Newcomer / Intro I'm honestly curious, why hardcode newb griefing into solo mode?

Don't forget the combat training. Spend some time (read: a fair number of hours) on these and things will fall in place. As a general rule: do the 'easy Sidewinder' mission until you can stay on him as long as you want without him getting a lock on you. Only then try to do the 2v1, and keep practicing that until you can take them both out consistently without taking hull damage. Finally try the difficult 1v1 until you reliably win. You don't want to learn the basics of combat space in the actual game world. ;) This is not a game where you start with a mandatory tutorial in a happy-go-lucky beginner area. You can skip the tutorials, but you'll discover the cost of doing so.

Good luck!
 
Hmm this must be new in 1.1 (haven't played more than 30 minutes since the update), because most of the interdictions when I just started were by system security vessels who scanned me and waved me goodbye.

Besides the "play and win the minigame" and throttle to zero, boost and FSD tricks, another trick seems to be helping: don't FSD straight to a station from the systems entry point. It seems that NPC pirates patrol the direct route between the systems entrypoint/nav beacon and the stations in that system. So if you approach the stations in a wide arch, you might get less interdictions.
 
Huh. I never saw that, that probably would have been useful. :D

Um, I'm not sure of the governments, but I spend 90% of my time jumping around the Eravate system trading. It's Federation iirc, but more than that I don't know.

Federation is the Allegiance, i.e. which faction the system is affilliated with, but it will also have a government system as well. In the Galaxy map info tab if you hover over a system it will show you in there what government type the system is; furthermore, if you go into the system map different planets/stations/outposts may have a different government system to that of the actual star system. Whether this means going to those areas makes it more or less dangerous I have yet to see - doesn't seem to make much of a difference at that level from my experience.

I'll try to log on at lunch time to see what governments are around that area. I think Eravate itself is a democracy which (in the original) was 2nd to Corporate in terms of safety but the other systems around it may not be so safe.
 
Getting interdicted is an important element of the game and not game-breaking griefing. Elite isn't an MMO either. You are misinformed. Combat and piracy are elements of the game which you will need to take into account when you play.

If you lack the fire power to give NPC's a fight, then run. Being interdicted won't cause more than minor damage if you cut throttle rather than try to evade. If you can manage to evade easily, do that. But if you fail to evade at high speed, you will suffer hull damage.

As soon as you hit normal space, put all power to engines and keep the bogey in your rear-view (radar blip should be at six O'clock and not above or below) you are then putting maximum distance at the fastest possible rate.

Any energy to shields is essentially wasted at this point, as distance will give you much better protection than shields. Only amp the SYS power if they manage to close on you.

Keep one eye on the FSD cooldown icon and jump to super-cruise the moment you can.

Things to note:
If you are friendly to a local faction, the local security will not interdict you and will come to your defence (if you have "report crimes against me" turned on).
By taking missions to get said friendly status, you can achieve friendly status across the Federation or Empire, which means the Feds leave you alone too.

I rarely get interdicted. Although it does help to be flying an Anaconda or Python.
 
Getting interdicted is an important element of the game and not game-breaking griefing. Elite isn't an MMO either. You are misinformed. Combat and piracy are elements of the game which you will need to take into account when you play.
Just to clarify, I understand and agree that interdiction is an important part of the game.

However, the effects of interdiction on seasoned players and day one noobs are not in any way the same. When it's applied to experienced people in well equipped ships, it's probably at worst a welcome change/challenge/justification for defence expenditure.

When it's applied to people stock starter ships, with a cargo hold representing every single thing they own in the game, being attacked (even rarely) by NPCs that represent a siginificant chance of causing the equivalent of perma-death then it's a really bad idea. Assuming Frontier have a KPI of new user activity/retention, this is going to hurt them.


Elite may not be a fantasy MMO, (though it is touted as 'massively multiplayer') - I was drawing a parallel to griefing in MMOs as the nature (and result) of the behaviour is the same, and in MMOs it'd be a mechanic that would be fixed/changed because of the decrease in retention.
 
When it's applied to people stock starter ships, with a cargo hold representing every single thing they own in the game, being attacked (even rarely) by NPCs that represent a siginificant chance of causing the equivalent of perma-death then it's a really bad idea. Assuming Frontier have a KPI of new user activity/retention, this is going to hurt them.

It's not a bad idea. It's part of the game, and the sooner people learn it the better.
If you grind your way up to a T9 and first there start meeting pirates, that would be bad.

It's a dangerous universe, this needs to get hammered into new pilots skulls from day one.

I had a lot of issues when starting the game, but interdictions was never one of them. Had no issues running from interdictions.
 
If it is too hard in the beginning, you also have the option of killing the game process (write a batchfile and map it to a hotkey) and reloading as soon as the minigame appears. Some would say this is cheating, but otherwise you always had the option of reloading your savegame in previous E:D installments. And the solo mode is specifically meant to be a replacement for the single player game.
If anyone is considering doing this, then they must read the following (click on Spoiler to view). Frontier Developments consider this type of activity to be cheating, and they are planning to take actions against the player accounts of people who do this.

Hello Commanders!

This is a quick update to let you guys know what we’re looking at regarding the issue of “combat logging”.

For clarity’s sake, “combat logging” is when a Commander ungracefully exits the game (e.g. using ALT + F4 then shutting down the game process) to avoid defeat, destruction and damage.

Commanders might use this exploit the moment they are interdicted or the moment before they are about to be destroyed.

Although this is flagged primarily as a multiplayer concern, the issues (and solutions) apply equally to the single player game.

First things first: we do consider this an undesirable exploit. It’s not “part of the game”.

Because we don’t have an all powerful server running the moment-to-moment game play simulation, there is no infallible arbiter to take control of a player’s ship when they ungracefully exit.

So what we’re doing is logging telemetry that will help us detect when this exploit is explicitly being used.

Right now, all we’re doing (and have already started doing) is looking at and implementing methods of collecting and analysing data.

At some point, however, we will start to take action against Commanders using this exploit. I can only suggest that you should avoid using this exploit if you want to avoid any penalties issued for its use. I'll just repeat: please avoid combat logging - we're taking this issue very seriously.

On a related, but separate track, we’re looking at introducing benefits to Commanders that persevere and stick it out through dangerous encounters, as well as general credit costs and rewards balancing.

I’m not quite ready to talk about these in more detail just now. Obviously though, they can never counter the potential costs of ship destruction, but we want to look at a range of disincentives and incentives both to counter this issue.

I hope this helps clarify our position a little.

-- Pete.
 
I think you are overreacting a bit.

You're free to fight back on these interdictions, or run away as previously discussed.
If you have a cargo hold full of valuables, it's risk vs reward.

Even a new player would figure this out pretty fast.
 
Realistic vs stop whining noob

While I understand that many of the Elite fan base want Elite to maintain its non-carebear approach; lets not get so caught up in that attitude that we lose all awareness of some basic sense of realistic behavior.

First of all, populated well patrolled systems MUST exist. And these core worlds and sectors are the ones that are most likely to generate pilots. Everyone else needs other types of workers more desperately and while the occasional kid is going to save up to get some flight training and find someone willing to loan them a ship... it's far more likely that the way you get into being a pilot and having access to a ship because a local business/corp needs someone to fly milk runs. Boring safe runs for pay, not personal profit. Translation: in system or adjacent system flights hauling data, or a passenger, or a single cargo unit. This is your 'job', to shuttle these things back and forth with little risk. However, on the side; you can use the rest of your cargo space to haul some legal cargo of your own to earn some additional credits. The ship you start with is something like a Hauler, not especially agile and with NO weapons at all. After all, you are supposed to stay in these core systems doing your assignments and if a pirate does accost you, system security should be there fast enough to protect you.

After doing enough of these little missions, you can buy your own dumpy little Sidewinder. Or maybe you go off contract early and sell your company's ship on the black market for enough to get you the Sidewinder (the stolen ship sets your initial bounty/fine amount). Either way, you don't get paid a regular wage (contracts aren't automatically there anymore, though there should still be plenty of these in these 'core systems') but you now have some teeth to move out into slightly riskier systems. And of course, with added risk, the rewards should be higher.

When you leave the well policed 'core systems' the mark up on cargo should be much higher. If there's a chance that I'm going to be interdicted by pirates and have to fight EVERY run I make with valuable cargo... the cargo is either going to be insured or the price tag on the risk is applied to hauling it (and that includes the risk to the ship). As things are now, the cost of repairing even a small amount of ship damage is far higher than the profit return on goods hauled across multiple star systems. And that cost comes out of the pilot's pocket. That system of operation would ensure independent cargo hauling would never happen... all carriage would be done by multi-system freight hauling companies under combat escort.

The bulletin boards should be much more 'full' of potential assignments. Every board should have at least 3-4 that are cake walk errands that pay < 2000 credits. And a few low end bounties... that reward several thousand 4-5k) for crappy NPC pilots in Sidewinders with damaged equipment (one of their guns is down, the shields don't charge to full, etc)... to give new pilots a chance to learn some combat and earn some money. All the bounty runs I've seen so far are 150-200k credits. They're all in high end ships that take me out in a single exchange of fire. So while the reward seems good... it could be 10 million and there's just as little chance of my Sidewinder bringing them down. And few of the cargo runs can be completed with the Sidewinder's cargo space.

So while I can understand and whole-heartedly support the earn it, fight for it, attitude... I think it and the risk/reward balance would greatly benefit from a slight improvement in the realism of the economics and understanding of how an independent cargo / shipping network works.
 
Honestly, the best way is to be mindful of the systems you visit when you are new. When you get interdicted by an NPC make a note of the system name and look up its government and avoid those governments until you have some experience.

You can also see what government your target destination system is before you jump there... Select a destination (or plot a route) and then check the left had side of your screen, next to the target display. It tells you whether you have information on the system (i.e. you have explored it or bought the system data) and what the government is. I cannot find any information on E : D government types but here is a list of the types from the original in order of safety:

Corporate State
Democracy
Confederacy
Communist
Dictatorship
Multi-Government
Feudal
Anarchy

I wouldn't be surprized if E : D followed these rules - the only problem is if they have added more I can find no information on where they sit in the order of risk.
 
If anyone is considering doing this, then they must read the following (click on Spoiler to view). Frontier Developments consider this type of activity to be cheating, and they are planning to take actions against the player accounts of people who do this.

Thanks for the warning.

I find it unsettling that Frontier fails to implement a save game mechanic after failing to implement an offline single player mode in the first place, but then get upset about it rather than accepting that the community will implement workarounds for Frontier's shortcomings. In my view, that is childish behaviour "We are going to punish you for playing the game in another way that we imagined".
 
I know it might seem like you have lost everything when you get killed early on but you haven't really. You have your experience (not in a ranking in game sense but in a what you have learned. I think its a mechanic that was intended and you learn quickly.

One suggestion is go slowly. Don't fill your cargo, leave some cash aside in case you get attacked. Also I don't think moving out from the starter systems will keep you safe from npcs. I get interdicted many systems out from populated space.
 
Thanks for the warning.

I find it unsettling that Frontier fails to implement a save game mechanic after failing to implement an offline single player mode in the first place, but then get upset about it rather than accepting that the community will implement workarounds for Frontier's shortcomings. In my view, that is childish behaviour "We are going to punish you for playing the game in another way that we imagined".

I don't really see it this way. You have a character you create and that I you, for better or worse. You can stop and save it at any point but you can't"die" and go back to an earlier point before you died. Your game character gets a set back then has to rebuild. It doesn't seem like a shortcoming- more that is the actual game.
 
Safety

Well, I haven't played long enough yet (had to get a flight stick, haven't needed one for gaming since the 90's and playing X-Wing or Wing Commander) to know whether the new patch really boosted the chance if being interdicted... but I did have this happen a lot more tonight than I have any previous session of play. And it was mostly in wealthy industrial systems with plenty of systems security ships. In fact, system security came to my rescue and one would be attacker found out that an experienced pilot in a new sidewinder isn't automatically an easy kill just because you have an Eagle. And when you add in a system security ship into the fight, things went bad for him fast.

But even though that fight ended well for me, it still cost 600 credits in repairs. My metals cargo that run was 2 units of something worth around 4k each... running to a neighboring system with a 650 credit per unit profit. So if I'd lost the cargo I'd have been down 8k.. but even successfully fighting off the pirate cut my 1300 credit profit in half.

Again, going with a realistic look at the economics; even if I don't lose everything and I manage to run for it or fight off my attacker... I've hauled this leg of cargo at a loss. If my goal is to earn money, cargo hauling isn't going to do it. But in reality, trading HAS to make money; otherwise there are no traders for pirates to steal from... and then no pirates for bounty hunters to take down.
 
I think you are overreacting a bit.
I'm trying not to, if that helps. :) From my point of view, I've lost basically all funds - been reduced to 1000cr with a loan - which means I can barely even fill a cargo slot, and if I could, then 10% of trades will be garnished. By the time I've ran however many dozen return trips itd take to get back to where I was yesterday (with no funds to actually fund it) , based on my experience so far, I'll very possibly be dead and bankrupt again. From my point of view, I just don't believe that's the intended experience.

It's not like I'm a hostile rage-quitter or something, I've been waiting for a game like this since playing tradewars on bbs' 20 years ago, but considering what my experience has been so far, I'm really struggling to justify the time-cost in going back to it.
 
Again, going with a realistic look at the economics; even if I don't lose everything and I manage to run for it or fight off my attacker... I've hauled this leg of cargo at a loss. If my goal is to earn money, cargo hauling isn't going to do it. But in reality, trading HAS to make money; otherwise there are no traders for pirates to steal from... and then no pirates for bounty hunters to take down.

People are still reporting trade routes which yields millions of credits per hour, so I cargo hauling is definitely the way to earn.
 
restart

Just a quick note, you can clear your save and REALLY restart. In fact, this is what I'd recommend after getting shot out of the sky early on. That way you're not paying back loans or anything... just wiped the slate clean and started back with the sidewinder and 1k credits. I've done this a couple times in experimenting with how to get a 'good' start. Restarting using insurance/loan system might make sense later on when it doesn't push you back to the equivalent of starting over... but at the moment, a real fresh start makes more sense.
 
You really should be able to boost away from pretty much any NPC interdiction. It may not explicitly teach this in the manual but I'd not expect to be told every single thing about how to run your game, and if it did suggest running away, I expect there would be people complaining about that being too nannying.
If you don't run, then I'd course you take a risk, but the risk is generally mitigated by ship insurance, you just need your rebuy cash in reserve.
If you literately lose everything then tbh you're probably better off clearing save at that point do you can start again with the initial seed money.
 
Perspectives cannot be un-learned...

Perspectives...
:S We cannot un-learn what we have come to know, so we cannot assume that the new player experience is the same as when we had first started. Many patches have come through since many of us first began playing our game and to the non-skilled new Commanders, their beginner's experiences may be quite different because of the ever changing game's dynamics.

By increasing the number of NPCs, :cool::cool::cool: then that increases the number of all the different styles of NPCs, from the NPC trader to the combat NPC interdiction. With this increase, then it may be becoming much more difficult to get ahead in the Galaxy, because when interdictions increase, so do the challenges of getting ahead and being able to keep or protect what the new player has earned.

:eek: We cannot go back and experience the same game play as the new player, because our skills have caused us to become better just as our equipment has as well...
Thus, when placing more NPC Anacondas or Vipers into the game for the further satisfaction of the older and better equipped senior ranked player, then the game has made it that much more difficult for the new player to have safer haven for their better gaming experience to be had and learn from.

So, from the perspectives of the OP, that increase of NPCs had a drastic impact upon his game, thus I assume the NPC grieving comment :rolleyes:

Original perspectives can never be revisited, because we must un-learn everything, in order to have that same perspective again :eek:

Space Time :D
 
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