It has long been by opinion that the key to the griefer/griefed mechanic is risk. Law systems have tried and failed. "Handshake" systems have tried and failed. Even games designed to completely avoid griefing or making griefing bannable have tried and failed to eliminate the issue.
The underlying issue in my opinion, is the imbalance of risk. The griefer risks nothing. The person getting griefed has everything at risk. This becomes an even wider gap when goods and pirating are involved. The risk imbalance exists there as well and griefers tend to hide behind pirate mechanics. Typically, the person doing the pirating risks their ship, legal status, etc. The person being pirated risks all the hours of effort placed in making the goods, crafting those goods, planning their trips for maximum profit, and even risks the overhead spent on escorts (if any escorts are chosen). The pirate just cruises around and picks a fight they know they can win. They typically only risk repair costs.
I think this imbalance lies at the heart of the issue. It's why pirating/stealing goods from other players tends to be the most profitable. It's also why griefers can operate relatively carefree. If you solve the imbalance, you solve the issue. Not only do you make pirating fun for both sides, but you also force griefers to actually risk something. That's why I am so hopeful for the legal system in SC. It offers a bounty system, access restrictions for criminals, and even additional costs through insurance and parts availability. CIG just needs to move the sliders around until the risk is the same on both sides.
One thing I firmly believe, is that if they just leave the usual dynamic of one side shouldering all the risk, there will be a huge issue. it is completely toxic to ask one side to risk days or weeks of work while the other side risks nothing.
The underlying issue in my opinion, is the imbalance of risk. The griefer risks nothing. The person getting griefed has everything at risk. This becomes an even wider gap when goods and pirating are involved. The risk imbalance exists there as well and griefers tend to hide behind pirate mechanics. Typically, the person doing the pirating risks their ship, legal status, etc. The person being pirated risks all the hours of effort placed in making the goods, crafting those goods, planning their trips for maximum profit, and even risks the overhead spent on escorts (if any escorts are chosen). The pirate just cruises around and picks a fight they know they can win. They typically only risk repair costs.
I think this imbalance lies at the heart of the issue. It's why pirating/stealing goods from other players tends to be the most profitable. It's also why griefers can operate relatively carefree. If you solve the imbalance, you solve the issue. Not only do you make pirating fun for both sides, but you also force griefers to actually risk something. That's why I am so hopeful for the legal system in SC. It offers a bounty system, access restrictions for criminals, and even additional costs through insurance and parts availability. CIG just needs to move the sliders around until the risk is the same on both sides.
One thing I firmly believe, is that if they just leave the usual dynamic of one side shouldering all the risk, there will be a huge issue. it is completely toxic to ask one side to risk days or weeks of work while the other side risks nothing.