Interdiction Dodgers

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I see so you want the best of both worlds. Interdictor module, not a weapon for the purposes of PvP, so that you as a PvPer can attack your victim without consequence, but your victim must be punished for choosing to leave the game when not being shot at with a weapon. Now all is clear!

Don't tell me what I want. Look up my posting history and see just how wrong you are.
 
I'll chime in with some feedback on this. Since I only played open a couple of times, I'm an expert now on NPC pirates. :)NPC's don't present any real risk at present outside of the big bounty hunting missions. NPC pirates are easy to run away from after submission. If you stay and fight, I find some of them challenging enough.

Here's an observation though. A large portion of this games player base is significantly older than average, and a lot of us are drawn to solo and pve. I know I can't compete with a competent 19 year old's reflexes. The United States Navy, where I served, won't even let you become a pilot if you're over 26. Just as surely as I know that at my age I couldn't flight against a 25 year old me, I wouldn't want to dog fight against an NPC who dog fights like the 25 year old me. IMHO, solo cannot be as challenging as open, or there is just no point in playing, at all.

This is true but more challenging NPC's would be welcome. It's a tricky balance to strike because of differing player abilities. Like you say, when it comes to human players age is a big thing when it comes to PvP. Even more so when it can be unwilling PvP on one side.

Changes to defensive/survival options such as shield cells, chaff and cooldown need to be done with the wide age group in mind. I mostly play Open I'm coming on 60 and my reflexes are at best, average. I will sacrifice slots for extra defences to compensate and give me a fighting chance against younger players with more game time and PvP under their belts. Of course, if you balance for 60 year olds it impacts negatively on others, which is why changes need to be well thought out.

Change the balance too much and make it so I don't have a fighting chance and Open will go from challengingly fun to the only way to win is not to play.

Of course the game must be monitored and rebalanced but devs need a very clear idea on what they are balancing it for, who they are balancing it for and for what purpose?

At the stark end of the spectrum, if you balance it for experienced 19 year old PvP players with the goal of increasing participation in Open you might find the population going down.

Or you might find it going up because of an influx of more young PvP types while older, slower players (which is going to be us original Elite players who made a sizeable % of backers) will be confined to solo or PvE shard ghetto's in practice.

As I and others have said previously - we've seen what often happens when devs (who are usually pretty young PvP types themselves) decide to balance a game around PvP. you can't balance a game for both PvP and PvE. One has to be the primary but not the sole focus.

ED has a very wide age group of players and a cohort of original backers that from polls lean towards the upper levels of the age spectrum. I hope Frontier bear this in mind as they make changes and adjustments.
 
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People are confusing the interdicting into empty space
bug

Almost EVERY player who I've interdicted appears after the interdiction and then goes POOF a few seconds later

It has nothing to do with interdicting and appearing in empty space, these players are ctrl, alt and deleting and killing the game with the task manager

There was one time when I was with a friend at a station and something on my computer caused the game to freeze temporarily but it was still moving my ship, I could hear the impacting on the station wall while my screen was frozen

My friend watched and as soon as I said I had killed the game with task manager, I immediately disappeared in game, but I was alive and saved from this bug, but I would happily have a system that keeps me in game and accept the death if I knew players who chest would suffer from it
And now I'm going to tell you about Dayz, another game that has this problem

Once word got out you could simply log off, anytime you engaged someone they would just disappear and it got to the point where the community were screaming for something to be done

Eventually they made it so after you log out your character stays in game for 30 seconds and you die if someone killed you


Elite open play will fall apart unless they sort this, otherwise there is no reason for open play if everyone logs out the moment another player ours them in danger
 
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Give the traders a chance otherwise solo looks the easy option.

Exactly how I feel and until I'm able to fund the purchase of a Python with some serious venom to boot, i will be doing exactly that - sticking to solo mode. PvP is one thing, voluntarily offering up my head on a chopping block just so some wannabie juvenile can get their rocks off on blowing me up or robbing me blind, well that's something else and not the kind of thrill I'm looking for.
 
People complain more when players do it because with the AI there is little chance that it does it for the LULZ (In other words, solely to annoy said player).

You seem not to understand what you are talking about. Killing for the lulz means killing for the laught. It is not at all related if you feel bad, good are whatever about it. It can even be done with NPCs. No wonder you are such a bad companion for multiplayer games if you take anything as a personal attack against you. We already have term killing is about annoying players. It is called grief play. It is not the same as doing it for the (random) fun. Heck, I called people in my own fleet, squad, etc for the lulz. The first thing I did in elite was to be exactly traveling with my sidewinder to a squad mate in his sidewinder and killing him for the fun of it while he tried to figure out the controls.

Don´t mix the two things up, and assume the best in humans because than grief players will be rarely an issue, they are quite hard to distinguished them from your friendly neighborhood killers like me who do not intend to annoy you at all and hope that you enjoy the experience no matter if you win, lose or achieve and draw in a confrontation. Intention matters.
 
The biggest problem with "sticky bounties" is....what if I don't care about the bounty? What if I make having the highest bounty a point of pride?

Then so long as there are real consequences for having this bounty then you're a Real Pirate. You're happy to have Galnet updating with your location. You're happy not to have docking privileges within 50 light years outside of some anarchy systems and you're happy to have high level, high AI security vessels specifically target you. People who are happy having no easy way to get back onside of the law. You revel in your notoriety (I'd have a notoriety rank, making piracy a real 'career').

As a trader I've no problem with pirates like this. People who are really willing to travel down the rocky pirate road.

The problem is that 'piracy' now is a one-sided dilettante affair where the victim bears all the consequences.
 
The biggest problem with "sticky bounties" is....what if I don't care about the bounty? What if I make having the highest bounty a point of pride?

That is fine, any bounty hunter will be willing to hunt such players. You can adjust the match making to to make sure that hunters find for whom they are looking for. For example could there be a Search X function, which will give you reports about there whereabouts of wanted criminals each time a crime is reported and give you a high chance to get instances with them. Works only on wanted criminals, so no stalking on other players possible. And new reports are only given out when a crime report happens. So keeping a low profile for a while and hiding in anarchy systems should work.

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Please, please, please! Third time I've had an Anaconda one shot my thrusters at virtually the same time my shields went out, leaving me spinning out of control. All 3 times he's been unable to finish me off for quite a while.

I still say such a mechanic should include an emergency jump when used on drives/fsd to make sure players are not trapped anyway. If you make it a non-instant action than pirates of plenty of time to loot cargo from an immobilized ship and it is quite a lot better as a game mechanic than a 15s logout timer in combat or simply just pulling the network cabel. ;-)
 
Here's the issue with this. By doing so, the trader would just increase the rebuy cost he has to pay if the pirate decided to blow him up anyways. A type 6 is not going to be fighting back against a Viper, Cobra or Asp and somehow not get completely destroyed.

My challenge is still standing, your 40-cargo pirate cobra vs my type-6 that actually is using shields instead of another 16 cargo. 80 Cargo in a type-6 is good enough for me. ;-)
But I admit, I would not mind the devs giving me another utility slot on the type-6.

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You be the judge:

[video=youtube;WRQ52Q6UUaY]https://www.youtube.com/watch?v=WRQ52Q6UUaY[/video]

should this video have ended differently with working PDT on the Python?

And people keep telling me I should use beam lasers not dumbfire missiles for pvp ;-)
 
My challenge is still standing, your 40-cargo pirate cobra vs my type-6 that actually is using shields instead of another 16 cargo. 80 Cargo in a type-6 is good enough for me. ;-)
But I admit, I would not mind the devs giving me another utility slot on the type-6.

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And people keep telling me I should use beam lasers not dumbfire missiles for pvp ;-)
Sorry, what's the challenge, your Type 6 actually fighting back until my Cobra is destroyed? Or you entering Supercruise 15 seconds after we loaded into the same instance of slow space?

I don't have a cobra, can I use my Asp as well?
 
Less people would combat log if they didn't care so much about losing their ship. Why do they care so much about losing their ship? Because it represents hours worth of time. And in the event you don't have enough to cover insurance, you could potentially lose weeks of progress due to another player.

A good way to reduce combat logging imo, would be to reduce the penalty of death. If someone lost a 4-5 million credit python / Type 9, that means an hour or two of trading to recover. An hour or two of trading is incredibly boring, and DEFINITELY on those commander's minds when as they combat log.

Solution 1 for the interdiction submission change, where you nerf submitting and escape, it would be okay if they can't fire while they hold you. If they can kill you while holding you after submission without any chance of escape, no more traders in open. This is bad for everyone.

Solution 2 where you are requested to drop out of SC is not wanted. That's just awful. I prefer being able to escape interdiction. If you're forced to stop doing in sc, else pay a fine just because random NPC123 came over to scan you, that sucks. Dropping out of sc and then ramping back up to sc is slow.

Please don't replace gameplay with tedium. Replace tedium with gameplay.

well then just don't go play in open, stick to solo.

you want safe -> solo, you want interaction with other players -> open

but don't complain about having interactions that doesn't please you while you, in the first place, have made the choice to enter a game mode where there are interaction

tldr; pulling a logosky is bad, grow balls and play open, or and play solo, you have the choice, but don't complain about the choice YOU made in the first place
 
You be the judge:

[video=youtube;WRQ52Q6UUaY]https://www.youtube.com/watch?v=WRQ52Q6UUaY[/video]


tumblr_inline_n2gdvfXBwy1s6qf66.jpg



Was wondering if rocket packs really where the "daddy". Seems so. Might try a pair in my Viper, see how it goes. :)
 
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Sorry, what's the challenge, your Type 6 actually fighting back until my Cobra is destroyed? Or you entering Supercruise 15 seconds after we loaded into the same instance of slow space?

I don't have a cobra, can I use my Asp as well?

The original challenge was a game up to 10 points, 2 Points for the trader if he kills the pirate. 1 Point for the trade if he escapes. 1 Point for the pirate if he destroys the trader, 2 points if he actually manages to get cargo.

And if you bring an asp, should I not bring an ASP as well? ;-)
 
You be the judge:

[video=youtube;WRQ52Q6UUaY]https://www.youtube.com/watch?v=WRQ52Q6UUaY[/video]

should this video have ended differently with working PDT on the Python?

You'd hope. In any case it seems to me they might need to consider making missiles somewhat less effective against shields, or upping the power requirements so ships can't loadout so many. I tried out my own defensively geared Lakon 6 trader in Lave and although it was entirely possible to evade the missiles in some situations, being hit was pretty much death within a matter of 2-3 seconds. Perhaps a working PDT might have extended my time long enough to meaningfully evade for longer and FSD away, but it seems to me a player flown Python shouldn't be taken down that fast by a ship that small.
 
The original challenge was a game up to 10 points, 2 Points for the trader if he kills the pirate. 1 Point for the trade if he escapes. 1 Point for the pirate if he destroys the trader, 2 points if he actually manages to get cargo.

And if you bring an asp, should I not bring an ASP as well? ;-)
Is your Type 6 equal to a cobra? Thought this whole discussion is about combat ships preying on pure cargo ships. I'm pretty sure most pirates would not attack an Asp.

and am I reading the challenge right that you'd be willing to have your ship destroyed 10 times?
 
Please, please, please! Third time I've had an Anaconda one shot my thrusters at virtually the same time my shields went out, leaving me spinning out of control. All 3 times he's been unable to finish me off for quite a while.

but in the end did he got you?

if yes, i would see it as a "clever" tactic, knowing that you wouldn't be able to kill a target before he makes it back to hyper, you take mesure to ensure he doesn't and you can grind him down....
 
Is your Type 6 equal to a cobra? Thought this whole discussion is about combat ships preying on pure cargo ships. I'm pretty sure most pirates would not attack an Asp.

and am I reading the challenge right that you'd be willing to have your ship destroyed 10 times?

A pirate player preying on pure cargo ships is smart play. That's a pirate with a brain. A dangerous combination.
 
Is your Type 6 equal to a cobra? Thought this whole discussion is about combat ships preying on pure cargo ships. I'm pretty sure most pirates would not attack an Asp.

and am I reading the challenge right that you'd be willing to have your ship destroyed 10 times?

I attack asps in my pirate asp, a lot of traders use asps as a cargo ship (without weapons). I check the loadout first to make sure it's not a bounty hunter or fellow pirate. Of course I have a 20mil asp so mine is better than most.
 
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