Forums » General

Interesting Article

Jun 17, 2006 tumblemonster link
Jun 18, 2006 davejohn link
Interesting article, food for thought tumble.

ecka
Jun 18, 2006 stranger link
Good find Tumble. I'm sure the Devs have had long discusions about this and what to do about problem clients.

I'm just thankful that we don't have many issues. Granted I wasn't around when Arolta (or whatever his name was) played but I'm still thankful.
Jun 18, 2006 jexkerome link
"Despite most online games being based around combat between players (often permitting the winner to take their opponent's possessions) the increasingly high stakes have prompted the gaming community to reassess its ethics, asking whether all strategies are equally permissible simply because they are all possible."

The "Arolte-goes-haywire" incident in a nutshell; still, he did nothing on the scale of the incidents mentioned. Very interesting article.
Jun 18, 2006 roguelazer link
Yay for carebears.
Jun 19, 2006 PsyRa link
"the increasingly high stakes"

It seems pretty clear to me, the more valuable something is for a player, the simpler it is to cause grief. One of the reasons this game appeals to me, is the disposability of the standard opperational ships. There really is nothing to fear from a griefer, as thier effects are minimized by the fact you can just buy a new whatever simply enough. Hours of investment can't be blown away in a few seconds of some jerks personal gratification.

Of course there are a few things (Hive bats, Law guns.. ) and such that can only be replaced certain ways, the bottom line is a griefer can only do so much damage.

A very good way of minimizing the problem.
Jun 19, 2006 Person link
Jun 20, 2006 dbradhud link
I read the article and, for good measure, read about the incident on the game forums. In my role of guild LT, I find myself thinking often about the issue of trust. As the community grows and the game evolves, trust issues may become more important.

I've never played EVE, but it looks like deception and sabatoge are build into the game. I think that what went on there would run afoul of VO's rules of conduct:

<<4. You may not defraud other players.

Fraud is defined as falsely representing one's intentions to make a gain at another's expense. Examples of this activity include, but are not limited to, using deception to deprive another player of items, slandering another player or impersonating them with the intention of causing harm to that player's reputation, or falsely representing one's identity in order to gain access to another player's account or account information.

Fraud in all transactions between players may result in disciplinary action when confirmed by a Guide.>>

Still, Guild may want to give some advance thought as to what to do the first time a character runs off with a guild's treasury...

(Calm down, Gaird, I'm just saying...)

Broma-Ba Slick
Jun 20, 2006 Ghost link
That's a tough issue. With a virtual society, a mercenary group could (and did) profit greatly by doing something like what they did. I don't know the details of it, but it's actually very realistic. If you can't destroy your enemy from outside, you have to do it from the inside.

The problem with this of course is that it can virtually ruin the game for a great deal of people. Especially in a game (coughscreensavercough) like EvE online where people spend months to build things up, the consequences are severe. It's counter productive for the devs to permit a kind of activity that would prompt a great deal of other players to quit, having found that their months of work were all for nothing. I'm not so sure where I stand on this issue yet.

The solution to this is to make the game similar to vendetta of course! The penalties for dying are low and there's virtually nothing other than money to be lost! IMHO, games like EvE where the potential for loss is so great can be very dangerous.
Jun 20, 2006 tumblemonster link
I quite appreciate the subtlety and skill with which the operation was pulled off. They obviously spent a lot of time planning and executing it, and it probably made for some fantastic role playing and gaming. From the victims point of view, it probably wrecked them hardcore, but at the same time, it was within their control to do something about it, to be more careful. I think the only way to make a game more immersive is to have actual stakes.

In VO, death is meaningless, money is easy to come by, and ships are cheap. It's great fun, but at the same time, it makes it harder to fully invest yourself in the game.

What VO is supposed to be is a matter of opinion. I don't think we've really heard from the devs definitively on this aspect of the game. It started out as space quake, and has been moving in the direction of more immersion for some time now, but the goals and common activities haven't changed much. The players who stick around get their levels and their gear, then spend much of their time chatting and doing PvP, which is great. I love the combat, it's the best part of the game. How long it will sustain most players is hard to say.

On the other side is of course what ghost puts so plainly: That depth and time commitment can ultimately ruin the game for many people. Having a good balance of both is hopefully in VOs future.
Jun 20, 2006 clay link
Good find tumble. Heard about the funural attack from a co-worker who plays WoW he said a bunch of people were disgusted enough to quit. Personally I find it low, if it were a funeral for a character who died RP wise it'd be semi tolarable (though still cliched), but when its a virtual funeral for a Player that died in RL Totally unacceptable. The other thing where some people infiltrated a guild and stole a ton of their stuff, I'd not consider that greifing but rather a well planed raid.
Jun 21, 2006 who? me? link
i think that the itani should make serco alts, infiltrate SCAR and SoR and ST6 and shut them down, and then go back to being itani and rule the universe!
Jun 22, 2006 jexkerome link
People like Borbie and So-Lotus are doing that already, who? me? and I bet they aren't the only ones, either.