Hello!
First, let me introduce myself: I'm an old CF player who has gone through a nice amount of game hours and managed to get some well equipped characters and a lot of fun out of the mod. BUT, I've never ever liked the roleplay and as you've guessed this is what this topic is going to be about. Be advised, I'm not going to make this short so if you don't like walls of text then move along, but if you'd like to hear my story and some feedback then keep reading.
After today's incident my main account got sent on 3 day break for breaking the roleplay rules. Now before you assume I'm here to make a wall-o-text long complaint... no I'm not, I admit what I did and got the punishment for it. Rules are rules...right?
So I started searching here to find out if I'm alone with my thoughts or maybe there are more people who have had bad experiences with the roleplay and don't agree with it's current state. And gladly I've found out that I'm not alone. So here we go, I'm going to share my own thoughts about it and point out some things that - in my opinion - prevent the server from getting some dedicated new players (like I and most of you were, when we started out).
Before you'd point me to the documentation (rules, wiki etc.) I'll tell you that I've gone through all of it more than once, I'm confident to say that know quite a bit about how things work.
Now let's get straight to the point (again, this is my opinion based on the experience I've recently had when playing CF!).
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The current roleplay rules strongly benefit the older veteran players who have nothing else to do anymore, and severely hurt the newer players who - most of the time - discover the RP the hard way; getting into a really unpleasant situation without expecting it (tax/fine, getting caught with BMGs).
Most of the time these situations offer NO GOOD WAY OUT for the victim (a famous quote: "Pay or die!", choose which is better). They have to give up some of the progress they've made: either credits, valuable items, cargo, travel time (getting sent back miles away after death) simply because they are unable to retaliate and defend themselves and their valuables. This is what bullying is about, basically.
But but but, hire escort, set bounties, call the police (lol), avoid the dangerous guys - that's what I keep hearing but this actually doesn't work.
Why? because there are so few players playing and the game universe is huge. It takes time to move between locations and there are not enough players online so as a result pvp scenarios do not form and the roleplay situation is almost always one sided - usually in great favor of the committing player. And the players in advantage have several ways to counter any attempts that might threat their success. Examples: Multiple characters parked in strategic locations, gate / jumphole camping / multiple accounts with char names we've rarely seen and so on. I could go into great detail about this with specific examples but I'm trying to form a general explanation.
One other big problem is that even though pvp is directly permitted between pirate and police players, based on my observations both of them go for the more vulnerable target (and easier way to RP) - taxing freelancers / traders or stopping smugglers from making money.
When there are 10-20 (sometimes 30) players on its hard to talk about clans and how players should team up in them. Yes, there are times when it works and there are good skirmishes, fun talks and whatnot. But most of the time players (especially new ones) are alone. level 40 newbie protection? This is probably the most ridiculous thing in this whole ruleset. You are a newbie not as long as you are below 40, but as long as you don't have at least 2-3 different chars with different ships, each made for a specific activity. Then you still need to get into combat basics (pvp combat is pretty advanced in this game!) and then you can say that you are getting into the action and not a newbie anymore. Not any sooner! Sorry if I sounded a bit offending there, but let's be honest, this is not far from the truth.
Like i said before this sets back these players each time they get into an RP situation, thus preventing them from making progress and becoming a long-term pvp oriented part of the playerbase. As a result they often give up and/or play really passively, which doesn't contribute to what multiplayer should be about: the enjoyment of fair competition and cooperation.
Last thing (you might not agree here), but in my opinion the game itself has pretty poor multiplayer gamedesign. This is something that this great mod is fixing and will fix really really well once 2.0 rolls out. I'm looking forward to it, keep up the good work!
This roleplay system tries to help on this situation by providing the players reasons and opportunities for interaction and pvp. But in my opinion it's very exploitable, requires a lot of rules that are hard to enforce and it is far from being what the creators imagined it to be.
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I also have ideas about possible solutions but in order to keep this already long post on one topic, I shall share those at some other time.
Many thanks for reading and I'm looking forward to hear your constructive opinions and ideas about this matter.
Atus / Prism