Then why fire your guns, if it's not an attempt to control their actions?I mean forcing them to act as i wish. I cant do that, i can only control my own actions.
Then why fire your guns, if it's not an attempt to control their actions?I mean forcing them to act as i wish. I cant do that, i can only control my own actions.
Then why fire your guns, if it's not an attempt to control their actions?
Do you really consider shooting the guns on your ship to be 'controlling other players'?
I mean forcing them to act as i wish. I cant do that, i can only control my own actions.
That's better. Not perfect, but better. At least you're making it clear you want an emergent sandbox, rather than a "controlled environment".OK, fine, let me re-phrase:
I have no need for 'out of game' tools to control how other players act, and i dont want them to exist.
To be honest, this entire conversation is academic.But rejecting ideas to improve the game based on entrenched positions is why this stalemate exists.
... and time spent accruing what is "contained" within the pixel ship....and we're still speaking about "pixels".![]()
Of course it's academic, but this is a discussion forum about the game, after all.To be honest, this entire conversation is academic.
I do not expect that there is even the slightest chance that the status quo on this will change, and thats 100% down to Fdev. They are pretty firm on the whole 'No PvP/ PvE flagging, but also all modes will always be able to affect everything equally'
Personally, i would like to see selected systems get protected with insanely, brokenly overpowered and fast reacting NPC patrols, to improve the experience of new players starting engineering. It would serve much the same goal as flagging that system 'no pvp' but without crossing a line fdev have already set themself.
Thats the reason why said mechanisms existence should not be publicised. Only thing person targeted by this would see is that suddenly he just sees trolly ganky player types only when he logs to open.Do you not see how a feature like that would be horrendously abusable? Unlike teamkills, since its quite hard to force someone to kill their team, but its very easy to block someone for spurious reasons. Get whole squadron to do it and hey presto, players being able to ban other players at will for any reason whatever.
The problem with such ideas is secrecy then lends itself to justification of complaints by players claiming they've been "Shadowbanned for no reason!!!!!oneeleven11!!!".Thats the reason why said mechanisms existence should not be publicised. Only thing person targeted by this would see is that suddenly he just sees trolly ganky player types only when he logs to open.
Yes, this is why I'm very much in favour of using block (I think it solves most of the problems being debated here), but completely against any sharing of blocklists. My block list is compiled by me based on the effects of people on my game experience.Do you not see how a feature like that would be horrendously abusable? Unlike teamkills, since its quite hard to force someone to kill their team, but its very easy to block someone for spurious reasons. Get whole squadron to do it and hey presto, players being able to ban other players at will for any reason whatever.
It is extremely unwise to assume it would stay secret. People would figure it out, everything gets figured out by players of games, always.Thats the reason why said mechanisms existence should not be publicised. Only thing person targeted by this would see is that suddenly he just sees trolly ganky player types only when he logs to open.
Point is that you have not been excluded to play with others. You just get to play with likeminded individuals. Off course sharing instances only with OTHER pad hoggers, station rammers, ground mission ruiners, shoot'em all gankers would get pretty frustrating experience fast, but you reap what you sow.The problem with such ideas is secrecy then lends itself to justification of complaints by players claiming they've been "Shadowbanned for no reason!!!!!oneeleven11!!!".
I'd much rather prefer a straightforward explanation of game rules in which unwanted behavior is also clearly defined, and expectations and penalties have been set so there's absolutely no question as to what caused their "sudden inability to play with others".
All games have rules for players to follow, in which case clear breach disqualifies them. This one should be no exception.
I have to admit, It would be rather interesting to have an algorithmic based system that groups all players based on their demonstrated behaviors and patterns. Maybe with the evolution of AI and such we'll see such a game in the future. Given the lack of subset metrics for each player to define/choose what sort of experience they wish to engage in, I doubt we'll ever see it in this game.Point is that you have not been excluded to play with others. You just get to play with likeminded individuals. Off course sharing instances only with OTHER pad hoggers, station rammers, ground mission ruiners, shoot'em all gankers would get pretty frustrating experience fast, but you reap what you sow.
What's it like at Raxxla?It is extremely unwise to assume it would stay secret. People would figure it out, everything gets figured out by players of games, always.
Probably lonely. LOLWhat's it like at Raxxla?
Yeah that would be nice, basically game would offer incentive to certain playstyles if you do not want to get and stay in trashfest. Be a toxic player and all people you encounter are toxic typesI have to admit, It would be rather interesting to have an algorithmic based system that groups all players based on their demonstrated behaviors and patterns. Maybe with the evolution of AI and such we'll see such a game in the future. Given the lack of subset metrics for each player to define/choose what sort of experience they wish to engage in, I doubt we'll ever see it in this game.
Reminds me of a kid i knew at school who was a haemophiliac. He would intentionally irritate people and refuse to stop, whilst going 'you cant hit me, ill die' - no one did, of course, but he was so annoying, and there was nothing you could do but walk off and hope he didnt follow.
They've got their trollganker mode now. It's called "Open".
And it's why it will remain relatively empty for as long as there's a stalemate.
"True" PvP players have just as much ability to create Private Groups as PvE players do.
That's also why it would behoove them to think on their entrenched positions and actually start to compromise, because given the current situation, they're not going to have any more "agency" than PvE players do currently with preventing unwanted gameplay behavior.
But rejecting ideas to improve the game based on entrenched positions is why this stalemate exists.
Personally, i would like to see selected systems get protected with insanely, brokenly overpowered and fast reacting NPC patrols, to improve the experience of new players starting engineering. It would serve much the same goal as flagging that system 'no pvp' but without crossing a line fdev have already set themself.
It could even have cooldowns and timers which increase or decrease the frequency of matched behaviors, such as if you kill X players within Y amount of time, it increases the frequency in which you encounter other like-minded players, or if you're trading often in PvE it then increases the amount of "pirates" you may encounter, but if you decrease said activities, it then decreases the frequency, etc.Yeah that would be nice, basically game would offer incentive to certain playstyles if you do not want to get and stay in trashfest. Be a toxic player and all people you encounter are toxic typesThat would neatly solve most of problems with mmo type games.