LordDeathStrike, on 19 March 2012 - 08:32 PM, said:
what we want, is for those that purpose kill team members, to be made to pay the repairs for the damage they do, and if they keep doing it, they need to be punished further with banning. (aka they arent playing in the spirit the game is made, they are playing just to ruin peoples fun and chances of winning)
It's actually a bit more complicated, if you tie punitive payments only to inflicted damage. First of all, blowing a leg off, say, a Locust inflicts relatively little damage compared to killing an Atlas by coring him (usually). Still, the player in the Locust thus getting immobliized right at match start won't have much fun in that match any more. But by "payment for damage" modeling, he'd get way less punitive payment than the Atlas pilot in the example. Doesn't sound particularily fair. Thus you might need a way more complicated mechanism to satisfy all players. Also, you can "grief" other players also without inflicting damage, for example by cornering and boxing in a smaller Mech with a bigger one. And what about just giving away their positions to the enemy? Etc., etc., etc.
And the whole ban issue solely drops the ball again into PGI's court. And leads to the old issue of how much manpower they realistically want/have to employ to make that work efficiently. Because if it takes 2 weeks before a ban is actually instated... in a F2P game where it is pretty easy to just get a new account/character...
I would very much prefer some sort of mechanism where I
won't have to play a dozen games or more with the offender again, because it takes long-ish to impose a ban. Truth be told, after the 2nd time being teamed up with him, I'd prolly just
quit the match myself. Bad or "tough luck" for the remaining team, but I'm not playing to become annoyed again and again. In that case I could just switch games and give MWO a rest. Pretty sure I won't be the only one. YMMV.
cinco, on 19 March 2012 - 11:55 PM, said:
it's a game. fine them for the tk and get over it. we're gonna have these complex systems in place now?
I personally care about a fine as much as about some random sack of rice toppling over in central china. So I lose/gain some oh-so-precious in-game currency? Boo-hoo, the riot! I very much
do care though about not repeatedly having to be teamed up with some deranged ****, that purposefully ruins one match after another. For me. Because I don't play a game to have
no fun.
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meh, i'd rather they dedicate time to making the gameplay great rather than creating systems to prevent people from getting their panties twisted.
Oh yeah, and you'd rather have people depart MWO in droves because it becomes griefer's heaven, than having some sort of mechanism to prevent playing with people you'd not even give a hand in real life eventually? Because all the "great gameplay" won't do **** for you and the game if you can't keep enough people playing it. Because if that doesn't happen, PGI will have to close down the servers ultimately and you will be left
with no game at all. How'd you like that, huh?
TL;DR: Over-complicated mechanism risks taking too long. Mere token punishment/recompense won't stop any serious griefing, thus being an impotent measure and just triggering dissatisfaction. Not adressing the issue sufficiently will only give the game and PGI a bad reputation. Outcome of that is forseeable.