Elite: General talk
25 Jan 2021, 8:14am
Leaving the game mid combat should be punished. Maybe not exactly always with an instant ban as there can be misinterpretations (I've been in that situation myself) but at the very least with a rebuy screen. For that the timer is too short. I think I already mentioned this a while ago. EVE has a 5-10 minute timer depending on whether it was PvE or PvP.
Now let's assume this is done and run through a couple things...
The player in question actively in some form tries to escape death by quitting the game mid fight in any way. Won't work because waiting there even 5 minutes gets you killed.
The player has a one time internet issue and dcs. Happened once. Not by his fault that the player is greeted with a rebuy screen but if they can't afford that that's on them tbh.
The player generally has a bad internet connection and dcs because of that maybe not for the first time. Clearly that's an issue the player should know about and absolutely not play Elite with. In cases of suspected CL, Frontier sends you an email in which they even state that you are to make sure your connection is stable. Again, a deserved rebuy screen.
Post edited/moved by: Artie, 25 Jan 2021, 9:49am
25 Jan 2021, 8:23am
Post edited/moved by: Artie, 25 Jan 2021, 9:49am
25 Jan 2021, 8:33am
Post edited/moved by: Artie, 25 Jan 2021, 9:49am
25 Jan 2021, 8:38am
Post edited/moved by: Artie, 25 Jan 2021, 9:49am
25 Jan 2021, 8:55am
Post edited/moved by: Artie, 25 Jan 2021, 9:49am
25 Jan 2021, 9:00am
Post edited/moved by: Artie, 25 Jan 2021, 9:49am
25 Jan 2021, 9:32am
Post edited/moved by: Artie, 25 Jan 2021, 9:49am
25 Jan 2021, 9:44am
Post edited/moved by: Artie, 25 Jan 2021, 9:50am
25 Jan 2021, 9:47am
Niccoll DysonHello does anyone know when you can give people in yu squadron the wingman, senior wingman, and veteran roles on your squadron? It justs says "requirements: must be at least days active" But that doesnt tell me anything, and I couldnt figure out a way to specify how long it had to be for each role.
Hello, it's was a bug. You should see the numbers there now.
25 Jan 2021, 9:52am
BUT.
The same server ENFORCED role-playing basics and limited killing spree to very handful of factions (terrorists, agent cells, outright hostility in reputation), unless there was an outright war between certain factions/superpowers with certain rules of engagement, too.
This is why I am in huge criticism of PVP on Elite: Dangerous, because in most (of my) cases there was no piracy but jolly player-killing given there is no active reputation system which sets you hostile to authorities if you pirate too much (on Discovery, reputations were enforced). Where I come from, pirates couldn't attack you but had to interact with you first, pulling a demand - if these were fulfilled, you couldn't be shot as a trader. That is, unless you failed to fulfill demands (such as running away or prolonging the encounter). Trick is, trader also had to engage into interaction if he or she didn't want to give pirate reason card just to butcher him (lack of response was negative response, due to thumb rule). Another reason is the fact Engineering puts certain people in huge disadvantage, while on Discovery Freelancer no such mechanic existed and only your skills gave you advantage in combat. On Elite, you are just rotflstomped should you consider respond to combat invitation.
I pirated on Discovery Freelancer for years before I got Elite: Dangerous and those were golden times: running away from authority players, surprising traders in least expected places, having rush of adrenaline while passing with loot through the hostile pirate territory... Same I cannot say for Elite: Dangerous sadly, because there is little to no interaction from either side (at least talking from experience on Xbox), with PKers flying around without a single word... but that is my own opinion as sort of habit taken from different game which played by different rules.
And before you ask, yes, Discovery relied on PVP + PVE as roleplaying server with 24/7 PVP interaction (which wasn't combat only), but it was way smaller AND everyone had to obey strict roleplay regulations. Piracy and Trading were most worth it due to high value of ores... but at the same time there was no dynamic economy and each region had demand on certain resources until certain special events. Unlike on ED, there were no bounties from killed NPCs either (those were given by other players upon registering on certain boards) and trading was the only reasonable way to earn credits to your different characters.
Oh, and something that I'd love ED had: credits piracy - on Discovery it couldn't be ridiculous like 4x times of cargo value however. But in the end, you don't know how much it would change on Elite: Dangerous if you just could ask trader for credits or use Recon Limpet for hacking NPC and Commander bank accounts.
Post edited/moved by: Artie, 25 Jan 2021, 10:06am
25 Jan 2021, 10:19am
ArtieNiccoll DysonHello does anyone know when you can give people in yu squadron the wingman, senior wingman, and veteran roles on your squadron? It justs says "requirements: must be at least days active" But that doesnt tell me anything, and I couldnt figure out a way to specify how long it had to be for each role.
Hello, it's was a bug. You should see the numbers there now.
Thank you!
25 Jan 2021, 11:19am
26 Jan 2021, 8:29pm
Nkizo BaxterI come from Freelancer Discovery server and there was a golden rule of NOT logging out from any sort of interaction, which was a "credit cleaning offense up to banning character".
BUT.
The same server ENFORCED role-playing basics and limited killing spree to very handful of factions (terrorists, agent cells, outright hostility in reputation), unless there was an outright war between certain factions/superpowers with certain rules of engagement, too.
This is why I am in huge criticism of PVP on Elite: Dangerous, because in most (of my) cases there was no piracy but jolly player-killing given there is no active reputation system which sets you hostile to authorities if you pirate too much (on Discovery, reputations were enforced). Where I come from, pirates couldn't attack you but had to interact with you first, pulling a demand - if these were fulfilled, you couldn't be shot as a trader. That is, unless you failed to fulfill demands (such as running away or prolonging the encounter). Trick is, trader also had to engage into interaction if he or she didn't want to give pirate reason card just to butcher him (lack of response was negative response, due to thumb rule). Another reason is the fact Engineering puts certain people in huge disadvantage, while on Discovery Freelancer no such mechanic existed and only your skills gave you advantage in combat. On Elite, you are just rotflstomped should you consider respond to combat invitation.
I pirated on Discovery Freelancer for years before I got Elite: Dangerous and those were golden times: running away from authority players, surprising traders in least expected places, having rush of adrenaline while passing with loot through the hostile pirate territory... Same I cannot say for Elite: Dangerous sadly, because there is little to no interaction from either side (at least talking from experience on Xbox), with PKers flying around without a single word... but that is my own opinion as sort of habit taken from different game which played by different rules.
And before you ask, yes, Discovery relied on PVP + PVE as roleplaying server with 24/7 PVP interaction (which wasn't combat only), but it was way smaller AND everyone had to obey strict roleplay regulations. Piracy and Trading were most worth it due to high value of ores... but at the same time there was no dynamic economy and each region had demand on certain resources until certain special events. Unlike on ED, there were no bounties from killed NPCs either (those were given by other players upon registering on certain boards) and trading was the only reasonable way to earn credits to your different characters.
Oh, and something that I'd love ED had: credits piracy - on Discovery it couldn't be ridiculous like 4x times of cargo value however. But in the end, you don't know how much it would change on Elite: Dangerous if you just could ask trader for credits or use Recon Limpet for hacking NPC and Commander bank accounts.
CODE role plays as pirates, and it makes perfect sense for them to engage bounty hunters in res sites that are literally blowing up other pirates. Krash was not in a paper ASP, they were in an engineered corvette fit for combat, and they were in open.
Its funny that you are trying to defend combat logging by arguing a lack of RP but the vast majority of combat logs are committed by CMDRs in engineered, large combat vessels in res sites and CZs where PVP is supposed to happen.
26 Jan 2021, 10:15pm
ZentzlbIts funny that you are trying to defend combat logging by arguing a lack of RP but the vast majority of combat logs are committed by CMDRs in engineered, large combat vessels in res sites and CZs where PVP is supposed to happen.
You connected two unrelated things from two unrelated posts and that's where my discussion with you ends.
Last edit: 26 Jan 2021, 10:21pm
27 Jan 2021, 7:57am
Igneel PrimeLeaving the game mid combat should be punished. Maybe not exactly always with an instant ban as there can be misinterpretations (I've been in that situation myself) but at the very least with a rebuy screen. For that the timer is too short. I think I already mentioned this a while ago. EVE has a 5-10 minute timer depending on whether it was PvE or PvP...
I would seriously entertain this line of thinking if the MP in ED wasn't so bad. As it stands a supposed Combat Log could just as likely be desync or a game crash, or game/interplayer DC.
Even if these issues were all reliably fixed, the idea of punishing someone for leaving a GAME without being certain of their reason(s) is a risky business model. Especially when the combat itself was likely not initiated by the logger in the first place. For example: if my kids were interdicted 30 seconds before bedtime they're logging off one way or another and for the game to punish them after the fact leaves a bad taste in everyone's mouth except for the interdictor whom I'm certain will get over it.
If combat logging didn't render you invulnerable then you have 15 seconds to kill them and if the attacker can't within that timeframe then that's on them. It does though and that's really the issue imo.