MSo either deal with it, enjoy it or move on.
This thread would be the 'deal with it' part. What a toxic post Sleutelbos, much disappoint.
MSo either deal with it, enjoy it or move on.
Yes, but I think it is very difficult to judge in many if not most cases.
Only in theory.
It does not work well in practice.
And it will be even more difficult in a gaming universe in which deadly aggression is an accepted part of the game.
FD repeatedly said being a random psycho is totally valid and supported gameplay. It is not a design-error. And people will always intentionally twist your words when you suggest they pay a bit of attention near CGs because the people complaining are typically the people unable or unwilling to take responsibility for their own actions. It's the griefers fault, FDs fault, the communities fault, our culture's fault, anything but theirs.
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Bottom line is, if we keep giving them a target, they will come. However, if we stop giving them a target, they'll be forced to look somewhere else for their fun.
This thread would be the 'deal with it' part. What a toxic post Sleutelbos, much disappoint.
This I agree with. Take responsibility for your actions, try not to spoil the game for others (which does NOT mean not chasing or killing them). Be their content, use others as your content, make friends.
I believe this game has a mode for this already, two if you have friends.. or join mobius![]()
Not playing in open has had a 100% success rate for me when it comes to not being griefed.
The problem with that argument, even though it's a perfectly valid and practical one, is that it's not what the Modes system was supposed to be for. The Modes system was designed to control who you shared the game space with. The background simulation, in-game C&P rules and out-of-game sanctions for antisocial behaviour were supposed to influence the type of interactions that were commonplace between players.
Without the latter mechanics being in place, or at least not working to the extent outlined in the DDA, the modes system has become the only way to deal with those behaviours that rightfully should be discouraged or even prevented by other means.
Looks like more intelligent members of the forum are participating here, no one yet said "it says Dangerous in the title"![]()
Ha, true. But there are different ways of dealing with it. Discussing tips&tricks is great. Telling people that it actually is okay to play Möbius/solo, and that that doesn't make you less of a Real Man as some claim, is also fine. Suggesting we essentially remove Open by neutering it with all kinds of 'safe mode' 'invisible flag' whatever is not. At the end of the day, there will always be griefers, no matter the ingame punishment. Why? Because they care less about their own progress than others do about theirs. So if we are to keep Open, well, Open we have to just 'deal with it's at some lvl. And I don't mean that in a macho sense, but in the 'learn the following things that increase your odds of survival'.
And with you-know-what coming this winter, that may not be a luxury anyway.![]()
That is why I hope FD will eventually add more tools to do so. When guns are virtually the only tool for interaction in a game then that is how people will interact.
For Frontier to realize that griefers harm their community and grow a pair to actually police their player base.
Looks like more intelligent members of the forum are participating here, no one yet said "it says Dangerous in the title"![]()
I disagree, for reasons I've outlined in many other threads but won't elaborate too much here for fear of derailing this one. Suffice to say:That will never, ever happen. Crime&punishment will deter pirates, role-players and so forth. It wont deter actual griefers, because they dont care about their ship as much as you care about yours. The only way for FD to deal with real griefers is to limit the interaction possible between users, which totally defeats the point of Open. You cant discuss this topic without seperating 'evil players' from 'griefers', and acknowledging these two groups respond very different to different gameplay mechanics...
I disagree, for reasons I've outlined in many other threads but won't elaborate too much here for fear of derailing this one. Suffice to say:
Griefing has two primary components: intent and opportunity. It's impossible for a developer to do anything about the former, but trivial for them to control the latter as long as they're prepared to deal with the fallout. At the end of the day, while a player can pull the trigger on her HOTAS any time she pleases, only FD has ultimate control over what happens -- immediately or consequently -- as a result of that action.
- Limiting the types of interaction available should be part of the game, depending on where the limiting takes place. Don't conflate "Open" with "the whole galaxy". One is a null filter, the other is a massive series of locations.
- "Evil players" will understand this and move their evildoing to contextually appropriate locations.
- "Griefers" may choose to do the same, but the efficacy of their playstyle would suffer more because location is vital to the art.
- Everyone would care about their ships if they lost access to them for a while.
Do FD have the stones to take this control to its ultimate conclusion? Only they know. They talked the talk during the DDF, but have taken no more than a few tentative steps on the walk so far.