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Dygz_Briarthorn

Alpha Team Vanguard
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Posts posted by Dygz_Briarthorn

  1. So if some pirate gang were to continuously attack the same convoy again and again, you would say that the devs need to get involved (rather than the local police force, who would otherwise be sitting on their asses)? This event does cause grief (in you due to lost revenue and insurance/rebuild costs), therefore they are griefing (causing grief), therefore they are harassing (unless those terms are two separate things...).

    Doesn't have to be a "pirate gang" - anyone relentlessly attacking the same group of players simply to cause them grief is inherently griefing.

    Devs step in when other players grief other players. Not all devs/games agree on the specifics of what constitutes griefing and what is fair play.

    Some games allow corpse camping as fair play, other games consider corpse camping to be griefing and will penalize corpse campers.

     

    In DU, it's not particularly easy to relentlessly attack the same convoy again and again due to the mechanics of safe zones and respawning at resurrection nodes.

    Based on the implementation of safe zones and the mechanics of resurrection nodes - I expect the devs will step in if they determine that people are harassing other players simply to piss them off.

     

     

  2. Griefing is harassment and does call for devs to get involved.

    Bounties do not inherently equal griefing.

     

    I don't get griefed in real life. Laws prevent that for the most part.
    Pain and jail and permadeath, etc... work as deterrents that tend to be absent from games.
    But, I would move from an area in which I could be repeatedly griefed. Yes.

     

    Who, in their right mind, plays at a park with a sandbox where you have to pay people to stop them from destroying your sandcastle?

  3. Putting bounties on people just to piss people off when they are lost -which is what Twerkmotor wrote- is griefing.
    Sandbox is irrelevant. Griefing is harassment just for the sake of harassment.
    What you may mean to say is that bounties != griefing.

    In my experience, players are greedy. I don't pay players. I certainly don't pay players "extra" money.
    I expect, if I needed fuel desperately needed fuel, I would purchase fuel from the shop. Or I would wait for a friend to help. Or I would wait for an alt to help.

     

    How much money I can make in-game per hour is irrelevant.
    Dual Universe is not a race - training faster is irrelevant..especially when the alternative is supporting extortion.

    I will never change my playstyle to support extortion. I simply wouldn't play DU if push came to shove.
    Any choice is better than supporting extortion.

    I don't have to have the best implants - as I said, my main in WoW only had starting rags. Unique appearance is more important than uber armor.

     

    Yes. I would forfeit the game in its entirety if the game allows players to be dicks. Just as I do with Eve and Elite Dangerous.
     

  4. If players put bounties on me to attack my expensive implants, I simply wouldn't wear expensive implants.
    My main character in WoW only wore starting rags. The only armor she was allowed to use was jewelry.
    What's silly is supporting players who want to grief people in the manner you suggest.

     

    People can ask for ransoms all they want. I won't pay them.

  5. 1: We'll have to see how crucial the implants are.

    2: Pirate is a loose term in DU - there really is no "pirate code".

    Players can try to make ransom part of the emergent activities, but I would never support it. Dunno how many other players will be stupid enough or lazy enough to support it.
    All kinds of ways to subvert ransoms: not wearing implants or only wearing easily replaceable implants is one strategy.

    Your example of the ship captain just seems silly to me, but that's because I would refuse the ransom at all costs. If I'm the captain, I would just let the other player kill me if there was no way to escape. Or I would suicide if that would prevent the other player from looting my corpse. Doesn't matter what I lose as long as the other player isn't rewarded for ransom attempts.
    And if it's that easy to succumb to ransoms while recouping lost implants is too tedious, then I won't play DU, just like I don't play Eve. 

     

  6. "Mean words" as harassment in a game is a silly concept when you can ignore text - especially when you can place other players on an ignore list.
    Spawn camping is harassment as it impedes the gameplay of other players - especially when players are being physically bullied by more experienced players.

     

    Whether spawn-camping is supported depends upon the specific game.
    I doubt that spawn camping will be supported in DU... but that will most likely be a function of game mechanics since we can set our resurrection nodes in safe zones.

    The power of a resurrection node is depleted once used, so we won't really be continuously respawning at the same resurrection node in a manner that will allow spawn camping. We respawn at the nearest active resurrection node. So, someone would have to know where all of their target's r-nodes are and somehow have people stationed there. Assuming that the nodes are powered. Otherwise, the target will respawn at the Ark, if the other r-nodes aren't powered.

  7. I like how people think "suicide" buttons work as teleports in a game where you lose everything (that CAN be lost) on your person when dying.

     

    Some gear is too worthwhile the ransom. Especially very very very expensive implants - implants being "enchantments" or "glyphs" or tatoos from fantasy games.

     

    The people who claim death is better than ransom, are the same people who will deploy attrition tactics in mass battles, and will soon realise how much deaths can pile up in your budget. It's a fact.

     

    To the OP.

     

    The idea behind the Stargates, is that you are ejected by them to the destination of a probe. You can go from a Stargate, to a place you set up probes for a jump or another gate altogether.

     

    Your allies can simply jump back into your system and set up a new gate for you.

     

    Which is why explosions need to be in the game. You blow up a stargate it goes off, the fleet that destroyd it or at least, the ship that did the final blow, gets wrecked in the ensuing super-massive explosion. Kinda makes it a tactical choice to go after a gate, and not a standard procedure.

    I don't care how expensive regaining inventory is - I would happily spend days regathering inventory or quit the game before paying a ransom to another player.

    There is nothing in a game worth supporting the concept of ransom to another player. Nothing.

    In mass battles, I would employ stealth and evasive maneuvers - I would strive to bypass attrition tactics.

     

    Suicide to return to a home sector all depends on the specific situation and whether someone would rather spend the time waiting to reactivate the jump gate or spend the time re-gathering inventory. 

     

  8. I covered that in what I wrote.

    For instance, I'm not aware of sandboxes being built with safe areas that prevent people from knocking over sand castles not their own.

     

    The devs are not so adherent to the concept of "sandbox" that they're going to not include arkified zones simply because sandboxes don't have safe zones.

  9. I'm a filthy casual and proud of it.

    Suicide is what first came to mind.

    I don't understand how ransom could help resolve a destroyed jumpgate.

    I would never pay a ransom - just out of principle.

    I would most likely just explore the new space while waiting for a new probe and gate to be built.

    But, if I were desperate to return to the originating base quickly - suicide should work fine.

  10. The sandbox label is really meaningless.

    The DU devs aren't striving to create a "sandbox game".

    As in, "We have to allow players to grief each other, otherwise it won't be a sandbox."

     

    DU has safe zones.

    Newbies can't be picked off as described in Ark.

    We'll just have to see how well the devs are able to balance the opposing camps.

  11. I played my fair share of Ark: Survival Evolved on PS4 over the holiday break, and without a doubt I experienced more griefing in that game than any other game I've ever played. 

     

    That includes the multitude of other Sandbox games like Minecraft, Rust, DayZ, Eve Online, etc. that I've played over the years. 

     

    For a long period of time, my tribe of 35-40 members was completely locked down in our tiny stone house because the main tribe on the server felt it necessary to harass us constantly. We couldn't step foot outside of our house at any point without being shot by people with rifles and rocket launchers when we barely had stone spears to throw. Regardless of our levels, we were being picked up constantly by birds and dropped into the ocean.

     

    All of this originating because we didn't want to join their tribe, so they decided to just eliminate us from the server entirely, or at least make the game as unenjoyable as possible. 

     

    It made the game not very fun, and not really worth playing. You'd think after an hour or two of bothering us they'd just move on to another group, but for a week straight we were the target of all of their harassment. It got so bad that I had people messaging me on Reddit bothering me, and one guy even sent me 20 voice messages on PSN of him just screaming for 20-30 seconds at a time into his microphone. It was getting ridiculous so I just quit playing, I have plenty of other games on my backlog and it really wasn't worth the headache to be considered "the best" on a server with only 100 people max. I just have to wonder who raised these people to act like that. 

     

    That's just the surface of it, and I don't particularly feel like diving into the griefing we suffered from disgruntled people in our own tribe who felt it necessary to start destroying our own buildings because they were having a fit.

     

     

    The point I'm trying to make is that at some point you do cross the line from "pirating" to just plain old griefing and harassment. That line is going to get a bit fuzzy in Dual Universe, but I think it's a fair request that it be kept in-game at the very least. I don't want to get into another situation where 50 people are sending me harassing messages because of something that happened in-game. 

     

    I'm not the kind of person who is going to cry "griefing" every time my ship is destroyed, but when someone is killing me constantly as I spawn when I have absolutely nothing on me, or destroying everything I build everywhere I go simply because they dislike me as a person in real-life for days and weeks on end, then I have to wonder if that is grounds for making a report. 

     

    If I just destroy a random base I find, I would argue that is very much different than repeated targeted harassment of an individual.

     

    That story is all about grieving and has absolutely nothing to with pirating.

    Pirating != Griefing

  12. Just to clarify, when I mentioned, "overstepping your bounds," I was referring mainly to acting in a way that gives your peers (other pirates) a bad reputation. (Above and beyond the "bad" rep of being a pirate. :) )

    It is true that if you push society too far, you will probably regret it as well.

     

    I never meant that pirates should try to operate within the confines of the law....because obviously....piracy is outlawed.

     

    I see giving your target a chance to surrender and disabling the ship as perfectly acceptible concepts in the world of piracy, and doing so is exactly the type of conduct I hope to see!

     

    And if someone messes with one of your crew for no reason, I would expect nothing less than retaliation in full to the party responsible.

     

    Happy Hunting! :)

    Terrible person behind the avatar is going to be subjective. Terrible people generally don't perceive themselves to be terrible people.

    For me, it's a matter of good sportsmanship - which is lacking in a lot of MMORPG gamers. People who don't care about actively ruining the time other players invest in their play session are terrible people.

    Plenty of competitive players who enjoy conflict that's it's easy enough to get your rocks off in battle... and leave the non-competitive players alone.

     

    I don't understand why people abandon the concept of good sportsmanship in MMORPGs - beyond the fact that physical forms are safe behind the anonymity of the internet.

     

  13. Just know that you pirates who overstep your bounds too often will face retribution on two fronts: the disgruntled victims of your actions, and your own peers who have become disgusted with your behavior.

    Seems like that should be true for any player who "oversteps the bounds". I don't know why you limit that to "pirates".

  14. They didn't get offended by you saying GG. They didn't agree with you that the fight was fair.

    (Especially since the PvP combat in Landmark was never considered to be well-balanced by weapon choice.)
     

    We'll have to see how easy or difficult it is to travel between safe zones without being griefed.
    And we'll have to see the degree to which the DU design caters to and supports griefing.

  15. in my opinion, as long as the whole poop-fest doesn't spill in the real world, it's not harassment, which is the only thing NQ should intervene in.

     

    Blowing up a ton of ships or even an entire space station, that's just emergent gameplay. Spewing a sewer's worth of a vocabulary to someone for blowing your ship up  or spewing a sewer's worth of slurs to someone because you blew their ship up, is harassment and should be punished. 

     

    Blow up ships, just don't be uncivilised. That's the fine line between piracy and griefing. In EVE, I have been blown up quite a few times by pirates, I never bothered sending a message and even when they started to strike a convo as of the battle, I maintained a civilised approach and discussed the fight which I lost or won.

     

    There's a difference between being a ruthless pirate and being a vicious person by trying to inflict agony through humiliation of someone witth insults.

    meh

    Can't humiliate me via words. 

    Sticks and stones....

    It is possible to ruin my experience by destroying in a matter of minutes what I've spent hours, days and weeks building.

  16. 1: I don't play these "games" for the gameplay - I play them to live in an evolving online world/universe.

    2: My preference is that occurrences of pvp combat would be about the same as the occurrences of pvp combat in the real world.

    3: More asshole gamers who grief and kos simply because they can without suffering the pains they would have to deal with in real life.

    4: But that's what safe zones are for DU.

    5: Piracy != griefing  A number of ways to schedule conflict with players who are interested in conflict without griefing players who aren't interested in conflicted. Griefing should be character v character rather than players griefing players.

  17. It's a dwarf Planet... which is a class of ... Planet...  but I digress.

     

     

    Also I don't think anyone is saying or expects all this to work flawlessly on the first day of alpha...  Everything is going to need tweaking and modification.

    A dwarf planet is a type of celestial body that has some characteristics that resemble a planet, but not enough to be classed as a planet.

     

    Programmers have been working with voxels for several years now.

    The devs think they have some revolutionary code.

    We'll just have to wait and see.

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