Interdiction Dodgers

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tim74uk

Banned
+1

Murder does not simply go away.

Well here is something to contemplate....

You destroy a ship, killing it's CMDR and fictional crew.... Then shoot off at 30 times C.... do a big loop and when you get back you arrived before you even opened your hardpoints.

Tis it my imagination or has something gone wrong with Newtonian physics....?? :)

CMDR NeoN HaZe
 
We sacrified realistic space flight models, we have spaceships who have SPEEDLIMITS, now could we please have something ELSE that has nothing to do with who is the "top gun" in an totally meaningless way no one is really interested in?

Correction!

For me, no pVp then no point in the game.

Sure, I would love it if the auto-generated missions actually made any sense or were even logical in any way.

Better still if the NPC vessels actually reacted towards me in a way that actually reflected what factions I happen to be aligned, through the sheer coincidence of the random missions that I happened to complete.

Better even than that would be if their actually was a real economy, that was actually affected by CMDR and NPC trade traffic.

There are lots and lots of things that could be done that would make the game great, but without the pVp element to the game, none of it would matter.

Perhaps running a vessel around shipping 100T of a product some 50 light years away to make a 25% mark up is your idea of fun, but I would suggest without pVp elements to the game, such an activity would be seen as pointless to the majority of the Elite Frontier gaming demographic. It only means something cos with the profits, you can get a bigger meaner vessel and beat the other guy up with it.

FD need to polish up and fix the very limited pVp that does exist, and then implement further human interaction elements to the game, especially focusing on co-operative elements in the game. As things stand, 'interaction' with other CMDRs generally means being robbed/attacked, which is a waste of huge amounts of potential.
 
You are for sure blaming to much on pvp and not enough directly on frontier. The PVP content is even thinner than the solo PVE content. And the group pve content is best played in solo mode. Now that is frontier development for you.

No, the pvp crowd has fault there too, it is loudest and focuses development onto "balancing ships for pvp" (exept freighters off course or our pirate friends throw an fit)
Elite still crawls with bugs post release, ok, no blame, it takes time to make such an thing run, but with the Devs in work over there ears they take the time to blance the Pythin for PvP.
Do you get the picture ? Balancing ships is important while bugs are ironed out.

We have still bug death inside station but the devs are hard at work implementing wings.

Oh an if you do not pull in your landing gear drag reduces your speed to 1/3

<facedesk>

In space!
 
Chaff?

Ok, hold off fire whilst chaff is in effect, power up Lasers whilst manoeuvreing right out the way of your Fixed Lasers, wait for Chaff to wear off....then let burst with gimballed or turreted weaponry, whilst spinning around all over the shop making it very hard for you to line up your Fixed Lasers.

Perhaps ED should have made the game so that high skill level with basic weapons beats low skill with high powered weapons....but from what I can see, they haven't.

Edit: and If I am not mistake, Chaff does nothing to shake of Kinetic based weaponry, right? (I am very sure that I see my turreted Multi Cannons batter into chaff clouded opponents as I take the 'chaff break' opportunity to manoeuvre myself into a more favourable position.
Chaff shakes off all gimballed weapons. You can wait and charge your power, then when you shoot, I chaff again. 2xChaff banks works fairly well. As Morbad said, it's not *that* hard to hit with fixed weapons.

Alternitavely, in smaller ships, I chaff as soon as you fire, while firing back. When it clears I boost away, and try to force it into a jousting match. If I can evade your fire by smart flying, even one bank of chaff is more than enough.

In any case, never had any problems with CMDRs using gimbals. It's the fixed ones/dumbfire missle/rail gun ones that I have to be careful with.
 
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No, the pvp crowd has fault there too, it is loudest and focuses development onto "balancing ships for pvp" (exept freighters off course or our pirate friends throw an fit)
Elite still crawls with bugs post release, ok, no blame, it takes time to make such an thing run, but with the Devs in work over there ears they take the time to blance the Pythin for PvP.
Do you get the picture ? Balancing ships is important while bugs are ironed out.

We have still bug death inside station but the devs are hard at work implementing wings.

Oh an if you do not pull in your landing gear drag reduces your speed to 1/3

<facedesk>

In space!


I am of the pvp crowd and so far I have been only complaining about bugs and lack of pve content in this game ;-)
Mainly because I do not see this game ever fixing pvp anyway. And if you look at the ship balancing than the type-6 for example is already an super OP freighter with stronger shields than a cobra of the same price, etc
The complette ship balance seems to be literally non-existant and furthermore the wings option is mainly a pve feature, not a pvp feature. For PVP getting into the same instance and joining via the frameshift wakes is working fine... well except for the bugs that you are ending up with only half-way into those instances with seeing only half the stuff, etc. That is another case of bugs, but wings itself are more a pvp feature really.

You really seem to use PVP just as an excuse to not be much more angry at frontier, even when it would be your good right to be angry at them for releasing such a broken game. "Elite: Rebirth" would be a more fitting title :D
 
Chaff shakes off all gimballed weapons. You can wait and charge your power, then when you shoot, I chaff again. 2xChaff banks works fairly well. As Morbad said, it's not *that* hard to hit with fixed weapons.

Alternitavely, in smaller ships, I chaff as soon as you fire, while firing back. When it clears I boost away, and try to force it into a jousting match. If I can evade your fire by smart flying, even one bank of chaff is more than enough.

In any case, never had any problems with CMDRs using gimbals. It's the fixed ones/dumbfire missle/rail gun ones that I have to be careful with.

I will investigate this....

Maybe I just amn't coming up against strong enough opposition because my experience so far is that if my opponent has pulse lasers, then i win.
 
Perhaps running a vessel around shipping 100T of a product some 50 light years away to make a 25% mark up is your idea of fun, but I would suggest without pVp elements to the game, such an activity would be seen as pointless to the majority of the Elite Frontier gaming demographic. It only means something cos with the profits, you can get a bigger meaner vessel and beat the other guy up with it.
I never said remove pvp, but give it a meaning.
And it can only have meaning if there are other things to do than hauling goods to make money to have an bigger fighter ship.

And !

That is an big thing!

Blowing up freighters should have consequences beside an 13 year old in an basement giggling because he PWND THE TRADERZ DOODZ!!!1!!!11!

I want trading ships beefed up, so they are realistic.
You have an universe that is cut throat and then you have paper thin walled traders with squirt guns traveling around.

Hear my suspense of disbelief snapping, HARD?

Fighters flying escort for space truckers will not happen, the tenth time they escort and nothing happens even the most hard core pvp player who is into escort service will log of and watch gilligan island rerun because it will look SEXY compared.

We need missions where you need an firghter or two, and four of five escort fighters to deliver goods to that station there with lot of hostiles around, and if they deliver there is pay out.

So an attack WILL happen.


But then we need pure economy simulation, something to please people not into PvP too because i gurantee you, you will end with only pvp people on the server and you will get bored.

I tried it out, there is no community or colorfull life with only one sort of player in the game.

You need the artsy carebears too or you end running the same stuff over and over.
 
No, the pvp crowd has fault there too, it is loudest and focuses development onto "balancing ships for pvp" (exept freighters off course or our pirate friends throw an fit)
Elite still crawls with bugs post release, ok, no blame, it takes time to make such an thing run, but with the Devs in work over there ears they take the time to blance the Pythin for PvP.
Do you get the picture ? Balancing ships is important while bugs are ironed out.

We have still bug death inside station but the devs are hard at work implementing wings.

Oh an if you do not pull in your landing gear drag reduces your speed to 1/3

<facedesk>

In space!

I take that not to be drag but the on-board computer speed limiter.
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commanders!

A few points to hopefully let you guys know what our feelings are currently on a few of the issues raised in this thread:

* Ghost interdiction
: interdiction ending with no other vessels present - this sounds very much like a bug, so please ticket. In general, if an interdiction completes (either because of submission or the interdictor winning) then both ships should be pushed into the same space. I can't really think of any circumstance where this should not be the case.

* Submission escape: we are looking into two potential solutions to the ability for ships to submit then charge their frame shift five seconds later.

First though, a rationale as to why we have submission: we want authority ships to be able to drop players out of super cruise, in order that they can scan them. If authority ships can't do this, then smuggling loses some of its excitement. On the other hand, we don't want authority interdictions to damage the ships involved if the Commander is willing to submit to scanning. We also don't want to leave players with a significant cooldown afterwards.

Solution one is to allow the interdictor device to have some sort of FSD delaying attack in normal space, that is temporarily disabled when the device is used for a successful interdiction. So submitting Commanders would be at risk of this attack, whilst Commanders that fought the interdiction would not (but instead would have to contend with their frame shift cool down).

An added benefit would be that the interdictor could be used outside of interdiction.

Solution two would be to remove submission and instead update the AI to be able to demand Commanders to drop of their own accord so that the authority ships could drop out onto them and scan.

Both solutions are non-trivial, both have pros and cons. No ETA, but we are working towards fixing this exploit.

There's also one other interesting point to note. If you submit to interdiction simply to escape back to super cruise there is nothing preventing your assailant from repeatedly dragging you back down. If you fight and successfully evade interdiction, your aggressor is dropped into normal space with a forty second frame shift cool down...

* Chaff is too powerful: Chaff launcher capacity is being reduced (and the munitions is being made more expensive). Like a few other modules that use resources, our initial numbers managed to get out of line with other module balancing passes.

* Murder is not serious enough: This is an interesting one that has a couple of different strands to unpick. Firstly, we are looking to add in a future update a change that will cause any bounty claimed to become a special, non-expiring fine for the perpetrator. The idea is that when you commit a crime you are expected to pay at some point. Currently some game play flow options remove the bounty completing when you are killed, which is not what we want.

It's also worth noting that a bounty is not simply a fine to pay (otherwise it would be called a fine). It is also a green light for you to be attacked. In fact, this is undoubtedly the more serious part of the punishment. I think we still have some way to go to tweak background events to pick up on Commander bounties more (as in, when you fly around with a bounty the game takes it into account when deciding what to generate in the game world near you).

We already have a system that keeps bounties alive when you are killed but they are not claimed (dormant bounties). I just think it would be too punishing to have bounties that kept on being active after respawning. Sure this would not be an issue for the tiny minority of super wealthy Commanders, but our data suggests that losing a ship is a non-trivial event for the majority of pilots - and having a more or less permanent target on your back would likely just stop people committing crimes. That's my current take, anyway.

We are considering bounty adjustments based on some difference metric between Commanders (for example, Elite Commanders getting slapped with a bigger bounty when attacking lower rated pilots, or perhaps based on ship strength).

* Combat Logging
: unfortunately there isn't a panacea we can apply to make it go away. We're investigating various options to mitigate the issue. I can't really add anything more at this point in time, other than to say that we're aware of the issue and we're looking at what we can do to both "escapee" and "victor" to improve the situation.

* Moar player interaction for players that aren't fans of PVP: We want to see more stuff that has players working together in some meaningful fashion, with meaningful game world responses, as much as the next Commander. Various options are in the "big list of cool stuff". We have to take things one step at a time though, making sure what we have works to the best of its ability and has the foundations to support additional game play.

So, I hope this helps clarify things a little for you folk! I'll finish with the note that just because we don't get into every thread on the forums doesn't mean we aren't aware or dismissive of issues raised. Forum interaction is actually relatively costly for us, so we have to pick our moments for maximum effect :) And remember, feedback (as long as it's polite) is always appreciated!
 
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Maybe you are hitting mostly players with pve bounty hunting ships?

No.....I am a theiving robbing scumbag...I am going after weaker vessels carrying stuff that i want...BUT...I do get bounty hunted by CMDR Vipers/Cobras who are after the 50K bounty on my head, and I generally don't have any problems.....

I did have a problem last night though...perhaps the difficulties I had with this Viper was to do with the Chaff v Gimballed weapons issue....but then I definitely was hitting him plenty and his shield cells definitely were wearing down......but they just kept on being replaced time and time again and his hull never suffered a single % of damage, ever..... (every encounter we had, resulted in me doing a runner into Supercruise)
 
Thanks Sandro. Interesting. I do think if you make it harder for traders to escape after submitting to interdiction and you get it wrong the end result will be even less traders in Open.
 
No, the pvp crowd has fault there too, it is loudest and focuses development onto "balancing ships for pvp" (exept freighters off course or our pirate friends throw an fit)
Elite still crawls with bugs post release, ok, no blame, it takes time to make such an thing run, but with the Devs in work over there ears they take the time to blance the Pythin for PvP.
Do you get the picture ? Balancing ships is important while bugs are ironed out.

We have still bug death inside station but the devs are hard at work implementing wings.

Oh an if you do not pull in your landing gear drag reduces your speed to 1/3

<facedesk>

In space!

Because all FD developers are working on a single task, all at the same time? I'm sure they can and do work on various parts of the game, simultaneously. Or is asking them to fix the disappearing Landing numbers, a request to stop doing anything else until that single bug has been fixed?
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander tagos!

Sure, what we're aiming for is risky, but the concept of submitting just to escape straight away is simply not what we intended. I personally think that a part of the puzzle that's still missing to some degree is the super cruise game play aspect, which, after all, is the determining factor of whether interdiction can occur in the first place.
 

* Combat Logging
: unfortunately there isn't a panacea we can apply to make it go away. We're investigating various options to mitigate the issue. I can't really add anything more at this point in time, other than to say that we're aware of the issue and we're looking at what we can do to both "escapee" and "victor" to improve the situation.

I will quote my post from another, locked, thread, but excluding the personal remarks to the other participants in it. It contains observations on the way various products have dealt with the exploit.
Not excluding the fact that you probably have your own observations on how the Combat Logging exploit has been solved by other MMO and Online titles.
Technically, with E:D's p2p networking, it might be hard to implement such a thing, but persisting ships after game logout are an absolute must for such an issue to be resolved. In that regard, fixing the currently available normal-way Logoff timer by forcing ship persistence through the countdown, no matter the game process shutdown/kill method, and increasing it to, say, 45 seconds should be enough.

So, here:

Just checking. Is there actually a written rule in any online game that states you are not allowed to log off, exit, shut down the computer or such anytime you want to?

Online games with PvP features include timers that punish players who log off. All game mechanics are considered "rules" since you play the game. Such mechanic is the anti-combat logger mechanic implemented in major and not so major titles.

The major problem with the people who protest against this, is that they try to push a non-player-interaction argument against an exploit that happens during pvp. Nobody of the people who play PvP, I think, requests an anti-combat logging mechanic for out-of-combat situations. Nobody is even discussing it and there are no reasons for people mudding the water with complaints about supercruising out of combat and your internet being crap.
Implementations of the anti-combat-logging features vary from things that you may consider "fair" to things you may consider "ruining your gameplay".

In any of those games killing the process is ok, however what happens to your character/vehicle is what is needed in Elite:

1. DayZ Standalone: Logging out whether in or out of combat may happen at any time. However your character stays at the same spot for 30-280 seconds;
2. DayZ mods and other Arma mods, depending from server to server: Logging out results in the character standing at the same spot for xxx-xxx seconds(depends on the server settings), If you log out when combat actions are being take, such as people firing and hitting you, you shooting a gun, you can only log out after a time of xxxx-xxxx seconds runs out, during which time you are unable to take any actions in the game. If the timer runs out and you are still alive - good for you, you log, still considered by players combat logging, but nobody can blame you for exploiting. Usually around 60 seconds(again varies). However! If you kill the process in order to evade being killed, the fact that you didn't wait for the timer is detected by the server and you get insta-killed the moment you log back on.
3. Planetside 2 - If you kill the process or exit the game via the exit menu - your character stays at the same spot for up to 60 seconds;
4. World of Tanks - Killing the game process or being afk during a battle results in your vehicle standing still during the course of the whole battle session and your vehicle gets destroyed automatically at the end of the battle(if you didn't move for a certain amount of time);
5. Dota - Force-qutting results in you dropping from the game. Doing such a thing a few times results in your being put in a special "low-priority" queue, where you can play only with players like you, other people who were punished for things such as offensive language, trolling, etc., not with the majority;
6. War Thunder - your vehicle stays at the same place for a certain time after you physically disconnect during a battle;
7. Minecraft servers that allow pvp also have combat-logging mechanisms;
8. CS:GO combat-logging results in you being unable to rejoin the same game again, hence killing all stat earnings and battle completion rewards;
9. Rust does not let your character disappear, it is persistent in the game world. If someone finds you, be it NPC or player while "sleeping" - you can be done whatever you want with said player;
10. Il-2 Sturmovik (even the old one through the Lobby program), left your plane flying for a certain time after you DC.

There, 10 examples of combat-logging mechanics off the top of my head. I am sure many more games can be listed here.
And yet, all of those games have much more players than Elite and they all comply with the mechanics/rules/call-them-whatever-you-want.

E: D is an online game and as such abusing the software side of the game to gain advantage over other people who play it within the game mechanics is an exploit. As such, it has to be dealt with.
 
That sounds really great Sandro. I'm glad you're looking at the submit issue, the whole disruptive-mass/interdiction evasion/submission/avoiding happening in the first place mechanics has had my head going round in circles for a while. It doesn't seem to be working quite right at the moment.
 
Hello Commander tagos!

Sure, what we're aiming for is risky, but the concept of submitting just to escape straight away is simply not what we intended. I personally think that a part of the puzzle that's still missing to some degree is the super cruise game play aspect, which, after all, is the determining factor of whether interdiction can occur in the first place.

Yes, it's a tricky line to walk, especially in a game that probably has a very wide age group of players with varying reflexes. I play mainly in Open so do hope that mode has a wider appeal as the game develops. It's just that I can envisage all sorts of changes and balances that might seem great to a 19 year old but becomes an obstacle to playing in Open to someone 50+. But all we can do is test stuff and see how it works.

Good luck.

Added to say: Regarding supercruise and interdiction one of the issues may be that there is no counter to the high class interdiction modules. This means you basically cannot evade them. Then, if you cannot escape quickly the fight is one-sided and over making trading in Open a no-win mugs game for the humble trader.

I'd like to see a counter-interdiction device of various grades and classes to give the trader the option of rebalancing the interdiction battle so it becomes a skill battle (to some extent depending on the module the trader has vs the one the attacker has).
 
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Hello Commanders!

A few points to hopefully let you guys know what our feelings are currently on a few of the issues raised in this thread:

* Ghost interdiction
: interdiction ending with no other vessels present - this sounds very much like a bug, so please ticket. In general, if an interdiction completes (either because of submission or the interdictor winning) then both ships should be pushed into the same space. I can't really think of any circumstance where this should not be the case.

Hi Sandro,

I am glad that you are speaking of this, since it is an issue I have had occur, and seems to occur whenever the interdictor is human (I have once had a supuccessful player interdiction, shortly after the Lugh offensive started, so probably none since gamma). I was wondering whether there is anything I can do at my end to help you guys diagnose the issue. Attaching the netlog to the ticket seems like an obvious win, but is there any other info you'd like, or some way to increase the logging level?
 
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