@rikturscale8205 Pyro in a nutshell. Most will avoid going there post-release since it will be nothing more than a griefer's paradise. It's a lot of work for what will end up being mostly a dead system abandoned by the majority of players.
I'm calling it now: jump ramming, jump destruct and jump boarding will force CIG to come up with a new jump point protocol that doesn't involve sitting still with your shields down for several minutes.
The biggest thing that gives me hope is that CIG acknowledged it and made it part of their design intent that jump points are hard to lock down. This makes total lore sense too... and you didn't even mention the real sharks - it should be a MAJOR military effort to lock down something like a Vanduul jump point. If you didn't have to put up sensor nets, patrols, etc. - the defensive play would be way too strong for engaging storytelling.
Blood in the water always brings out the sharks. It will be interesting to see how the griefers and general pop work around everything and how it all shakes out.
I'd like to see ships that get to0 close to the jump points take distortion damage, get sucked in and thrown out at a random location along the tunnel with damage to the ship and componants. Along with rep hit from the station around the jump point.
Are we sure 4.0 will even launch this year? We'll get a mid-to-late August 3.24, and two months later is CitizenCon. A month after that is IAE. I mean I get that 3.23 was stuff that was already made for SQ42 and the stuff in 3.24 was supposed to be in 3.23, but when CIG makes a video about how well Server Meshing is working, that's more a red flag to me than anything that we won't be getting Pyro until next year just like every year since 2018.
I'm not a fan of the gate-queue mechanic but it's hard to believe that CIG hadn't considered the obvious ramifications of this system and have some mitigating strategies - hopefully whatever technical limitation is necessitating the requirement to sit around waiting your turn to jump can be minimised or it will be shark week every week. Players will find a way to 'exploit' whatever mechanics are imposed (e.g. firing volleys of torpedoes from outside the range of the 'exclusion' zone)
First, you KNOW that if CIG gets a whiff of any way they can make jump points a pirates paradise, they will enhance it as such, just as Master Modes are specifically designed to give even more advantages to Pirates, who already have all the advantages. and CIG just does not seem to think that Sharks are bad-ass enough. Next, if CIG would take griefing seriously, I don't think it would be a problem for long. they need to have a hot key that would essentially "environment capture" say, the 15 km around the player for the past 2 minutes. (I think HALO had a feature that could do something like this 20 years ago) then if you get griefed, you hit the hot key, it submits the whole scenario, griefers get permabanned. lose the hundreds of dollars they spent on ships, and eventually learn to limit themselves to legitimate piracy, with which I have no problem.
The funny part is that pirates say MM gives others too much of an advantage especially when blind jumping comes in where you don't even need a marker to jump, a quick spool and jump and you are gone. CIG does take griefing seriously, read the TOS on it. People have been perma banned, whole Orgs have been temped banned.
While sharks actually have a role to play in the oceans... Griefers have no role in games thst wish to thrive as driving players from a game kills it. Thus I prefer to think of griefers as a Virus. Which reminds me of the movie with that name. Also since ATC is at fixed jump points they could set up waypoint stations close enough to make the area an armistice zone or protected by heavy turrets thst would also help keep out Vanduul raiding parties.
and who is a Griefer.. someone who killed you 54times because you refused to pay for passage he controlls... that seems like fair game and whining... is KIMjongUN emperor or do you call him griefer ... most people just want to stay safe in their bubble, which is why SQ42 is made... so the more PIRATES and PVP Orgs the better and stronger SC becomes
@@yashik Griefers were defined in the video people who pad ram and do other disruptive activities that disrupt game play on ways that are not part of the piracy game loop. Another example is someone who intentionally destabilizes the server by exploiting a bug regardless of what that bug does. I have never encountered the person you named so I have no clue who that person is.
@@Observer_Custos ok thanks for explanation then I agree I also don't like greefers who exploits game mechanics, I don't like those pad rammers it should be played like a serius pirate, target ship, disrupt it, make it disabled so you can cause pain to other player nice by book not by ramming them, and if game for whatever reasons won't allow it or will make GUARD turrets then it's ok, first turrets will be destroyed so jumpoint is controlled by pirates and if that won't be possible sure RAM PADDING will be solid gameplay since it will be only gameplay and that's ok because it's not greafing since pirates already tried everything they could to controll the point... so it's in best interest of game to make sure and allow pirates to have game play that has real impacts ... so yea I agree with you
no need to complicate it... let it be guarded.. but when my FLEET comes and destroys the guardians... then WE become the one who controlls and GUARDS JUMP POINTS that's only logical and only fair play so any other option is just overthinking it and not neccessary... let's do it right on a first time... we can't listen to those PVE FOLKS who are playing SQ42 this is about SC that's where PVP SHIT is going to happen
They could make anything other than nav mode be something that leads to the ship exploding within a certain distance from the jumppoint. That would easily fit into lore. Just say the jumpoint has a very bad reaction with powered shields and weapons. Have a warning that says "WARNING SHIELD AND WEAPONS WILL NEED TO BE POWERED DOWN WHEN APROACHING JUMPOINTS".
this is already implemented... ships are already right now in the current game are exploding randomly... only jumpoints are not spawning there... so your solution is to make ships explode even more without reason then what it is now... oh god please no...
Griefers are naughty sharks. Naughty sharks, doo-doo, doo-doo, doo-doo. Naughty sharks, doo-doo, doo-doo, doo-doo. Naughty sharks, doo-doo, doo-doo, doo-doo. Naughty sharks. Hopefully CIG will use some of your really good ideas.
Before I watch the video to answer the title In "Star Citizen 4.0: Will Jump Points Be Overwhelmed By Griefers". Short answer is yes, however the long answer is.... Yes? Will there be people that are crap, this is the internet so yes. However the only ones who can fix this is CIG. The amount and to what severity of Grieving will depend on what systems they do or don't put in to limit this behavior. However I don't trust them at this point in time to do anything and when they do, it might be to late. After the video edit: You are giving CIG way to much credit for what they will do in to prevent griefers. To date the only thing they have ever done to stop any form of grieving is to help curb pad ramming. The best they could come up with is removing Pad spawning. They are also 100% ok with people using exploits to force their way on to ships in an armistice zone. They are likely going to do nothing until something happens that hurts their bottom dollar. Also to speak on the shark analogy for a moment. Who the world goes to the beach because they might get attacked by a shark? They go there to swim, that's the point. The swimming is the fun part, getting attacked by a shark is a cool story. You know if it doesn't kill you or leave you in a debilitated state. It's only cool if you lived and nothing really happened.
I completely understand your points. Maybe a little harsh but definitely understandable. This isn't a poke in the eye response. It is a serious thought. I understand that there are loop holes and exploits and I completely agree that they need to be addressed. Including personal security pins and such for ships and stations. The pattern that I have found in the development of the game is that how the universe plays out is up to us. We really need to be banding together to solve this problem. Reach out when you're doing things in places that might get you greifed. I have seen many instances of people asking for help on the server and getting that help. I am sure there are many issues to this. It is just a thought.
Yes, it will be Griefing galore by design. You'd assume that, even in Pyro, an important asset like a stable jumpoint would be strictly controlled by whoever happens to be the biggest fish in the pond, as economy is essential for crime lords as well. Not when a CIG design through: PVPers and Pirates are the only thing that matters, so, no control, no heavily defended structures, no heavy patrols in the area to keep troublemakers at bay. Chris wants his "Privateer" at last, after having been kicked out from the original, for the same reasons he should be now from Star Citizen: being unable to deliver a final product.
A lot of the videos out there from the PvP sharks have been saying that CIG needs to start to think about how to address this now. It's not just about griefing, it's about making sure SC doesn't end up being quite as bad as Eve.
I'm glad they don't let us get picked off like seals by sharks whenever we exit jump points. Just imagining two corsairs waiting to pick off poor people in little Spirits and Zeuses is terrifying lol.
I play as a cargo hauler because I like the challenge of avoiding sharks. With the sense of lurking danger, hauling cargo looses it's fun rather quickly.
Sharks are a bit more excitement than I tend to look for when swimming, but! I like the analogy and I think that you're spot-on. Hopefully someone at CIG watches this, or at least thinks the same way. Probably a bit of both.
With my line of work I prefer dull. I'm not pushing my "dull" gameplay onto others. It would be nice if others could pay the same respect. Oh well. 11 years ago I was led to believe it was possible or i would not have backed sc. Glad I stopped giving cig money.
I do believe there will be some level of defense at the jumpoint and probably at least for the introduction of it i imagine there will be a no fire zone until better systems can be introduced
I'd like to see griefers (sharks) that are not supposed to be near the jump gate either take substantial damage from security turrets, or get yeeted away, but preferably both.
In an earlier video they talked about jump points having a radius that pulled ships in when active. Also that ships fail the jump if they collect to much distortion. So just suck in grievers and sharks if they get to close. Same could be applied at the exit end the transiting ship has momentum to get carried past the gravity well but a ship waiting to attack might not. Basicallyas you say make a lore logic that makes it more than a point a shot exercise
The area around the jump points between systems really needs to be locked-down, serious, nigh-impenatrable, High Security armistice zones with equally serious crime stats penalties. Ideally, in the end, an area that extends at least 20 km out in a bubble around the Jump Point and the staging point. Enter it without permission, get a warning, either call ATC and switch to NAV mode, or get nuked by the Station. And for now, just having S5, S7, and S10 hitscan railguns that just lock on a ship and if its weapons are powered up, they explode. Otherwise, all the ships waiting to jump are just chum for the sharks.
Oh, that would funny as hell, watching a shark sneak up on an unsuspecting whale, raise the shields and power up weapons, only to be yeeted away by the jump point mechanics.
once you open Pyro floodgates, if it is shark infested, event if it is suppose to be very hostile, you will see most people just going away. 4.0 will be the moment many have for evaluating if SC is worthy. Even SQ42 success depends in somehow managing an high wave from 4.0 and beyond. CIG knows this.
There are tons of sharks in the ocean and shark attacks do occur, but the odds are low just like exiting the jump points. Another good video, keep up the good work.
I'm not worried about sharks at the wormhole exit. Space is just stupidly big, and all it takes is a trivial amount of randomness to defeat entire orgs of griefers. Jump points entrances will probably require an assortment of parallel solutions, including the ones you mentioned.
Obviously. But CIG seems to have ZERO devs who played any other online games in their lives. Me? I survived barrens. And anyone can check how many players PvP servers had when FINALLY blizzard decided to create a decent system where you could turn PvP on and off. Civilian loop players are NOT content. They will leave if the game becomes just frustration to them, and then pirates will have no content too.
I love the Solution of them being pushed away or sucked in as soon as they raise their shields but the problem of quasi "pad ramming" still esist in this scenario. An while a shark that isnt biting isnt doing as much damage being hit by a multi ton vehicle does still do a lot of damage, you could make a script that wisks you away if you are on a clear collision course with the vehicles maybe But that is a lot more involved then the other that just checks if you have your weapons/shields active.
I think it's best to keep PvP in arena or specific missions that both parties can agree to being in PvP that would solve the time sink of waiting for action to come to you and PvE players will be kept in peace.
I think it's unfair to the sharks with that comparison, but we'll have to see what actually comes of the things CIG does about it. Likely they have some plans on what they will do from the start, but also waiting to see what the playerbase does when 4.0 is in their hands for the first time.
after 4.0 is out we will be waiting 3 months until they fix jumpoints to the point we can activate them and jump... so there will be a lot of waiting... that's for sure, it's like with elevators what you are doing now... oh yes waiting for cargo to arrive... ahaahaaa.. .waiting gameloop is their favorite loop
It will, BUT!!! It doesn’t have to be. CIG needs to do the unthinkable….learn. Armistice on both sides and even servers taking control of ships. Then MASSIVE penalties, say 1 month of account lock out (in game played time).
They want to get rid of Armistice zones, not add them. I assume it will be safe to jump to Pyro since the jump point in Stanton is protected but getting back alive may be much harder.
Ships will be in nav mode during transit and unable to use weapons and shields down. However I have over two dozen rail guns in stock. What's to say we just don't open a couple doors and empty a couple clips into those unshielded ships? Just because the ship's can't run with guns doesn't mean you as a player are unarmed.
Fair point. There's no diegetic way for any games company to get rid of griefing completely. Players who wanted to grief in Elite would just say they are roleplaying as members of a death cult--and that's just the ones who cared enough about the game world and the lore to come up excuses for it. However I don't think the goal is to end griefing, just make it a touch more inconvenient to pull off. His idea of buffer zones around waiting ships (like the ones in game for loading the Hull C) might help, but Star Citizens gonna Star Citizen. [Insert the Captain Obvious point here that PvP and piracy are not the same as griefing]
One concern I have is there’s no limit on the number of ships that could be waiting on the arrival side. Yet the departing ships are forced to be in small groups. Eventually we’ll have guilds that are able to fields hundreds of ships at once. Even with scattering the arrival point, I think it is very likely that we’ll have points effectively locked down to the point that the risk your ship will be destroyed will be high enough to not make the attempt practical.
I like your content and somewhat agree on PVP in SC. But… I think players should have the option of participating and not be forced. Having the attitude that no PVP would be “dull” is entirely a subjective opinion and not what is observed in the larger gaming community, look at the top 20 MMOs by population… most are PVE or have the option to participate in PVP. Some people just don’t like PVP.
I understand you're just sharing your opinion on whether or not a game without always on PvP is "dull", but you're just inviting people to retort: 'if you don't like it go play one of those games'. To be clear this isn't an @ you, I'm only saying people will likely go for the most uncharitable read of your OP
How do we know the rest of the teams aren't just coming in and doing nothing? Certainly not past performance. Also, when you take your kids to the beach do you chum the waters so they can have some fun? Just swimming would be boring.
I can see a certain group of people taking pleasure in deliberately stopping players from entering jump points. I always thought dropping shields on Nav mode was a stupid idea too. Sharks will be sharks or to quote Amos Burton "Thing about civilisation, it's what keep people civil. You get rid of one, you can't count on the other." Until we get a rapid and deadly NPC response to blocking the jump points, it will be the churn. I don't mind the PvP and even swapped out my trading ships for a combat vessels now. But it would be nice to just fly.
Sharks are not as brave as you think. Most predators are not. Desperation will see them attack out of hunger in dangerous situations, but most use safe opportunities to get their prey. Presenting a credible threat might attract those who are most capable of exploiting flaws in the system, but will deter common abusers.
I mean big picture you would hire your own sharks to escort you if needed but that's so far away. For now making it a "security checkpoint" with military there would be interesting, especially with the cargo needing to be hidden then or to use the "temporary" jump points they have talked about before for more of the illegal stuff.
But continuing your analogy if there are a lot of sharks around they put up nets to protect the swimmers. I really do wish they kept infrastructure around the jump point itself turning it into a fortress. Space is just too big to properly defend and so any chokepoint that exist must be controlled. That would also do a better job explaining why there is infrastructure in Pyro, because it isn't there for Pyro is there for Stanton.
One counterpoint to the PVP angle which only really benefits them, SC goal is to have a dynamic economy right? That model follows IRL supply and demand, risk vs rewards. Would it not indicate the demand for police and military intervention around commerce points like jump points? This would imply common sense to this IRL emulation of commerce in parallel to PVP and PVE balance. If the governing bodies around JPs don't deem it's necessary to protect commerce then commerce players will say it's not worth the effort. With the advent of Master Modes model is not practical and only benefits PVP griefers and zoomers. MM would make more sense to have shields all the time but lack of weapons in nav mode in lue of the power is diverted to engines. Shields are more practical since they block debres while flying around and even in jumping point to point. Also would encourage casual flyers to not feel like traveling would be too risky as a game mechanic.
CIG are definitely aware of this issue, hence why you’ll spit out in random points. That alone makes camping to attack players much more difficult. The key for me though is that mastermodes generally enables players to outrun and jump away much easier. Let’s assume a Mantis is there too, even then they can run in NAV mode and the other ship can’t shoot back if it wants to just keep up.. what am I missing?
I think we’ll see more encounters at loading/unloading stations in pyro. I don’t mind getting robbed in pyro once in a long while. The profit margin had better be worth the risks we’ll see over there.
Oh the Shark has pretty teeth, dear. And he shows them pearly white. Just a jack knife has Macheath, dear. And he keeps it way out of sight. When the shark bites with his teeth, dear. Scarlet billows they begin to spread. Fancy white gloves, though, has Macheath, dear. So there's rarely, never one trace of red. On the sidewalk, One Sunday mornin', Lies a body Oozing life. Someone sneaking around the corner. Could that someone, perhaps, perchance, be Mack The Knife ?
@@NoNaNelson69 it's not that there is something to do there it's that at a JP there will be high traffic and high value of goods in a limited area. It makes it a viable target for pirates
Exit points should simply be random in the desto system. I have played too many space games with these kinds of gate systems and if the exit point can be camped it will be camped and there is nothing you can do about it without giving gankers a distinct advantage. PVP shouldn't be banned or disencouraged, but it should be encouraged around points of conflict, such as mission objectives and trade routes, not a bottlenecked loading zone. Also if you're in a fleet and you get randomly dropped into a system this wouldn't be terrible, and would encourage the use of a carrier type ship to transfer fleets between systems.
The only griefing I have encountered so far are people blowing up my ship while I am on a delivery contract. Hate having to log out and log back in which results in my contract being abandoned too. A few people have shot at my ship in space but it is pretty easy to jump somewhere else while moving. Just needs some kind of future workaround for those doing delivery contracts and get stranded off planet from someone else blowing up their ship, maybe a taxi service that flies to the nearest landing pad/hangar would be nice lol
They may be separate workstreams, but just how separate are they? Does any backer have all the inside information on the operations of CIG to confirm there's absolutely no resource sharing that could create bandwidth constraints? How do we know there's no extra work required due to some dependencies between what's being released in 3.24 and the upcoming 4.0? We do not know that, and just because we have a good idea doesn't guarantee there is absolutely no dependencies or impacts across both releases that could risk a delay. So while it's easy to say there's absolutely no dependencies both on resource sharing and technology, we do not know that for 100% certain.
If trying to get to Pyro becomes too much of a kill fest, or too awkward barring initial curiosity many folk simply won't bother. IMO making a null sec system as the first new one after what is alreadfy a minimal sec system may turn out to have been a poor call and another system with similar security to Stanton, so attacking others still has almost no adverse consequiences, may have been a better call. It all depends on the reputation system working I guess and things have been a bit quiet on that.
We have to wait and see if there's a shark problem or not when it releases. If cig had to design everything from the ground up for griefers they would never release anything.
The question is, does cig want the jump points to become fight zones in the future (and attract griefers like sharks to a drop of blood) or should they always be safe havens.
Still does nothing to stop ramming. A few times when spooling up to jump, if I don’t see anyone around I stay stationary waiting to jump and get rammed. You literally can't trust anyone to not ram you when you try to jump. You better have your jump set and ready to spool the instant you leave a hangar and stay moving as fast as possible the entire time.
Nice video. I'm looking forward to see how the SHARKS behave around the wormholes. On another note, why is no one talking about the new MFD's shown in these clips?
I wouldn't refer to them as sharks... The animals arent hunting for fun but for survival. Cockroaches though... scatter around, fleeing into the darkness as soon as light breaks into their homes... way more fitting
Would it not just be easier if you could enter the JP ticket-line as a group (taking that much places) - maybe letting single or smaller groups to pass (if they fit) until it is your groups turn - and then "sync-jump" - culminating in the group being spit out like shark-bait on the other side AS a group that is quite close to begin with. Maybe having a safe distance that would give margins even for the largest of ships. I keep coming back on how it works on a larger ski-lift or rollercoaster if you want to go on the same ride with friends. You let the smaller numbers populate and fill the coasters until the whole group is first in line to take the seats needed. KIS ;)
Hangars and trespassing are so broken at times. I get a crimestat for landing in my own hangar. Within 10 seconss of the blip coming up. Go to move my ship and once i get out of the hangar, my ship disappears and i freefall to my death. 😂
Sharks will always find ways to be sharks. There has been a big drop in the number of players lately from what I can tell. Hopefully that changes when the next patch drops.
I think at first you might have some griefers (SHARKS), but with the size of the play areas, the very safe areas, hopefully the law AI system working well and such. Otherwise griefers I believe will get bored and grief on another game. Except for some stage events similar to the Daymar Rally, there have been a few instances of problems but nothing major. Those events take place at a known time and known location which makes it much much easier to disrupt things instead of some random dynamic event.
I get that there's a lot of people in the community that feel Star Citizen caters mostly to PvP griefers that all want to be the biggest Shark in simulated outer space, and they're not wrong. However, the game is that way because they don't have a firm and consequential legal system that has long term effects on in-game player reputation. Believe it or not, Star Citizen is being developed with the hope that it will have broad appeal that will attract both casuals and hardcore competitive types, and be very fun and fulfilling whichever way you go about it. Piracy will become more difficult as time goes on, especially when resources become physically scarce in places like Pyro and pirates will struggle just to keep their fuel tanks full or their weapons maintained. I think most will end up abiding by the law and enjoy their time in Stanton, Magnus, Terra, and the unexplored final frontier.
I can handle sharks, dead-eyed creatures that will take a nibble and then run off if it's not worth the effort, but griefers... they just want to watch the world burn.
I don't think the sharks will have much luck with the jump points as there will probably be a lot of traffic through them, and most of the people coming through will probably not be so rude.
@1:47 Do you think it's intended that we can shoot ships around LEO stations and even inside hangars? I habitually shark players around LEO stations and I've posted about it on Spectrum for over a year, the IC reports never get confirmed and CIG has never made a statement about it.
@PandaTheGray *"Do you think it's intended that we can shoot ships around LEO stations and even inside hangars?"* Yes. If they wanted to switch off weapons around space stations they could. In 3.24 you can even fire inside your "private" hangar.
"If there were no sharks in the water, we would all just be swimming." Clever, but uninformed. There are options that make PVP completely elective, but still fosters open world PVP and piracy, even GANKING for those that want it. Believe it or not, every open world MMO with PVP deals with griefers. Every one of their dev teams think this time, THEY know how to build an in-universe solution that will stop the griefing. And EVERYTIME, they're never successful. Griefing always ends up being a problem problem if you leave it up to in-game penalties, like how currently in SC, people just do their ganking, trolling, and griefing just before logging off for the night, then surrender to prison so that time is spent while sleeping and they wake up having suffered zero penalties for ruining the gameplay experience and time of others.The ONLY games I've ever seen solve this issue successfully, are games that put in a hard opt-in/out pvp flagging option. Where-in, those that have flagged themselves for PVP get a percentage bonus to all progress they mKe during the time while they are flagged. New World has its problems, but that is one thing they did that was perfect. If you were flagged for PVP, you could kill other players that were flagged anywhere in the open world, and you'd be able to loot them for money/gear, etc. And to encourage people doing PVE content like mining, or questing, etc. to do so while flagged for PVP, they get a bonus to quest rewards, resources mined, materials created, and the experience progress made from any of the PVE activities done while flagged. It's nearly perfect. The ones that want to pirate people and PVP get to do so against others that want to potentially PVP or just think the bonus is worth the risk of being flagged. And those that don't want to deal with aggressive other players, or are just trying to make a little progress peacefully in the limited time they might have at that moment, are also able to play the way they want, albeit at a slower progression rate than the successful PVPers. Fallout 76 also took an effective approach: kill a person un provoked, you get a wanted bounty on you. Enough of those, it points you out on the map for everyone to come kill you for a nice payment and zero crime. But an essential part of it, is the mechanic where an attacker has a GIGANTIC penalty to the damage they can do to another player, UNTIL that player attacks them back. Once they've done that, both players do normal damage, but the attacker is the only one who gets any crime stats, etc. So effectively it's nearly impossible to gank someone that doesn't also feel like PVPing. You don't HAVE TO including involuntary ganking and griefing just to include risk for people that don't want to deal with other players, you just transform that risk into being caused by NPCs. And you can still have a vibrant piracy community and pvp content without including imposing YOUR preferred method of play at any given moment over someone else's
I got vibes of we're going to need a bigger ship with the shark scenes from Jaws. I wonder if having a discharge from the point(s) or area where the ships pop out being an EMP would make for an effective deterrent to the potential pouncing pirates/ greifers or if it would be too one sided and used for jump through assault tactics.
People don't realize that CIG could do random exits on a point on the surface of a sphere only 30km in radius and it would take over 1000 people evenly distributed to camp that space in order to see every point on the sphere if their sensors could pick up everything within 30km. All CIG has to do is make sure that the distribution of ships on exit is orders of magnitude larger than the range most ships can be passively scanned for because otherwise the pirates will have to do active pings to find targets which will let their prey know exactly where they are. CIG can also have the random points themselves be the origin for a smaller sphere of 10km or less that the group of ships then are spawned on and it would mean that the group is still together to provide cover for each other while still using the above to make it difficult to camp the end of the jump. All of this still fits within what CIG has stated so while I doubt they are using exactly this there are plenty of options that can make it difficult, but not impossible, for pirates while giving players a good chance of avoiding combat.
As to your analogy... If sharks are in the water, most people get out of the water
This video got it wrong, clearly my logic says: If you don't want to swim with sharks (SC) go swim in swimingpool (SQ42) and that's it... AMEN
As far as I know people swim in the ocean despite sharks being in it.
Laughs in Australian
@@yashik Or stay in very safe areas.
@rikturscale8205 Pyro in a nutshell. Most will avoid going there post-release since it will be nothing more than a griefer's paradise. It's a lot of work for what will end up being mostly a dead system abandoned by the majority of players.
I'm calling it now: jump ramming, jump destruct and jump boarding will force CIG to come up with a new jump point protocol that doesn't involve sitting still with your shields down for several minutes.
I second this.
When I heard that ships had to power down shields and sit still I def thought about how much boarding would happen.
The biggest thing that gives me hope is that CIG acknowledged it and made it part of their design intent that jump points are hard to lock down. This makes total lore sense too... and you didn't even mention the real sharks - it should be a MAJOR military effort to lock down something like a Vanduul jump point. If you didn't have to put up sensor nets, patrols, etc. - the defensive play would be way too strong for engaging storytelling.
Blood in the water always brings out the sharks. It will be interesting to see how the griefers and general pop work around everything and how it all shakes out.
I'd like to see ships that get to0 close to the jump points take distortion damage, get sucked in and thrown out at a random location along the tunnel with damage to the ship and componants. Along with rep hit from the station around the jump point.
Are we sure 4.0 will even launch this year? We'll get a mid-to-late August 3.24, and two months later is CitizenCon. A month after that is IAE. I mean I get that 3.23 was stuff that was already made for SQ42 and the stuff in 3.24 was supposed to be in 3.23, but when CIG makes a video about how well Server Meshing is working, that's more a red flag to me than anything that we won't be getting Pyro until next year just like every year since 2018.
I'm not a fan of the gate-queue mechanic but it's hard to believe that CIG hadn't considered the obvious ramifications of this system and have some mitigating strategies - hopefully whatever technical limitation is necessitating the requirement to sit around waiting your turn to jump can be minimised or it will be shark week every week. Players will find a way to 'exploit' whatever mechanics are imposed (e.g. firing volleys of torpedoes from outside the range of the 'exclusion' zone)
In my opinion, the whole "bottleneck" system is inherently flawed and has always led to the most boring gameplay in pvp games
First, you KNOW that if CIG gets a whiff of any way they can make jump points a pirates paradise, they will enhance it as such, just as Master Modes are specifically designed to give even more advantages to Pirates, who already have all the advantages. and CIG just does not seem to think that Sharks are bad-ass enough.
Next, if CIG would take griefing seriously, I don't think it would be a problem for long. they need to have a hot key that would essentially "environment capture" say, the 15 km around the player for the past 2 minutes. (I think HALO had a feature that could do something like this 20 years ago) then if you get griefed, you hit the hot key, it submits the whole scenario, griefers get permabanned. lose the hundreds of dollars they spent on ships, and eventually learn to limit themselves to legitimate piracy, with which I have no problem.
The funny part is that pirates say MM gives others too much of an advantage especially when blind jumping comes in where you don't even need a marker to jump, a quick spool and jump and you are gone.
CIG does take griefing seriously, read the TOS on it. People have been perma banned, whole Orgs have been temped banned.
While sharks actually have a role to play in the oceans... Griefers have no role in games thst wish to thrive as driving players from a game kills it. Thus I prefer to think of griefers as a Virus. Which reminds me of the movie with that name. Also since ATC is at fixed jump points they could set up waypoint stations close enough to make the area an armistice zone or protected by heavy turrets thst would also help keep out Vanduul raiding parties.
and who is a Griefer.. someone who killed you 54times because you refused to pay for passage he controlls... that seems like fair game and whining... is KIMjongUN emperor or do you call him griefer ... most people just want to stay safe in their bubble, which is why SQ42 is made... so the more PIRATES and PVP Orgs the better and stronger SC becomes
@@yashik Griefers were defined in the video people who pad ram and do other disruptive activities that disrupt game play on ways that are not part of the piracy game loop. Another example is someone who intentionally destabilizes the server by exploiting a bug regardless of what that bug does.
I have never encountered the person you named so I have no clue who that person is.
@@Observer_Custos ok thanks for explanation then I agree I also don't like greefers who exploits game mechanics, I don't like those pad rammers it should be played like a serius pirate, target ship, disrupt it, make it disabled so you can cause pain to other player nice by book not by ramming them, and if game for whatever reasons won't allow it or will make GUARD turrets then it's ok, first turrets will be destroyed so jumpoint is controlled by pirates and if that won't be possible sure RAM PADDING will be solid gameplay since it will be only gameplay and that's ok because it's not greafing since pirates already tried everything they could to controll the point... so it's in best interest of game to make sure and allow pirates to have game play that has real impacts ... so yea I agree with you
The first free fly after Jump points there will be blood. Noob blood. And there is nothing you can do about it CIG.
Just do something like they had in Freelancer. They had guarded and unguarded gates. Just make unguarded gates random exit points.
no need to complicate it... let it be guarded.. but when my FLEET comes and destroys the guardians... then WE become the one who controlls and GUARDS JUMP POINTS that's only logical and only fair play so any other option is just overthinking it and not neccessary... let's do it right on a first time... we can't listen to those PVE FOLKS who are playing SQ42 this is about SC that's where PVP SHIT is going to happen
Unless they change the lore though, humanity didn't have shield tech before their first war with the Tevarin concluded.
They could make anything other than nav mode be something that leads to the ship exploding within a certain distance from the jumppoint. That would easily fit into lore. Just say the jumpoint has a very bad reaction with powered shields and weapons. Have a warning that says "WARNING SHIELD AND WEAPONS WILL NEED TO BE POWERED DOWN WHEN APROACHING JUMPOINTS".
this is already implemented... ships are already right now in the current game are exploding randomly... only jumpoints are not spawning there... so your solution is to make ships explode even more without reason then what it is now... oh god please no...
i love how your solutions are just common sens, people are overreacting
Griefers are naughty sharks. Naughty sharks, doo-doo, doo-doo, doo-doo.
Naughty sharks, doo-doo, doo-doo, doo-doo.
Naughty sharks, doo-doo, doo-doo, doo-doo. Naughty sharks. Hopefully CIG will use some of your really good ideas.
Before I watch the video to answer the title In "Star Citizen 4.0: Will Jump Points Be Overwhelmed By Griefers". Short answer is yes, however the long answer is.... Yes? Will there be people that are crap, this is the internet so yes. However the only ones who can fix this is CIG. The amount and to what severity of Grieving will depend on what systems they do or don't put in to limit this behavior. However I don't trust them at this point in time to do anything and when they do, it might be to late.
After the video edit:
You are giving CIG way to much credit for what they will do in to prevent griefers. To date the only thing they have ever done to stop any form of grieving is to help curb pad ramming. The best they could come up with is removing Pad spawning. They are also 100% ok with people using exploits to force their way on to ships in an armistice zone. They are likely going to do nothing until something happens that hurts their bottom dollar. Also to speak on the shark analogy for a moment. Who the world goes to the beach because they might get attacked by a shark? They go there to swim, that's the point. The swimming is the fun part, getting attacked by a shark is a cool story. You know if it doesn't kill you or leave you in a debilitated state. It's only cool if you lived and nothing really happened.
I completely understand your points. Maybe a little harsh but definitely understandable.
This isn't a poke in the eye response. It is a serious thought.
I understand that there are loop holes and exploits and I completely agree that they need to be addressed. Including personal security pins and such for ships and stations.
The pattern that I have found in the development of the game is that how the universe plays out is up to us.
We really need to be banding together to solve this problem.
Reach out when you're doing things in places that might get you greifed.
I have seen many instances of people asking for help on the server and getting that help.
I am sure there are many issues to this. It is just a thought.
all of your concerns about griefing will be addressed in a future patch...
2 years from now like all the bugs from 2 years ago
Yes, it will be Griefing galore by design.
You'd assume that, even in Pyro, an important asset like a stable jumpoint would be strictly controlled by whoever happens to be the biggest fish in the pond, as economy is essential for crime lords as well.
Not when a CIG design through: PVPers and Pirates are the only thing that matters, so, no control, no heavily defended structures, no heavy patrols in the area to keep troublemakers at bay.
Chris wants his "Privateer" at last, after having been kicked out from the original, for the same reasons he should be now from Star Citizen: being unable to deliver a final product.
A lot of the videos out there from the PvP sharks have been saying that CIG needs to start to think about how to address this now. It's not just about griefing, it's about making sure SC doesn't end up being quite as bad as Eve.
I'm glad they don't let us get picked off like seals by sharks whenever we exit jump points. Just imagining two corsairs waiting to pick off poor people in little Spirits and Zeuses is terrifying lol.
I hope their random exits are actually random enough.
I play as a cargo hauler because I like the challenge of avoiding sharks. With the sense of lurking danger, hauling cargo looses it's fun rather quickly.
This review was very necessary, very logical, and very much appreciated.
Sharks are a bit more excitement than I tend to look for when swimming, but! I like the analogy and I think that you're spot-on. Hopefully someone at CIG watches this, or at least thinks the same way. Probably a bit of both.
With my line of work I prefer dull. I'm not pushing my "dull" gameplay onto others. It would be nice if others could pay the same respect. Oh well. 11 years ago I was led to believe it was possible or i would not have backed sc. Glad I stopped giving cig money.
I do believe there will be some level of defense at the jumpoint and probably at least for the introduction of it i imagine there will be a no fire zone until better systems can be introduced
I'd like to see griefers (sharks) that are not supposed to be near the jump gate either take substantial damage from security turrets, or get yeeted away, but preferably both.
In an earlier video they talked about jump points having a radius that pulled ships in when active. Also that ships fail the jump if they collect to much distortion. So just suck in grievers and sharks if they get to close. Same could be applied at the exit end the transiting ship has momentum to get carried past the gravity well but a ship waiting to attack might not. Basicallyas you say make a lore logic that makes it more than a point a shot exercise
The area around the jump points between systems really needs to be locked-down, serious, nigh-impenatrable, High Security armistice zones with equally serious crime stats penalties. Ideally, in the end, an area that extends at least 20 km out in a bubble around the Jump Point and the staging point. Enter it without permission, get a warning, either call ATC and switch to NAV mode, or get nuked by the Station. And for now, just having S5, S7, and S10 hitscan railguns that just lock on a ship and if its weapons are powered up, they explode. Otherwise, all the ships waiting to jump are just chum for the sharks.
Oh, that would funny as hell, watching a shark sneak up on an unsuspecting whale, raise the shields and power up weapons, only to be yeeted away by the jump point mechanics.
once you open Pyro floodgates, if it is shark infested, event if it is suppose to be very hostile, you will see most people just going away. 4.0 will be the moment many have for evaluating if SC is worthy. Even SQ42 success depends in somehow managing an high wave from 4.0 and beyond. CIG knows this.
There are tons of sharks in the ocean and shark attacks do occur, but the odds are low just like exiting the jump points. Another good video, keep up the good work.
I'm not worried about sharks at the wormhole exit. Space is just stupidly big, and all it takes is a trivial amount of randomness to defeat entire orgs of griefers.
Jump points entrances will probably require an assortment of parallel solutions, including the ones you mentioned.
Obviously. But CIG seems to have ZERO devs who played any other online games in their lives.
Me? I survived barrens. And anyone can check how many players PvP servers had when FINALLY blizzard decided to create a decent system where you could turn PvP on and off.
Civilian loop players are NOT content. They will leave if the game becomes just frustration to them, and then pirates will have no content too.
I love the Solution of them being pushed away or sucked in as soon as they raise their shields but the problem of quasi "pad ramming" still esist in this scenario. An while a shark that isnt biting isnt doing as much damage being hit by a multi ton vehicle does still do a lot of damage, you could make a script that wisks you away if you are on a clear collision course with the vehicles maybe But that is a lot more involved then the other that just checks if you have your weapons/shields active.
I like the shield tie in with lore. It’s simple and effective. I hope cig listen to these suggestions.
I think it's best to keep PvP in arena or specific missions that both parties can agree to being in PvP that would solve the time sink of waiting for action to come to you and PvE players will be kept in peace.
I think it's unfair to the sharks with that comparison, but we'll have to see what actually comes of the things CIG does about it. Likely they have some plans on what they will do from the start, but also waiting to see what the playerbase does when 4.0 is in their hands for the first time.
Chimpanzees are a better comparison, IMO.
after 4.0 is out we will be waiting 3 months until they fix jumpoints to the point we can activate them and jump... so there will be a lot of waiting... that's for sure, it's like with elevators what you are doing now... oh yes waiting for cargo to arrive... ahaahaaa.. .waiting gameloop is their favorite loop
It will, BUT!!! It doesn’t have to be. CIG needs to do the unthinkable….learn. Armistice on both sides and even servers taking control of ships. Then MASSIVE penalties, say 1 month of account lock out (in game played time).
They want to get rid of Armistice zones, not add them. I assume it will be safe to jump to Pyro since the jump point in Stanton is protected but getting back alive may be much harder.
Fine with the security measures, not fine with a grey line over piracy vs griefing leading to huge bans on players that kills PvP in the verse.
Jaws definitely keep things from getting dull. Sharks in the water keep all things from getting dull. Thank you danny
Sharks in the water usually aren't toxic. Like griefers, they're looking for easy prey, on the surface
Ships will be in nav mode during transit and unable to use weapons and shields down.
However I have over two dozen rail guns in stock. What's to say we just don't open a couple doors and empty a couple clips into those unshielded ships?
Just because the ship's can't run with guns doesn't mean you as a player are unarmed.
Fair point. There's no diegetic way for any games company to get rid of griefing completely. Players who wanted to grief in Elite would just say they are roleplaying as members of a death cult--and that's just the ones who cared enough about the game world and the lore to come up excuses for it.
However I don't think the goal is to end griefing, just make it a touch more inconvenient to pull off. His idea of buffer zones around waiting ships (like the ones in game for loading the Hull C) might help, but Star Citizens gonna Star Citizen.
[Insert the Captain Obvious point here that PvP and piracy are not the same as griefing]
You've articulated my very same thoughts on jump gate griefing. I think, against the sharks, this is a non-issue.
I was a bit worried, but I bought a Shark vacuum. It's surprisingly well built. ;-) Nice vid Ray.
One concern I have is there’s no limit on the number of ships that could be waiting on the arrival side. Yet the departing ships are forced to be in small groups. Eventually we’ll have guilds that are able to fields hundreds of ships at once. Even with scattering the arrival point, I think it is very likely that we’ll have points effectively locked down to the point that the risk your ship will be destroyed will be high enough to not make the attempt practical.
I like your content and somewhat agree on PVP in SC. But… I think players should have the option of participating and not be forced. Having the attitude that no PVP would be “dull” is entirely a subjective opinion and not what is observed in the larger gaming community, look at the top 20 MMOs by population… most are PVE or have the option to participate in PVP. Some people just don’t like PVP.
I understand you're just sharing your opinion on whether or not a game without always on PvP is "dull", but you're just inviting people to retort: 'if you don't like it go play one of those games'.
To be clear this isn't an @ you, I'm only saying people will likely go for the most uncharitable read of your OP
Surprised in this day and age that no one has figured out a formula for sharks and the rest to live in balance.
How do we know the rest of the teams aren't just coming in and doing nothing? Certainly not past performance.
Also, when you take your kids to the beach do you chum the waters so they can have some fun? Just swimming would be boring.
I can see a certain group of people taking pleasure in deliberately stopping players from entering jump points. I always thought dropping shields on Nav mode was a stupid idea too. Sharks will be sharks or to quote Amos Burton "Thing about civilisation, it's what keep people civil. You get rid of one, you can't count on the other." Until we get a rapid and deadly NPC response to blocking the jump points, it will be the churn. I don't mind the PvP and even swapped out my trading ships for a combat vessels now. But it would be nice to just fly.
Sharks are not as brave as you think. Most predators are not. Desperation will see them attack out of hunger in dangerous situations, but most use safe opportunities to get their prey. Presenting a credible threat might attract those who are most capable of exploiting flaws in the system, but will deter common abusers.
I mean big picture you would hire your own sharks to escort you if needed but that's so far away. For now making it a "security checkpoint" with military there would be interesting, especially with the cargo needing to be hidden then or to use the "temporary" jump points they have talked about before for more of the illegal stuff.
But continuing your analogy if there are a lot of sharks around they put up nets to protect the swimmers. I really do wish they kept infrastructure around the jump point itself turning it into a fortress. Space is just too big to properly defend and so any chokepoint that exist must be controlled. That would also do a better job explaining why there is infrastructure in Pyro, because it isn't there for Pyro is there for Stanton.
Will have to see how turrets actually perform along with server meshing, with the servers as they currently are turrets are zero threat
One counterpoint to the PVP angle which only really benefits them, SC goal is to have a dynamic economy right? That model follows IRL supply and demand, risk vs rewards. Would it not indicate the demand for police and military intervention around commerce points like jump points? This would imply common sense to this IRL emulation of commerce in parallel to PVP and PVE balance. If the governing bodies around JPs don't deem it's necessary to protect commerce then commerce players will say it's not worth the effort.
With the advent of Master Modes model is not practical and only benefits PVP griefers and zoomers. MM would make more sense to have shields all the time but lack of weapons in nav mode in lue of the power is diverted to engines. Shields are more practical since they block debres while flying around and even in jumping point to point. Also would encourage casual flyers to not feel like traveling would be too risky as a game mechanic.
It definitely adds a bottleneck element that sharks could use for griefing purposes... We'll have to wait and see how they handle it.
CIG are definitely aware of this issue, hence why you’ll spit out in random points. That alone makes camping to attack players much more difficult.
The key for me though is that mastermodes generally enables players to outrun and jump away much easier. Let’s assume a Mantis is there too, even then they can run in NAV mode and the other ship can’t shoot back if it wants to just keep up.. what am I missing?
By now I'm not so certain if CIG doesn't actually WANT sharks in their waters. They cater to them quite often.
Swimming with sharks is more fun than I'm interested in. I don't mind seeing them nearby, though.
I think we’ll see more encounters at loading/unloading stations in pyro. I don’t mind getting robbed in pyro once in a long while. The profit margin had better be worth the risks we’ll see over there.
Oh the Shark has pretty teeth, dear. And he shows them pearly white. Just a jack knife has Macheath, dear. And he keeps it way out of sight. When the shark bites with his teeth, dear. Scarlet billows they begin to spread. Fancy white gloves, though, has Macheath, dear. So there's rarely, never one trace of red. On the sidewalk, One Sunday mornin', Lies a body Oozing life. Someone sneaking around the corner. Could that someone, perhaps, perchance, be Mack The Knife ?
we said the same thing about distribution centers, and see hoe much they are 'griefed'
To be fair there is nothing to do there atm or no value in attacking people there.
It's not where the money is
@@PursauntYapper id argue there is more to do at DCs that at JPs
@@NoNaNelson69 it's not that there is something to do there it's that at a JP there will be high traffic and high value of goods in a limited area.
It makes it a viable target for pirates
Exit points should simply be random in the desto system.
I have played too many space games with these kinds of gate systems and if the exit point can be camped it will be camped and there is nothing you can do about it without giving gankers a distinct advantage.
PVP shouldn't be banned or disencouraged, but it should be encouraged around points of conflict, such as mission objectives and trade routes, not a bottlenecked loading zone.
Also if you're in a fleet and you get randomly dropped into a system this wouldn't be terrible, and would encourage the use of a carrier type ship to transfer fleets between systems.
The only griefing I have encountered so far are people blowing up my ship while I am on a delivery contract. Hate having to log out and log back in which results in my contract being abandoned too. A few people have shot at my ship in space but it is pretty easy to jump somewhere else while moving. Just needs some kind of future workaround for those doing delivery contracts and get stranded off planet from someone else blowing up their ship, maybe a taxi service that flies to the nearest landing pad/hangar would be nice lol
They may be separate workstreams, but just how separate are they? Does any backer have all the inside information on the operations of CIG to confirm there's absolutely no resource sharing that could create bandwidth constraints? How do we know there's no extra work required due to some dependencies between what's being released in 3.24 and the upcoming 4.0?
We do not know that, and just because we have a good idea doesn't guarantee there is absolutely no dependencies or impacts across both releases that could risk a delay.
So while it's easy to say there's absolutely no dependencies both on resource sharing and technology, we do not know that for 100% certain.
Impound timers would have to be too long, and shields and weapons needing to be off does not prevent a high speed shark ramming.
CIG could absolutely do all sorts of things to prevent griefers. But history leads me to believe they will do nothing.
If trying to get to Pyro becomes too much of a kill fest, or too awkward barring initial curiosity many folk simply won't bother. IMO making a null sec system as the first new one after what is alreadfy a minimal sec system may turn out to have been a poor call and another system with similar security to Stanton, so attacking others still has almost no adverse consequiences, may have been a better call. It all depends on the reputation system working I guess and things have been a bit quiet on that.
We have to wait and see if there's a shark problem or not when it releases. If cig had to design everything from the ground up for griefers they would never release anything.
The question is, does cig want the jump points to become fight zones in the future (and attract griefers like sharks to a drop of blood) or should they always be safe havens.
I will wait until I cross that jump point before burning the jump point behind me
Some great ideas here on how to deal with sharks.
The next ship cig makes need to look like a shark, not exactly. But close enough you can tell
Still does nothing to stop ramming. A few times when spooling up to jump, if I don’t see anyone around I stay stationary waiting to jump and get rammed. You literally can't trust anyone to not ram you when you try to jump. You better have your jump set and ready to spool the instant you leave a hangar and stay moving as fast as possible the entire time.
Nice video. I'm looking forward to see how the SHARKS behave around the wormholes. On another note, why is no one talking about the new MFD's shown in these clips?
I wouldn't refer to them as sharks... The animals arent hunting for fun but for survival. Cockroaches though... scatter around, fleeing into the darkness as soon as light breaks into their homes... way more fitting
Would it not just be easier if you could enter the JP ticket-line as a group (taking that much places) - maybe letting single or smaller groups to pass (if they fit) until it is your groups turn - and then "sync-jump" - culminating in the group being spit out like shark-bait on the other side AS a group that is quite close to begin with. Maybe having a safe distance that would give margins even for the largest of ships.
I keep coming back on how it works on a larger ski-lift or rollercoaster if you want to go on the same ride with friends. You let the smaller numbers populate and fill the coasters until the whole group is first in line to take the seats needed. KIS ;)
Hangars and trespassing are so broken at times. I get a crimestat for landing in my own hangar. Within 10 seconss of the blip coming up. Go to move my ship and once i get out of the hangar, my ship disappears and i freefall to my death. 😂
Sharks will always find ways to be sharks. There has been a big drop in the number of players lately from what I can tell. Hopefully that changes when the next patch drops.
It could end up like EVE with jump points being locked down and camped by orgs... the sharks will circle.
I think at first you might have some griefers (SHARKS), but with the size of the play areas, the very safe areas, hopefully the law AI system working well and such. Otherwise griefers I believe will get bored and grief on another game.
Except for some stage events similar to the Daymar Rally, there have been a few instances of problems but nothing major. Those events take place at a known time and known location which makes it much much easier to disrupt things instead of some random dynamic event.
What will it look like on the Pyro side. Put a few dozon random one-time use jump points.
The answer to griefing is simple, but requires legit players work together.
The answer is: WE make griefers targets for bounty hunting en masse :)
I get that there's a lot of people in the community that feel Star Citizen caters mostly to PvP griefers that all want to be the biggest Shark in simulated outer space, and they're not wrong. However, the game is that way because they don't have a firm and consequential legal system that has long term effects on in-game player reputation.
Believe it or not, Star Citizen is being developed with the hope that it will have broad appeal that will attract both casuals and hardcore competitive types, and be very fun and fulfilling whichever way you go about it.
Piracy will become more difficult as time goes on, especially when resources become physically scarce in places like Pyro and pirates will struggle just to keep their fuel tanks full or their weapons maintained. I think most will end up abiding by the law and enjoy their time in Stanton, Magnus, Terra, and the unexplored final frontier.
Don't force CIG to jump the shark at a Jump point.. these issues are not too large, just need a comntrolled touch
somehow I imagine a grefier more as a troll then a shark...
I can handle sharks, dead-eyed creatures that will take a nibble and then run off if it's not worth the effort, but griefers... they just want to watch the world burn.
That would take care of most the issues!
I don't think the sharks will have much luck with the jump points as there will probably be a lot of traffic through them, and most of the people coming through will probably not be so rude.
@1:47 Do you think it's intended that we can shoot ships around LEO stations and even inside hangars?
I habitually shark players around LEO stations and I've posted about it on Spectrum for over a year, the IC reports never get confirmed and CIG has never made a statement about it.
@PandaTheGray *"Do you think it's intended that we can shoot ships around LEO stations and even inside hangars?"* Yes. If they wanted to switch off weapons around space stations they could. In 3.24 you can even fire inside your "private" hangar.
Those who wear pearls do not know how often the shark bites the leg of the diver
I think every time I go through a jump point, I am going to be playing Sharks by Imagine dragons. all because of this video.
yes, cause looking at all before its exactly what cig will do and jared will say "you can just not to"
Oooh, sharks on Hurston.. Something for the creature team ? ..
set ur spawn on pyro station if you are afraid of dying chickens
"If there were no sharks in the water, we would all just be swimming."
Clever, but uninformed. There are options that make PVP completely elective, but still fosters open world PVP and piracy, even GANKING for those that want it. Believe it or not, every open world MMO with PVP deals with griefers. Every one of their dev teams think this time, THEY know how to build an in-universe solution that will stop the griefing. And EVERYTIME, they're never successful. Griefing always ends up being a problem problem if you leave it up to in-game penalties, like how currently in SC, people just do their ganking, trolling, and griefing just before logging off for the night, then surrender to prison so that time is spent while sleeping and they wake up having suffered zero penalties for ruining the gameplay experience and time of others.The ONLY games I've ever seen solve this issue successfully, are games that put in a hard opt-in/out pvp flagging option. Where-in, those that have flagged themselves for PVP get a percentage bonus to all progress they mKe during the time while they are flagged. New World has its problems, but that is one thing they did that was perfect. If you were flagged for PVP, you could kill other players that were flagged anywhere in the open world, and you'd be able to loot them for money/gear, etc. And to encourage people doing PVE content like mining, or questing, etc. to do so while flagged for PVP, they get a bonus to quest rewards, resources mined, materials created, and the experience progress made from any of the PVE activities done while flagged. It's nearly perfect. The ones that want to pirate people and PVP get to do so against others that want to potentially PVP or just think the bonus is worth the risk of being flagged. And those that don't want to deal with aggressive other players, or are just trying to make a little progress peacefully in the limited time they might have at that moment, are also able to play the way they want, albeit at a slower progression rate than the successful PVPers. Fallout 76 also took an effective approach: kill a person un provoked, you get a wanted bounty on you. Enough of those, it points you out on the map for everyone to come kill you for a nice payment and zero crime. But an essential part of it, is the mechanic where an attacker has a GIGANTIC penalty to the damage they can do to another player, UNTIL that player attacks them back. Once they've done that, both players do normal damage, but the attacker is the only one who gets any crime stats, etc. So effectively it's nearly impossible to gank someone that doesn't also feel like PVPing.
You don't HAVE TO including involuntary ganking and griefing just to include risk for people that don't want to deal with other players, you just transform that risk into being caused by NPCs. And you can still have a vibrant piracy community and pvp content without including imposing YOUR preferred method of play at any given moment over someone else's
I got vibes of we're going to need a bigger ship with the shark scenes from Jaws. I wonder if having a discharge from the point(s) or area where the ships pop out being an EMP would make for an effective deterrent to the potential pouncing pirates/ greifers or if it would be too one sided and used for jump through assault tactics.
The ladies will think I'm a shark when I fly around in my new Zeus!
I like the add in SC for the Hammerhead. Based off the movie Jaws, shark.
People don't realize that CIG could do random exits on a point on the surface of a sphere only 30km in radius and it would take over 1000 people evenly distributed to camp that space in order to see every point on the sphere if their sensors could pick up everything within 30km. All CIG has to do is make sure that the distribution of ships on exit is orders of magnitude larger than the range most ships can be passively scanned for because otherwise the pirates will have to do active pings to find targets which will let their prey know exactly where they are.
CIG can also have the random points themselves be the origin for a smaller sphere of 10km or less that the group of ships then are spawned on and it would mean that the group is still together to provide cover for each other while still using the above to make it difficult to camp the end of the jump.
All of this still fits within what CIG has stated so while I doubt they are using exactly this there are plenty of options that can make it difficult, but not impossible, for pirates while giving players a good chance of avoiding combat.
😂😂 sharks in the water is a quality comparison. If only we could get some decals for our ships.