Interesting, player traders are treated the same as npc ones for kill missions. I wonder if it works the same for bounty hunters and pirates? Anyway, this adds yet another in game reason why it's ok to kill a "clean" player. Now if only you could get merits for kills via pp, but oh well. Anything that works to remove the stigma, if you're clean, non PP aligned and peaceful, you should be exempt from attack in open, is fine by me.
 
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I see your point. It's a tough situation to balance though. I know murder should be (and is) a valid pursuit in ED. I do feel I'd need to lean towards "punishing" it (make it more challenging and meaningful?). Civilisation generally does not tolerate (if it has a means to fight it) wanton violence. That attitude is required for people to get along. I'm not talking about civilisation in the game world here. I'm talking about civilisation among the players.

Well, game world /real world... Totally different. Much happens in 'entertainment' that is very rare in real life. FD want their galaxy to be brutal (it seems), and that's fine. It's a very violent place, I spend much of my time killing (NPC) pirates, yet I would never be aggressive in RL towards other people.

There are obviously different types of players playing in different roles. If we want the non-violent roles to exist in ED (we're talking Open here obviously), there has to be a certain level of non-tolerance of violence. It's just the way people work. If too many players want to be (and are allowed to be) aggressive, they will soon find that they are the only ones left. If it were just NPCs, this wouldn't be so much of a problem.

Not sure if I explained that really well.

The other counter to the issue is making it less painful to be a victim. You can only push that so far though and it would tend to be more open to exploitation.

As for the game "suggesting" you perform an action... I don't know. You could say that they are just making options available?

Talking Open obviously is the issue. In Open, anything goes, you can kill and be killed for no good reason, and the person killing you will walk away unscathed. That's the game. What you describe is what's already happened, and some in the Open world bemoan the fact that there are no victims. Surprise.

Yes, you can make it less painful to be a victim, but truly, who in their right minds wants to be a victim in a game? It's why NPCs aren't the perfect fighting machines that some heroes want them to be, because if you died often at the hands (well, lasers) of NPCs, you'd soon have very few people playing the game.

Yes, they are making options available, but again, FD seem to want 'action and conflict'. That's fine, they can have that, they can make it available, but they can't then strike players down for taking that option.
 
Pretty Interesting, player traders are treated the same as npc ones for kill missions. I wonder if it works the same for bounty hunters and pirates? Anyway, this adds yet another in game reason why it's ok to kill a "clean" player. Now if only you could get merits for kills via pp, but oh well. Anything that works to remove the stigma, if you're clean, non PP aligned and peaceful, you should be exempt from attack in open, is fine by me.


Yet apparently being clean, non PP aligned, and peaceful still gets you targeted.
 

Robert Maynard

Volunteer Moderator
Well let me ask you Robert:

If someone shoots and kills you (without your permission)...in Open...because you are a high ranked trader (regardless of you wanted status OR load or lack thereof)...because an NPC mission states you are a target from the bulletin board...and you are not notified in any way...how do you discern 'griefer' or player playing legally?

That's just one example of a situation where players interact - you said (categorically) that there is no griefing in the game:

I got the message! There's no such thing as griefing in this game! :p

Given that there is not a definitive, unanimously agreed, definition of the term, expressing a definitive position is rather a bold assertion, as I said earlier.

The cry of all Open players should be 'Sorry buddy, got to kill x traders for the Galaxy Quantum State group a few systems over!'. What most people seem to consider griefing is currently warranted game play through the mission system.

Do you think that players who wish to destroy others all go around seeking missions to kill traders to justify their gameplay?

.... or are you simply suggesting that they fabricate the reason for destroying another ship?
 
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