Not that kind of bro, brohawk! That’s a friendly camaraderie, kind of like being called “dude”.
So, what do I mean by “bro”, in this context? I’m 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 “gashes” by these guys) and laughing at their discomfort. Amusingly, this type of “bro” is most often white, though I’ve seen a number of Arabic men that also often behave this way at my company.
It’s the abusive behavior that comes from “small” men who need to abuse or bully people to feel bigger, and they’ve 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, they’re the “usual suspects” 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 “next big score”. That’s 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 won’t be easy, because there’s 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 Eve…the Cosmo missions. I really enjoyed the Cosmo missions, they were fun PvE content in a PvP game and I did the heck out of them…until 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 don’t mean PvP/PvE blocks, I mean that there is nothing of value in these areas for PvP players but “victims”, 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 don’t contact each other. Before someone jumps my crap about it, I’m not saying “risk free”, I’m saying PvE. CIG has said numerous times that the PvE content will be rough and risky, we’re likely going to die a lot, etc. It’s not rewards without risk, it’s enjoying the content we want to enjoy without having PvP forced up our asses like an unwanted proctologist with a strapon.
Next up, don’t have “ultra valuable” things in either “camp” such that there’s 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. That’s a ridiculous model, designed to enrich the PvP players and clearly favors that gameplay…which is great, that was CCP’s intent. Arkonor should be available in both “areas”, with similar risks, so there’s no reason to cross over.
Don’t put up a wall and physically prevent crossing over (i.e. PvP server, PvE server), design the game such that people are encouraged to “stay in their lane”. If people aren’t forced into each other’s 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 they’re obvious.