Not fixable without cracking down on the rules, which was not the desirable path before and I dont see what's changed. Mostly this thread is people venting about the things that bug them (troll success), nothing for you to do but scroll.
The problem that effects my gameplay the most is from independent pirates, since I'm a smuggler using a trading facade it would be complicated to hire a scout which is a difficulty I fully acknowledge as my own choice. This can usually be dealt with by fast-talking to the prospective pirate which is the cornerstone of my RP, I'm a dealer not a fighter.
However I do come across those pesky indy pirates (untagged or just pirate ID'd) who simply refuse to accept any form of RP, they won't haggle or deal issuing the same "X mill or we'll open fire." Those kind of pirates are fine in moderation, space is dangerous after all but when you're facing the same thing constantly it simply isn't fun. Why log on when all I'm going to get is a glorified answering machine with guns?
What is the point in suffering, what is quite frankly bullying, in a game meant for enjoyment? I don't, I play a different game.
That is the cause of my reluctance so what can be done about it? Nothing much unless you can change the mindset of those pirates. Personally I'd set the pirate ID to hostile with everything but zoners and junkers to reflect their independent nature and limit or remove cap ships from piracy.
I guess that mirrors the opinions of some who want to limit the freedom of indies, which ironically is the label I would fall under. Sadly I see no other way of forcing people to accept the consequences of their actions, you can't do much to an open ID and so long as they stay within the current rules they can't be touched.
Posts: 6,302
Threads: 329
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
(03-02-2013, 12:07 PM)Croft Wrote: Personally I'd set the pirate ID to hostile with everything but zoners and junkers to reflect their independent nature and limit or remove cap ships from piracy.
I guess that mirrors the opinions of some who want to limit the freedom of indies, which ironically is the label I would fall under. Sadly I see no other way of forcing people to accept the consequences of their actions, you can't do much to an open ID and so long as they stay within the current rules they can't be touched.
Whether or not indy Pirate IDs are allowed to dock on a base is entirely the prerogative of the faction that owns the base. The Mollys, Rogues, etc have already shut down docking rights through the ID rephack, because inRP, the indies represent unwelcome competition to their own piracy.
How they're viewed elsewhere varies. In effect, faction pirates offer the most localised freedom (docking points, ships, alliances), combined with other baggage (diplomatic hostilities, defined ZoI). Pirate ID offers universal freedom (go anywhere in Sirius) but inferior local choices (few docking points, generic ships).
The only way to stop pirate abuses like Croft posted is to restrict through game mechanics and/or rules the amont of money they can demand. I posted some suggestions about this but all i got was qq from posthunters.
(03-02-2013, 12:07 PM)Croft Wrote: Personally I'd set the pirate ID to hostile with everything but zoners and junkers to reflect their independent nature and limit or remove cap ships from piracy.
Sure, the day they make Zoners and Freelancers hostile to everything "to reflect their independent nature" Cap ships pirating isn't a problem, you'd be far more screwed against two bombers, only difference is that you might have a chance of getting the feeling of success by knocking out their shields or something insignificant like that.
Besides, indie pirates aren't the problem - players that pirate in a negative or oorp way are. You'll find these players amongst junkers, corsairs, outcasts, rogues and so on too, its foolish to blame an ID and an IFF.
(03-02-2013, 12:55 PM)Anaximander Wrote: Besides, indie pirates aren't the problem - players that pirate in a negative or oorp way are. You'll find these players amongst junkers, corsairs, outcasts, rogues and so on too, its foolish to blame an ID and an IFF.
True , but a majority of these guys use the generic pirate ID because it gives the ''best'' deal.
can use anything (with nerf) and no ZOI restrictions.
there also is no governing force (read official faction) that can guide them in the right direction.
(03-02-2013, 12:55 PM)Anaximander Wrote: Besides, indie pirates aren't the problem - players that pirate in a negative or oorp way are. You'll find these players amongst junkers, corsairs, outcasts, rogues and so on too, its foolish to blame an ID and an IFF.
And thats why only rules and/or game mechanics can stop this global problem.
(03-02-2013, 12:59 PM)madvillain Wrote: True , but a majority of these guys use the generic pirate ID because it gives the ''best'' deal.
can use anything (with nerf) and no ZOI restrictions.
there also is no governing force (read official faction) that can guide them in the right direction.
You know, sometimes I have some of those players suspected for being otherwise "respectable players" that do these things because they think "everyone else does it" or because "indies suck anyways". After all it takes some Disco-knowledge to utilise loopholes/soft regulation.
I never saw piracy as a problem - or rather, I've seen the lack of pirates as a problem. One should also never forget that in many a traders book, pirates are oorp unless they write them a novel or pirate for songs. It's hardly the pirate side's fault that they get do much negative attention, it's in the trade after all.
In fact I played this game for an obscene number of hours over the years, and only twice have I had to report pirates, whereas I run into silent, gun-toting traders every time I log a pirate character. And I have traded A LOT to keep my hangar full of BS's a d CAU8's.
Posts: 6,302
Threads: 329
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
(03-02-2013, 12:51 PM)Scumbag Wrote: The only way to stop pirate abuses like Croft posted is to restrict through game mechanics and/or rules the amont of money they can demand. I posted some suggestions about this but all i got was qq from posthunters.
We won't introduce rules about maximum piracy demands, because if we put a non-context based maximum cap - it becomes the default demand.
"$30m demands get you sanctioned."
"Kay. 29m r dai."
We'll continue to use our judgement to decide which demands are abusive and designed to enable pirates to kill traders and nothing more. If you feel that was the case, submit a report - we may disagree though. There are lots of variables that affect the context.
2) It depends on the situation and as always will be considered on a case by case basis. A good guideline is no more than 1/3 the value of the cargo. Keep in mind:
Quote:0.0 Be excellent to one another. Consider the people around you. Keep fair play in mind. It's a game and nothing is gained, or lost, save the experience. Credits can be re-earned. Ammunition replenished. If you become infuriated step away. If you make a mistake apologize. If you wish to remain in system after you die, or after someone has moved away, simply ask.
and
Quote:1.2 Server administrators will impose sanctions on players for violating server rules and for any actions that harm server gameplay.