Not that kind of bro, brohawk! Thatâs a friendly camaraderie, kind of like being called âdudeâ.
So, what do I mean by âbroâ, in this context? Iâm talking the toxic masculinity that comes with hypercompetitive behavior, most commonly seen in a group of men doing Crossfit training together, or hanging around the water cooler, telling sexist jokes within earshot of women (often called âgashesâ by these guys) and laughing at their discomfort. Amusingly, this type of âbroâ is most often white, though Iâve seen a number of Arabic men that also often behave this way at my company.
Itâs the abusive behavior that comes from âsmallâ men who need to abuse or bully people to feel bigger, and theyâve likely been bullies most of their lives and the internet is a panacea of victims for them, completely free of consequences, like the subreddit of incels who openly discussed driving their cars into large groups of women and then bragged about it online and got cheers from their fellows.
And Sim, I 100% agree, but a fence is a criminal too. Ask any cop, they know who the fences are, theyâre the âusual suspectsâ that are roughed up regularly for information. Fences buy things for way below its value because they have to move it, which is why criminals are almost always poor and looking for that ânext big scoreâ. Thatâs how reality is, the game should reflect it.
As for bad behavior, yes ban for it, but also design to try to avoid it coming up. Early on this wonât be easy, because thereâs no data, but there are many ways to design the game such that it is far less likely. Let me give you a negative example from EveâŚthe Cosmo missions. I really enjoyed the Cosmo missions, they were fun PvE content in a PvP game and I did the heck out of themâŚuntil they led me into 0.0 space. Really? PvE missions that literally tie me to a stake like a goat in the T-Rex pen? Every time I attempted to finish the arch I got ganked, every single time.
PvE content should be PvE content, it should lead players through PvE areas. I donât mean PvP/PvE blocks, I mean that there is nothing of value in these areas for PvP players but âvictimsâ, and the UEE is very present here, so it is EXTREMELY difficult to hunt them. Protect PvE content players from being PvP attacked and the abuse is minimized because the 2 sides donât contact each other. Before someone jumps my crap about it, Iâm not saying ârisk freeâ, Iâm saying PvE. CIG has said numerous times that the PvE content will be rough and risky, weâre likely going to die a lot, etc. Itâs not rewards without risk, itâs enjoying the content we want to enjoy without having PvP forced up our asses like an unwanted proctologist with a strapon.
Next up, donât have âultra valuableâ things in either âcampâ such that thereâs no real reason to cross over. Arkonor is only found in 0.0 space, period, so the only way to get it is a) risk and mine or b) buy from pvp players. Thatâs a ridiculous model, designed to enrich the PvP players and clearly favors that gameplayâŚwhich is great, that was CCPâs intent. Arkonor should be available in both âareasâ, with similar risks, so thereâs no reason to cross over.
Donât put up a wall and physically prevent crossing over (i.e. PvP server, PvE server), design the game such that people are encouraged to âstay in their laneâ. If people arenât forced into each otherâs space (literally), the toxic encounters will be reduced to only those people who absolutely must be toxic and will go out if their way to make it happen, which makes them low-hanging fruit for banning because theyâre obvious.