I was reading Reebournes thread on having a second baddie account and it got me thinking about those Looting mechanics again...
Preamble:
Reebourne was talking about having a second account to be the baddie while having his main remain law abiding, however it got me on a line of thought:
Having two accounts might get around my issue with things being stolen off me in player loot mechanics etc...
Example: My Main, NaffNaffBobFace contains all my subscriber loot etc I don't want to loose, but by using it I loose it to other players.
So I make NaffNaffRobFace, my original 'Bob account becomes my Banker and the new 'Rob becomes my actual play account. I log in to 'Bob Banker, take some assets I don't want to loose to some distant part of some distant moon and leave them there. I then log in with 'Rob Player, go to that place and pick up the goods.
Once I have done that, I play as 'Rob until I am robbed. At that point, I go commit a minor crime like loitering, get apprehended by the AI Law and all my missing toys get sent back to 'Bob as it was 'Rob who stole them...
...that would work as long as the player who took your Ashfall Grenade Launcher doesn't have to be the one who is apprehended with it on them...
...the loot mechanic is going to become Pass The Parcel otherwise and again will be exploitable for fencing.
Say for example Meenie McBadbum steals your gear. They pass it to another player/account and sell that item for 120,000 UEC. That player with the stolen goods is then apprehended and punished for having your stuff and Meenie McBadbum and however many other people in the Fencing chain get the pay-day and an incentive to keep offing players for their toys, victims keep being targeted for their rare loot and buyers keep losing their stuff and their UEC...
The meat and potatoes:
And that is how I got on to this thought - Stealing goods off people and having a network of fencers then selling the goods on for high prices to unsuspecting rubes could well be a thing with the new mechanics... and from what I can see, there would be no consequence for anyone except the original victim and the person sold the item.
The original victim looses the item for the duration of time it is transiting to its new owner and while they are using it. When they finally are apprehended by the law or tracked down by the original user, they loose the item back to the original victim and have lost the ammount of UEC they paid for it.
It will probably kill the in-game player-to-player economy of someone having fought hard to get an item then wanting to sell or even just gift it to another player... unless a register of stolen serial numbers is made and accessible to all players or even highlights items as stolen?
I just feel like I have not thought this out fully and would appreciate discussion on this - I don't want to be the one running a Fencing network but it just seems obvious that one can be set up using the mechanics as they appear to be intended to be.
Two words: Buyer beware!
Preamble:
Reebourne was talking about having a second account to be the baddie while having his main remain law abiding, however it got me on a line of thought:
Having two accounts might get around my issue with things being stolen off me in player loot mechanics etc...
Example: My Main, NaffNaffBobFace contains all my subscriber loot etc I don't want to loose, but by using it I loose it to other players.
So I make NaffNaffRobFace, my original 'Bob account becomes my Banker and the new 'Rob becomes my actual play account. I log in to 'Bob Banker, take some assets I don't want to loose to some distant part of some distant moon and leave them there. I then log in with 'Rob Player, go to that place and pick up the goods.
Once I have done that, I play as 'Rob until I am robbed. At that point, I go commit a minor crime like loitering, get apprehended by the AI Law and all my missing toys get sent back to 'Bob as it was 'Rob who stole them...
...that would work as long as the player who took your Ashfall Grenade Launcher doesn't have to be the one who is apprehended with it on them...
...the loot mechanic is going to become Pass The Parcel otherwise and again will be exploitable for fencing.
Say for example Meenie McBadbum steals your gear. They pass it to another player/account and sell that item for 120,000 UEC. That player with the stolen goods is then apprehended and punished for having your stuff and Meenie McBadbum and however many other people in the Fencing chain get the pay-day and an incentive to keep offing players for their toys, victims keep being targeted for their rare loot and buyers keep losing their stuff and their UEC...
The meat and potatoes:
And that is how I got on to this thought - Stealing goods off people and having a network of fencers then selling the goods on for high prices to unsuspecting rubes could well be a thing with the new mechanics... and from what I can see, there would be no consequence for anyone except the original victim and the person sold the item.
The original victim looses the item for the duration of time it is transiting to its new owner and while they are using it. When they finally are apprehended by the law or tracked down by the original user, they loose the item back to the original victim and have lost the ammount of UEC they paid for it.
It will probably kill the in-game player-to-player economy of someone having fought hard to get an item then wanting to sell or even just gift it to another player... unless a register of stolen serial numbers is made and accessible to all players or even highlights items as stolen?
I just feel like I have not thought this out fully and would appreciate discussion on this - I don't want to be the one running a Fencing network but it just seems obvious that one can be set up using the mechanics as they appear to be intended to be.
Two words: Buyer beware!
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