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Kurock

Taking loot to the cleaners

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It has recently come to light that with RDMS players will be able to lock others out of using equipment and most likely elements. Without the correct rights, those items become unusable.  

 

But this raises a concern from the pirates: "Oi matey! How do we use the stuff we work so hard to steal? Those skull and crossbones stickers won't pay for themselves."

 

My answer is: Sorry, stolen items cannot be used. At least not yet.

 

This is the idea: Loot laundering and the DU equivalent of a chop shop. A place for pirates to take their ill gotten gains and have it "cleaned".  Have the tags removed and have the equipment/elements made ready to receive new tags.  But this should not be an instantaneous action.  This is a process.  A bit like hacking but with less finesse and it takes a bit longer and requires some machinery so that it cannot simply be done out in the field.

 

Perhaps a special element that strips away tags on the items/elements placed in it. Perhaps a specific player skill. Perhaps a combination of the two.

 

Discuss!

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I think that having a "chop-shop" unit wouldn't be bad as many people who aspire to be pirates may not have LUA skills or understand how to get pass all the safety locks.

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I think that having a "chop-shop" unit wouldn't be bad as many people who aspire to be pirates may not have LUA skills or understand how to get pass all the safety locks.

Are you insulting the intelligence of pirates, sir?

 

I agree that there will be chop shops but the idea of a chop-o-matic seems a little bland to me. I would much rather that it involve either the technical challenge of having to hack the systems by hand, or cutting the ship up into little pieces and using or selling those parts.

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I think that having a "chop-shop" unit wouldn't be bad as many people who aspire to be pirates may not have LUA skills or understand how to get pass all the safety locks.

stealin me profile i see

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"Uh, sir, you cannot put your weapons in the washer and dryer."

"Shut up you don't know shit."

*repeated clanging, destroyed the weapons*

 

I think the washer and dryer would receive more damage...  :unsure:

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I was unsure of your idea at first, but upon hearing your ideas.. it made me much more intrigued!

So certainly having to have something cleaned is a cool idea, but how would one go about moving an element of a large size to cleaning shop so that they may access it. In all realism, I don't know that there are really any Items that would be tag locked except for the Storage bags a player has on their belt for storing inventory. (and maybe some weapons and other similar tools).
So a players Nanopack is stolen, and it cant be accessed by the darn pirates because it is RDMS locked, right. So they would have to either hack in, or go and take it to a professional 'cleaner' in order to gain access to it.
I do like the idea of a special element that can be used to clean the previous tags off of an item.
The 'Tag Hacker' could be just like any other processing element but would be used to wipe tags off 'ill gotten items'. I think it would work best as something that you dint need to be at all the time to work, but could be left running whilst you are not with it. However tag wiping can fail easily. So you would have to check it frequently to restart the process if the tag wiping fails.

All in all, a very cool idea. Would be interested to see it in game!

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I really like this idea.

 

Or the pirates can sell the loot to the shop at a discount, and have the shop hack the item and resell it for profit.  The pirates can also purchase "clean" items at the shop as well.

 

This creates an entire market for hacking skills.  Excellent idea.

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Well, having to "drill" open a container for loot, is a logical step to have to maintain some semblance of order. Having a lock and key on shoes is an overkill. What? Do those fine leather boots have SpaceMagic Enchantments on them and are Soulbound? Then there's the other issue you people are so short-sighted over. If you run low on ammo or your weapon breaks in combat, you should be able to loot and use a gun. Unless we all live in the Metal Gear Solid universe and nanomachines are the explanation to everything. And if nanomachines are the explanation for everything, I'll be expecting Nanomachine Spacemagic in-game, or "brain-hacking". I mean, it's the least weird thing in Metal Gear Solid, in between plant-like psychic snipers and giant mechas.

Having an RDMS "impregnable" tag on containers and nanopacks, makes sense. Having the things INSIDE a container be impossible to loot and use, is the actual overkill.

You steal a safe, get it somewhere you won't be interrupted, drill it open, you get the gold. You don't have to drill a lock on the gold to use it. Cause you know people will abuse the "RDMS on every item in the game". Why go be a pirate and loot when you'll need to do the exact same "disenchantment" on eery single item you come across? Stealing is supposed to be the "easy thing to do but amoral". If stealing something takes the same or MORE steps than crafting or manufacturing, then something's wrong with the feature altogether.

Why bother with "disenchanting" or "washing" 100000 items a freighter carries? Are you stupid? Just blow it up and watch the nerd spacetrucekr cry his eyeballs out over his blown-to-smithereens ship. You went pirate to avoid crafting for hours or days, you ain't got time for 100000 items being "washed". Just blow the freighter and tell the freighter "Good Fight", despite them having no guns on their ship. You don't care. You could have extorted them to drop cargo and leave, but since you don't want to spend 100000 items multiplied by "disenchanting" timer long to resell them, or use them, you might as well blow them up.

See the problem now ???

I'll be reserving a judgment on this, since NQ answered already on the RDMS thread over it being a "the mechanic so far" kind of situation and that they improve on it. I voiced my concerns there on the RDMS thread and here. You got to see the game from the perpsective of pirates and thieves and that those players do it cause it's easy, not because it's hard (kinda reverse JFK there). But the logic " have every item require "cleaning" ", is not a viable option, period.

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I admit it: twerk is right. *runs away*

 

Seriously, it just doesn't make any sense that ALL items have that lock on it. As twerk, I just can't see a pirate group raiding a cargo container with weeks of preparation in advance and then bring those 5000 items to some shop to wait weeks again. That doesn't make sense anyway.

 

I hope that NQ will deal with that problem once they figure out how combat should work. This won't be a thing in alpha at all (no combat so far) so you can't steal anything from a body anyhow.

Keeping such a mechanic with locks on EVERY item will just kill piracy/robbing/stealing/extortion all together because only very very few people will want to bother with waiting for a shop to clean items.

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Since RDMS is a core component that defines ownership, I think its going to be on everything.

 

But I agree with the pirates. Thats why hacking will be so important.

 

But even in reality, most thieves take their loot to a fence such as a pawn shop. I see no reason this couldnt happen in game.

 

Either sell your loot to a fence, or pay them a fee to clean it.

 

Look... an industry created!

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Well, I have feelings faced about this. We have pretty RDMS that put some troubles on people to piss you but it could be overextended in terms of armours and/or ores. What if I want to take a slice when I am moving a huge cargo? or more simply, if I want to scam people as a cheap trucker...

 

About the pirate thing, I really don't see hard problems here. They just will need to have a crew member specializated in hacking those items the same way they need someone capable of repair the ship when it is damaged.

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Since RDMS is a core component that defines ownership, I think its going to be on everything.

 

But I agree with the pirates. Thats why hacking will be so important.

 

But even in reality, most thieves take their loot to a fence such as a pawn shop. I see no reason this couldnt happen in game.

 

Either sell your loot to a fence, or pay them a fee to clean it.

 

Look... an industry created!

Because you know, you salvaging enemies in battle to get ammo needs the ammo to be fenced first.

 

Thing is, an industry is created by having "security experts" breaking in on containers already.

 

Pirates will have to seek "alternative markets" by virtue of Kill On Sight. Pirates didn't sell in Tortuga because it had fencing going on, it was because pirates there, didn't risk the Royal Navy to ghost their asses or seize their booty.

 

Having a forced mechanic on 100000 items, that magically makes a rifle unusable via Soulbound mechanics, just makes hacking a mandatory skill, and mandatory + Sandbox don't work. Piracy is about cutting MOST of the cost. Not to mention, "cleaning" 100000 is a tedium that only can be found in Korean, Free-2-Grind MMO-trash.

 

Having hacking for RDMS be performed onto a container, works. Why? Cause the alternative is destroying the container and destroying most of the loot inside it in the process - or if it was up to me, ALL of the loot inside it. That makes hacking a PREFERRED route into opening the container to maximise profit as a pirate.

 

Having hacking being MANDATORY just makes the piracy part a tedium for everyone, privateer, hacker and the people who actually put the RDMS there in the first place and as I pointed out, having ANYTHING being a chore in the scale of 100000 items on a freighter needing "cleaning", it only forces the mentality "oh well, screw this, Leeroy this freighter to subatomic particles, I'll salvage the wreck for materials whenthe Core Unit is destroyed".

 

Believe it or not, ain't nobody got time for "cleaning" 100000 items. The yield-per-action is just not there to incentivise a subscriber to do so and it's why Korean MMO-trash get away with so much grind, cause they sell "convenience" in a "Free-to-grind" game.

 

I can't say anything more to illustrate the many problems at hand with the RDMS tags beign applied to all items within the container. Having RDMS-Locks on every item dropped on PK, will just incenivise mindless griefing without even a hint of piracy in the mix in the sense of "drop the cargo ,or I'll blow your ship up".

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Well, I have feelings faced about this. We have pretty RDMS that put some troubles on people to piss you but it could be overextended in terms of armours and/or ores. What if I want to take a slice when I am moving a huge cargo? or more simply, if I want to scam people as a cheap trucker...
 
About the pirate thing, I really don't see hard problems here. They just will need to have a crew member specializated in hacking those items the same way they need someone capable of repair the ship when it is damaged.

 

1) The RDMS applies on the Container that has the ore in it. You break the RDMS, you lose the pay and the collateral in the hauling contract. It's not so easy to steal cargo you are contracted to haul. The Devs want to follow the EVE-style contract system, where if you break the "seal" on the cargo you haul, you lose your collateral - the amount of money you put up as warrantee you'll deliver the cargo, that's usually equal to the worth of the cargo or more.

 

2) That's a given. Having a specialist to break into the container, makes sense, right? Having the said person do the same process for 100000 items in a freighter is somethign that belongs to a Korean MMO-trash.

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What's with this double posting, Twerk?  :P

 

I think we should separate "usable items" (weapons and elements with a button that does something), and "components" (for example raw ores, ingots, materials etc).  The components will just be marked as "stolen" but can still be thrown into a forge or used up.  So while the cleaning could extend to these, it is less of an issue since the components can be used anyway.

 

So for this discussion we are looking at those usable items. e.g. Crates, guns, etc.

 

Usually a container will be filled with "components" aka unusable stuff.  So no cleaning is required once you are inside the box. But what about containers filled with weapons.  Each will necessarily need to be cleaned separately, just like each element in a ship will need to have its tags stripped.

 

So the one argument is that it would be tedious to do each item separately.  But then there is another saying doing all of them at once would be boring.  Which one is right? Why not both?

 

So here is the idea, how about a seperation between the hacker and the cleaner?

Hacking is for fast jobs on the spot. A finesse job. It is the scalpel.  Ideal for getting specific jobs done.  But could become very tedious if all tags need to be changed.

Cleaning is for bulk jobs. It requires large machinery to accomplish.  It is a sledgehammer way of hacking: a powerful magnet wiping everything off the hard drive.

So put that container with 10000 items between the plates and commence wiping.  It only wipes tags, it does not add new ones. That still needs to be done, but this assumes anyone can apply their tags to a tagless item.
 

Side Note:  This is probably going to be really far removed from what is implemented in DU in the end and since we don't know everything that is planned, it would not be possible to come up with a meaningful solution, but its still fun using what we know and coming up with ideas (no matter how crazy).

 

Interesting discussion. Carry on.

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In addition I would also argue with a sandbox:

 

If you want to be a miner: invest your time (finding a vein, scanning...) And off you go to mine stuff.

If you want to be a builder: invest your time in creating stuff (blueprints, ships, vessels,...) And build the basic stuff with your wrist printer

If you want to be a trader: invest your time by going to a market and start trading (buy low, sell high - you know the deal)

If you want to be a pirate: invest your time by finding a target....AND invest skills in hacking

 

Yes that is very simplified, but you get the idea

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Yeah,  Don't want to hack 10,000 items in a container, but at this time we don't know the hacking mechanic.   Maybe an inheritance, or area effect.

 

This would be the same issue as having a multi-core ship.  You wouldn't want your pirate hacker to have to go to every core in order to make the ship functional.

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What's with this double posting, Twerk?   :P

 

I think we should separate "usable items" (weapons and elements with a button that does something), and "components" (for example raw ores, ingots, materials etc).  The components will just be marked as "stolen" but can still be thrown into a forge or used up.  So while the cleaning could extend to these, it is less of an issue since the components can be used anyway.

 

So for this discussion we are looking at those usable items. e.g. Crates, guns, etc.

 

Usually a container will be filled with "components" aka unusable stuff.  So no cleaning is required once you are inside the box. But what about containers filled with weapons.  Each will necessarily need to be cleaned separately, just like each element in a ship will need to have its tags stripped.

 

So the one argument is that it would be tedious to do each item separately.  But then there is another saying doing all of them at once would be boring.  Which one is right? Why not both?

 

So here is the idea, how about a seperation between the hacker and the cleaner?

Hacking is for fast jobs on the spot. A finesse job. It is the scalpel.  Ideal for getting specific jobs done.  But could become very tedious if all tags need to be changed.

Cleaning is for bulk jobs. It requires large machinery to accomplish.  It is a sledgehammer way of hacking: a powerful magnet wiping everything off the hard drive.

So put that container with 10000 items between the plates and commence wiping.  It only wipes tags, it does not add new ones. That still needs to be done, but this assumes anyone can apply their tags to a tagless item.

 

Side Note:  This is probably going to be really far removed from what is implemented in DU in the end and since we don't know everything that is planned, it would not be possible to come up with a meaningful solution, but its still fun using what we know and coming up with ideas (no matter how crazy).

 

Interesting discussion. Carry on.

You see the problem with that thinking, again, is that !00000 guns being cleaned one at a time or ten at a time, is a thing belonging to Free2Grind Korean MMO-trash that MMO Grinders would review for giggles.

 

A player should have Tags on them, allowing them to use a gun inside a city or not. If they are not allowed to fire (or even have equipped) a gun inside a city, they are flagged as "Outlaws" for violating the RDMS in that regard. RDMS should work ONLY within confinements, like cities or containers.

 

Having an item being IMPOSSIBLE to sell or equip, because of RDMS-spacemagic, is outright an overkill. Having a container with 1000 guns in compacted kerr form via the nanopack technology, and haveing 100 said containers in a ship, then havign to manually doing the same process over and over again, is just GRIND, pure, unadulterated, tedious, GRIND. 

 

And you still miss the point. If in a battlefield, you can't resupply from a fallen enemy, that means the system is broken. Having Soulbound Magic in a sci-fi game is ridiculous. It's a Rights & Duties Management System, not Runes & Destiny Miracle Sorcery. It's supposed to be a form of Law, not dark magic. 

 

RDMS should work within confinements. Having a container that has RDMS on it, means the items inside it follow the RDMS as long as they are INSIDE it or as long as the RDMS is in effect. You hack the container's system and RDMS unlock it, the items are yours. Having RDMS ina territory claim, means people who have tags on them can do certain things and anyone else is in violation and can be flagged Red for Outlaw.

 

Now explain how Leather Boots have RDMS on them. What? Did Lord British said the Lords of Muahaha decreed the Leather Boots be impossible to use unless you perform the Ritual of the Silly Bellydance to use them? Are Organisation Leaders grand wizards then and legates their apprentices? Is this game set in space or WoW's space, that has guns and magic? Cause I really wanna use RDMS magic to hack enemy players if Leather Boots can't be used because of SpaceMagic Soulboundedness.

 

Just because the law says "that item doesn't belong to you" doesn't mean you can't be able to use, equip it or pick it up if you wanted. You'll be flagged an Outlaw for doing so and there could be a statistics on your Biography showing how many allicit activities you participated into, so people know how many times you looted RDMS items that you shouldn't be able to - that excludes Haulers, as they have access to haul a cargo via Contracts a form of RDMS. or items you gotten by looting other outlaws, so if they attack you and you win, you get their booty scot free. And of course, War Decleratiosn WORK this way, as people can engage the "War Enemy" without being flagged as Outlaws for looting them. 

 

THAT also creates a semblance of order when it comes to war and Black Ops mercenaries now have a use. Why play your hand early on your invasion of a neighbour when you can hire pirates to do their thing? Outlaws be outlaws after all, but you gotta maintain a squeaky clean approach until you Wardec the enemy.

 

But having Disenchanting is just broken on so many levels. Yes, it's Disenchanting. Use the term cleaning all you want, it's disenchanting and RDMS turned into a ten times worse version of the Soulbound mechanism from WoW and piracy has no meaning to get into, so enjoy a mindless griefing frenzy, cause nobody got time to haul loot back to someone else, then wait to sell it. Pirates are pirates cause they do the easy things, not the hard labour of hauling cargo to a disenchanter to make their items sellable. If your piracy has any other cost other than fuel and ammunition, then it's not a profitable enough field to get into.

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Yeah,  Don't want to hack 10,000 items in a container, but at this time we don't know the hacking mechanic.   Maybe an inheritance, or area effect.

 

This would be the same issue as having a multi-core ship.  You wouldn't want your pirate hacker to have to go to every core in order to make the ship functional.

Yeah, that's why I only voice my concerns on the subject. Until NQ has a soild idea on what they want the system to be in its release state ,we can't really say "NQ messed up", I mean, it's a pre-alpha stage, as far as we know, NQ may come with a totally cool mechanism of dealing with stolen items.

 

Also, I (personal opinion) think NQ COULD POSSIBLY introduce "Expansion Core Units", so you only need to hack the Core Unit with an additional timer on hacking the central Core Unit depending on the Expansion Cores attached to it, but that's a topic for another thread altogether..

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Except that RDMS is the core component that would define possession.  

 

So, if a builder wants to build something and sell it on the market, there would need to be RDMS rights.   If they sold a "Limited Use Blueprint", that would be done under RDMS.

 

So there needs to be some sort of a compromise from the granular element level to the macroscopic "container level"  

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Except that RDMS is the core component that would define possession.  

 

So, if a builder wants to build something and sell it on the market, there would need to be RDMS rights.   If they sold a "Limited Use Blueprint", that would be done under RDMS.

 

So there needs to be some sort of a compromise from the granular element level to the macroscopic "container level"  

Well, think of it this way, whenever you put up a Sell Order, you actually put up a "contract" that states "for the amount of money specified, possission of said item will be transfered.

 

Given JC's interview with DU Explorers back when, he did state that there are Master Blueprints and Blueprint Copies. Copies have limited uses, like the system in EVE. Master ones have endless. So you are covered on that deparment either way.

 

I still see it in the sense of "confinements". Territories > Constructs > Containers ( that's a "bigger than" not "leads to" ).

 

A container has RDMS on it for who can see, pick up or drop items into it. A construct has RDMS on who can place things into it and the things in it follow certain rules, i.e. you may go acces to place a container in a Construct, but you don't got RDMS  to take thigns OUT of containers. And then you got rules, that, once in a territory, you got RDMS that dictates if you can take OUT things out of your containers or if you need permission to do so, or even sell within the territory.

 

That way, things have a semblance of order and structure. Customs officers are a thing now, inspecting what you can and can't take out of container - like guns for example, without having an armed guard overseeing the process - quartermasters can take out tiems to hand to people  but those without RDMS, if they hack the contaienrs, are tagged as Outlaws.

 

But that's how I see it. I don't like artificial means like Soulbound mechanics. If a person wants an item and they go and hack the container it's in, they get an Outlaw marking and the people within the territory know someone did something on X container in Y construct / building. That's something organic. The item itself the person stole has no RDMS on it, the action had an RDMS on it.

 

Think of it as an alarm system in a shop, with the magnets and all. Same logic. The moment you put moeny into buying an item, the "magnet" is remvoed, you OWN the item, but there is still an RDMS for "don't use the item or equip it", because the RDMS of the container was "to remove an item you need to buy it for the specified price" but the Construct it's in, the shop, has RDMS for what items can or can't be used in it, with the Territory dictating what kind of RDMS access the Construct has the ability to enforce or not.

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1) The RDMS applies on the Container that has the ore in it. You break the RDMS, you lose the pay and the collateral in the hauling contract. It's not so easy to steal cargo you are contracted to haul. The Devs want to follow the EVE-style contract system, where if you break the "seal" on the cargo you haul, you lose your collateral - the amount of money you put up as warrantee you'll deliver the cargo, that's usually equal to the worth of the cargo or more.

 

2) That's a given. Having a specialist to break into the container, makes sense, right? Having the said person do the same process for 100000 items in a freighter is somethign that belongs to a Korean MMO-trash.

As you could imagine i'm not a EVE player, and taht "collateral" system seems very refined and efficient. But, i'm not referring to that part when I talk about steal a cargo. I was referring to that  I can't use the things I stole cause of tags, and also the thing of repeat the cycle of hacking infinite times. Maybe my example aren't the clearer, and my english not the best.  :)

 
Also i'm going to state about that when you hack a container you unlock the items inside but you were faster and stills up the shit on corpse items. Maybe a solution could be that RDMS may tag permanently the members of the ORG(temporally to anyone outside the ORG) as an infractor/thief but keep his functionality up.
 
As @kurock said, Interesting discussion. Carry on.

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As you could imagine i'm not a EVE player, and taht "collateral" system seems very refined and efficient. But, i'm not referring to that part when I talk about steal a cargo. I was referring to that  I can't use the things I stole cause of tags, and also the thing of repeat the cycle of hacking infinite times. Maybe my example aren't the clearer, and my english not the best.  :)

 
Also i'm going to state about that when you hack a container you unlock the items inside but you were faster and stills up the shit on corpse items. Maybe a solution could be that RDMS may tag permanently the members of the ORG(temporally to anyone outside the ORG) as an infractor/thief but keep his functionality up.
 
As @kurock said, Interesting discussion. Carry on.

 

Ah, sorry, thought you meant "I can steal a part of a cargo without a problem without RDMS", my bad.

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You see the problem with that thinking, again, is that !00000 guns being cleaned one at a time or ten at a time, is a thing belonging to Free2Grind Korean MMO-trash that MMO Grinders would review for giggles.

 

Hence the all at once Cleaner.  You can still do it one at a time if you really want to.

 

A player should have Tags on them, allowing them to use a gun inside a city or not. If they are not allowed to fire (or even have equipped) a gun inside a city, they are flagged as "Outlaws" for violating the RDMS in that regard. RDMS should work ONLY within confinements, like cities or containers.

 

Nope. The right on a gun is the right to use it anywhere. Else there is little point.  Just leave the area and anyone can use it.

Suppressing attacking (or outlawing) inside an area is a completely different discussion.

 

Having an item being IMPOSSIBLE to sell or equip, because of RDMS-spacemagic, is outright an overkill. Having a container with 1000 guns in compacted kerr form via the nanopack technology, and haveing 100 said containers in a ship, then havign to manually doing the same process over and over again, is just GRIND, pure, unadulterated, tedious, GRIND.

 

The limitation is on *use*. Not selling. But since no one else can use it either, its market price is a bit on the non-existent side. Also I did mention that the cleaner cleans them all, so no grind. Imagine ship sized cleaners wiping the entire ship clean in one go.

 

And you still miss the point. If in a battlefield, you can't resupply from a fallen enemy, that means the system is broken. Having Soulbound Magic in a sci-fi game is ridiculous. It's a Rights & Duties Management System, not Runes & Destiny Miracle Sorcery. It's supposed to be a form of Law, not dark magic.

 

I agree that the current system must make sense. Something that could have a biometric scanner on it, should be RDMS lockable. This could include guns but not their ammunition for example.

 

RDMS should work within confinements. Having a container that has RDMS on it, means the items inside it follow the RDMS as long as they are INSIDE it or as long as the RDMS is in effect. You hack the container's system and RDMS unlock it, the items are yours. Having RDMS ina territory claim, means people who have tags on them can do certain things and anyone else is in violation and can be flagged Red for Outlaw.

 

Well I cannot use a gun while its still inside the nano-box, so that makes it pretty useless limitation. Territory permissions are actually a separate discussion completely.

 

Now explain how Leather Boots have RDMS on them. What? Did Lord British said the Lords of Muahaha decreed the Leather Boots be impossible to use unless you perform the Ritual of the Silly Bellydance to use them? Are Organisation Leaders grand wizards then and legates their apprentices? Is this game set in space or WoW's space, that has guns and magic? Cause I really wanna use RDMS magic to hack enemy players if Leather Boots can't be used because of SpaceMagic Soulboundedness.

 

This is unnecessary hyperbole to make a point. Does a usual pair of leather boots have a biometric scanner in them? Well the rocks do, so why not boots? I think items that cannot be explicitly used should just be marked as "stolen". There is a difference between wearing something and activating it (e.g. jetpack)

 

Just because the law says "that item doesn't belong to you" doesn't mean you can't be able to use, equip it or pick it up if you wanted. You'll be flagged an Outlaw for doing so and there could be a statistics on your Biography showing how many allicit activities you participated into, so people know how many times you looted RDMS items that you shouldn't be able to - that excludes Haulers, as they have access to haul a cargo via Contracts a form of RDMS. or items you gotten by looting other outlaws, so if they attack you and you win, you get their

booty scot free. And of course, War Decleratiosn WORK this way, as people can engage the "War Enemy" without being flagged as Outlaws for looting them.

 

That is just it. You can pick it up. You just can't use it. Equipping is a bit of a grey area since, in some cases it makes sense and others not. I think this is one of the areas that need to be ironed out.  Not all items are created equal and so RDMS should not apply to all items.

 

But having Disenchanting is just broken on so many levels. Yes, it's Disenchanting. Use the term cleaning all you want, it's disenchanting and RDMS turned into a ten times worse version of the Soulbound mechanism from WoW and piracy has no meaning to get into, so enjoy a mindless griefing frenzy, cause nobody got time to haul loot back to someone else, then wait to sell it. Pirates are pirates cause they do the easy things, not the hard labour of hauling cargo to a disenchanter to make their items sellable. If your piracy has any other cost other than fuel and ammunition, then it's not a profitable enough field to get into.

 

Finally a counterargument. :)

You make disenchanting sound like a bad thing. :P Call it what it is: Removing tags.

Soulbound is again unnecessary hyperbole (though, to be fair, that is what the current unfinished RDMS system effectively is). The only soulbound items should be Quanta (that's the money in DU) and master blueprints. The rest can be hacked and cleaned.

As for pirates complaining about having to drop their goods off at a fence (that's a person that buys illegally obtained goods)... well they were going to do that anyway. The fence just happens to have to clean the goods before reselling. Complaining about that is a bit like miners complaining that they have to learn how to scan for resources as well as all those mining skills. It's not like this is a MMO with other players that will do those jobs you don't want to do.  But wait.  It is.

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