Sounds like a great policy.Kill 'em all and let God sort 'em out!
Imagine if SC rewrote the book on the game play... nearly every game - ex. Pit Fall, Doom, Battle Field, COD, etc... your character dies, you get up, and retry. I am not saying that model does not work... but maybe there is another way. I know this would be very hard trying to make a system where death means something without destroying game play... it is the ultimate price after all.
This is a very real and possible risk and will be detrimental to the game play and the longevity of the game.I hope that I can enjoy the no fighting elements of the game (and therefore killing) most of the time but that there will also be epic fights I can see or partake in occasionally. I do not want static that will be boring, but also sadly after a long day at work if all that happens is I get ganked or griefed often then this will have been an epic fail for me.
Okay so, you believe then that if the consequences of unlawful killing in game are harsh enough, then we would be best off to avoid killing. If the consequences are not harsh, grief on! Is that your position? No reason to not kill unless the consequences to us individually are in some utilitarian sense preventative?I'm looking at it from the perspective that people are inherently selfish and this drive to protect themselves is what drives the social contract that stops me and basically everyone not insane from going around shooting anyone they like. It's just not worth it, so we develop the social condition that it is "wrong" but the question is whether this carries onto video games where it doesn't kill or bodily harm the person in real life. Does the potential ramifications from killing their avatar make it wrong to kill the person in SC or does it not matter since it doesn't affect them. I'm addressing the issue partially from a psychological egoist perspective and partially from social contract theory.
I'm not advocating any position, i'm advocating the perspectives that influence individuals positions. While someone may find the pleasure they gain from being a dick and griefing worth it, others may enjoy staying inside the "law" and not killing. I'm interested to see where people fall on the spectrum in regards to lawlessness and law-abiding. I'm not stating my particular position yet.Okay so, you believe then that if the consequences of unlawful killing in game are harsh enough, then we would be best off to avoid killing. If the consequences are not harsh, grief on! Is that your position? No reason to not kill unless the consequences to us individually are in some utilitarian sense preventative?
I can buy that. It's just a game, but I would not willing waste time with a game that embraces griefing.
Griefing is one of those undefined terms as it really depends on the perspective of the individual. I as an outlaw have targeted you and pushed you out of the airlock as it saved me on ammunition. From my perspective you just happen to have cargo and a ship and I had the means to liberate it from you. It was not like I was targeting you specifically just the opportunity presented itself and I weighted the risk and took the chance. You as the victim of the boarding and spacing could easily view it as griefing as you were not looking for a fight and in fact more then likely were actively avoiding the confrontation. And yet you were killed your cargo and ship stolen and are now negativity impacted by the experience due to the lost of time and resources. The experience is compounded further if this wasn't the first time such a action happened to you during this play time even if an outside observer can clearly see that your actions significant increased your chances of this outcome. IE not hiring a security wing and/or flying a risking route due to the high payout.I can buy that. It's just a game, but I would not willing waste time with a game that embraces griefing.
I think one needs to look at the perceived gain. Killing someone because you want to take their stuff is not griefing. Killing them because that's fun, when you derive no benefit from it, is griefing. When people play psychopathic mass murders they make the game less fun for everyone and do indeed need to be banned. And a trip to the shrink would be good too.Or they can just enjoy being a dick, but from your perspective how can you tell what is the truth or is the default to think they are a griefer and should be banned?
Yet the individual killing and not taking the victims stuff because they are providing area security would be easily perceived as being a griefer. And i think a lot of us could spend some time before a shrink for a magnitude of reasons. My kill count in BF4 alone would make many a dictator jealous.I think one needs to look at the perceived gain. Killing someone because you want to take their stuff is not griefing. Killing them because that's fun, when you derive no benefit from it, is griefing. When people play psychopathic mass murders they make the game less fun for everyone and do indeed need to be banned. And a trip to the shrink would be good too.
I agree... but in life we get one shot... no do-overs, no exploits... one thing is certain in life. Someone who dies 50x in two weeks, I do not understand why that is beneficial. I would say we think about growing our clones, max 3 at a time, with a month gestation period for each one. That way the players cant suicide their way around the universe. They would have up to 3 lives to waste then they are stuck until one grows. Could this impact the player base - yes of course, could this impact the bottom line for star citizen, yes... but I still think this could provide a interesting twist. For first person shooter... maybe use the Dark Matter TV show (transfer transit) method where you get a clone that can live for 24 hours... if the clone dies all the xp is gone. So you get one chance to board this ship... if your clone dies you are sol - but you are ok (minus the money you lost in armor and equipment). The last person standing or objective met wins. No re spawns, you end up back at your home station - no harm done.It is going to be interesting to see how having a significant population that is not player controlled will have on the player population and their actions. I have a feeling that its all going to depend on how strong the AI is, if it can be exploited and the penalties for death.
Why doesn't it?Why does it matter?
The perma-death mechanic.Why does it matter?
We need to make the distinction between indiscriminate killing, aka griefing and legitimate gameplay, aka combat. If the griefers aren't held in check, the game will fail.There are many, many reasons that indiscriminate killing ruins the game. Chris Roberts has always said the top of his list is immersion...
Exactamundo.How many of us have signed up with the names we've grown attached to in other MMOs? Will you be able to suspend your disbelief when you find yourself in a dogfight with a x_DeathFairy_x or an ElfenCrunk? Hell, Maynard G. Krebs (the G is silent) is a character from a 1950s American television comedy.