Getting EXTREMELY frustrated with a certain interdiction exploit

You are just not aware of ghe mechanics, that's ok. Both parties to a submitted interdiction sustain no damage, and have the standard FSD cool down. Check it out.

Apparantly they don't.

At least that's not what's been happening to me in-game.

Maby it's supposed to work that way, but it certainly isn't.
 
The point here is that there should be a difficulty to escaping.

Right now there isn't. Just submit to the interdiction, spool up your FSD and poof, youre gone again.

He CAN'T learn his "lesson", he CAN'T work on his technique and he CAN'T improve his skills, because he can't possibly shoot down yourshields before you can jump again if you submitted.

So, what are you suggesting?
It reads that you automatically want the pirate to have however long it takes to reduce shields to zero before the target can engage hyperdrive?
If not, I'm not sure what you're getting at? It's a valid response (in both game and role playing senses) for a target to attempt to run away. It's your job as a pirate to prevent that escape. Yeah, it's hard, because if it were easy everyone would just pirate instead of ferrying their own cargo.
 
Interdiction should be an invitation to interaction. Forcing interaction, of any kind, PvP comms or whatever, reduces the choice of one of the players to play the way they want at that moment in time. Yes, I know it is open world but even so, any kind of interaction should not be forced on one player by another. To say that you automatically consent is just hiding behind a shield of convention. What matters is how an individual wants to be involved in the game at that moment. So, again, invitation not enforcement.

.... You message me, the I decide if I want to respond. I either accept or reject your invitation. You interdict me, I decide whether I want any interaction with you. The interdiction is the invitation, now I get to decide whether I want to submit, play pew pew or just leave. YOU do not get to decide how I spend the next few minutes of MY game time.

Joe it's hard to reply here without the caveat of telling you if hate the thought of losing get your game time or being interrupted then open is not for you. Join mobius.

I have included my previous posts in reply because the first post explains about the old PvP mantra of 'it's open play so you automatically consent' being just a shield of convention that PvPers try and hide behind. I'm sorry, but it is time for them to come into the modern world. More and more players are rejecting this old refrain and standing up for their rights to play the way they want, even in so called 'open'. No player has a right to impose their game on another player. As it happens, ED has attracted a large amount of like minded players who are not going to put up with this old style of the PvP way or the highway.
 
So, what are you suggesting?
It reads that you automatically want the pirate to have however long it takes to reduce shields to zero before the target can engage hyperdrive?
If not, I'm not sure what you're getting at? It's a valid response (in both game and role playing senses) for a target to attempt to run away. It's your job as a pirate to prevent that escape. Yeah, it's hard, because if it were easy everyone would just pirate instead of ferrying their own cargo.

What I'm getting at is that a Pirate (and a Bounty Hunter, because this affects us as well, you know?) should have a fighting chance to stop a target before it can run away.
It shouldn't be automatic.
It certainly shouldn't be easy.
But it should be possible.

Right now, it's not.
 

Viajero

Volunteer Moderator
Needless to say, I am extremely annoyed and tired of the fact that "submitting" to interdiction lets you leave almost as soon as you arrive. I know many of you will say "get gud" or "get a faster/masslocking ship" but I don't want to grind to play at pirate whilst losing money. Ever since my first million credits, I have only pirated. It should be a career not an expensive hobby.

Havent read the 9 pages of posts yet so not sure if this has been posted already: Devs are aware and acknowledge that no cool down recharge on submission is not what they intended, from where I suspect that some aspect of the interdiction game mechanic will be changed at some point, hopefully soon(tm):

https://forums.frontier.co.uk/showthread.php?t=101378&page=15&p=1576069&viewfull=1#post1576069

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.
 
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I have included my previous posts in reply because the first post explains about the old PvP mantra of 'it's open play so you automatically consent' being just a shield of convention that PvPers try and hide behind. I'm sorry, but it is time for them to come into the modern world. More and more players are rejecting this old refrain and standing up for their rights to play the way they want, even in so called 'open'. No player has a right to impose their game on another player. As it happens, ED has attracted a large amount of like minded players who are not going to put up with this old style of the PvP way or the highway.

Then play solo or a private group.

Open play IS including PvP.
Don't want to PvP? Don't play Open.
 
By the way I love how people who call players who attack you for no reason in a video game psycho's. The psycho is the person who plays online in a game which has the word dangerous in its title, with open pvp allowed online, and expects other players not to shoot for fun for no reason.[/QUOTE]


Sorry to nitpick here, but that is by dictionary definition psycho(path)!

Those who don't want any involvement in PVP are in fact the polar opposite of psycho's.
ctscts
 
Sorry to nitpick here, but that is by dictionary definition psycho(path)!

Those who don't want any involvement in PVP are in fact the polar opposite of psycho's.
ctscts

Actually, a psychopath is just someone who does not have any empathy at all. (although studies show that it's actually something they choose to turn off, they CAN feel empathy if they choose to).
And that could just as well be the trader flying the ship as the one prating him.

But since this is a game and not real life, pirates here are no more psychopaths than someone running around shooting others in CoD games.
 
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Apologies for the flame-war-ey title, but I've grown increasingly annoyed over the past few days and I need to vent. I even created a forum account to post.

So I'm a pirate operating in Yembo. It's a tough, poorly paying career fraught with danger and risk (I suppose that's the price for player interaction and good gameplay...).

However, more and more lately, CMDRs (always in type 6s for some reason) have been SUBMITTING to my interdiction, and then IMMEDIATELY supercruising away, bypassing the usual interdiction FSD cooldown and making them virtually impossible to do more than a few points of hull damage to.

Just now, I interdicted the same commander 3 times. The first time, they submitted, and I told them to cut their engines. They didn't respond, merely charged their FSD. I attacked them in response, but failed to get their shields down.

I immediately followed them to supercruise, and had to follow them for 400LS before I could catch up and interdict again. Once more, they submitted, and once more, they immediately boosted away and charged their FSD. This time, I opened fire immediately, managing to do 10-20% damage before they jumped again.

Once more I followed, once more I interdicted, and yup you guessed it once more they submitted. This was only 20Mm from the station so I didn't even bother with the warning, blasting at their shields immediately. I had just managed to get them down again before they vanished.

I even followed them to the damn station, but was too late, they slid through the docking port just as I got in range. I proceeded to camp outside the station with thrusters off and temp at 27% to hide my wanted status for a good 5-10 mins, but they either retreated back to Solo or logged off for the night.

Needless to say, I am extremely annoyed and tired of the fact that "submitting" to interdiction lets you leave almost as soon as you arrive. I know many of you will say "get gud" or "get a faster/masslocking ship" but I don't want to grind to play at pirate whilst losing money. Ever since my first million credits, I have only pirated. It should be a career not an expensive hobby.

But I digress. My Cobra is nearly the fastest ship with weapons possible (455m/s boost speed) and heavily armed. Should it really be impossible for me to pose any threat to a weaponless mid-tier trader? (whose ship, btw, likely costs far less than my 3mil). All while making more money in one trip than I do in an evening!

PLEASE Frontier, do something about this ridiculous exploit. And traders who play in open: please don't use it! If you don't want to face pirates, that's fine, just don't trade in the most populated system in the game in Open mode!

When you call a design development an exploit you are just creating flame bait, so don't expect much sympathy or anything other than trollish replies. It may be something that is going to be changed so that not so skilled pirates can have their dinner handed to them on a plate sometime in the future. But if so then I guess you will find more haulers going the solo/group PVE play and then your pirating objects will become more and more scarce.
 
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I have included my previous posts in reply because the first post explains about the old PvP mantra of 'it's open play so you automatically consent' being just a shield of convention that PvPers try and hide behind. I'm sorry, but it is time for them to come into the modern world. More and more players are rejecting this old refrain and standing up for their rights to play the way they want, even in so called 'open'. No player has a right to impose their game on another player. As it happens, ED has attracted a large amount of like minded players who are not going to put up with this old style of the PvP way or the highway.

The utmost irony being PVPers then coming and crying because of PVE players playing solo and asking for a merge of the different mods to repopulate the open.
The conclusion of the story is : the game may have been designed with open in mind, and as a consequence PVP, the key is nonetheless the behaviour of the PVE crowd.
 
Then play solo or a private group.

Open play IS including PvP.
Don't want to PvP? Don't play Open.

Well if you take that to it's logical conclusion then you're just left with pirates and bounty hunters - if a key element of the food chain - traders - is missing then you might as well close open (pun intended).

If you don't want people to be able to choose their interactions in open then how do you propose to make being trader/pirate food fun for the victim?

It is supposed to be a game after all - and fun for all - not just for the pirate.

(fwiw - I have absolutely no idea how...)
 
What I'm getting at is that a Pirate (and a Bounty Hunter, because this affects us as well, you know?) should have a fighting chance to stop a target before it can run away.
It shouldn't be automatic.
It certainly shouldn't be easy.
But it should be possible.

Right now, it's not.

It must be, because just yesterday I was interdicted by a federal dropship NPC and he took 1.5 bars of shield off me whilst I was busy boosting and prepping for fsd.
If an NPC can take that much shield in a few seconds then a player should be able to get the shields down.
But then you'd just be in a situation where you'd got the shields down, whilst I'd be on my merry way, so I can't see that being a satisfactory outcome for the pirate.
If you see what I'm getting at here, there's no simple fix that FD can make here which would make everyone happy, because it's two entirely opposing views.
The trader wants to be able to escape without having to give up cargo and the pirate wants the cargo. There can't be a game mechanic that satisfies both of these outcomes. Even imposing a fire fight is not a fair mechanic because once you're in to imposed fighting the pirate has already won.
 
When you call a design development an exploit you are just creating flame bait, so don't expect much sympathy or anything other than trollish replies. It may be something that is going to be changed so that not so skilled pirates can have their dinner handed to them on a plate sometime in the future. But if so then I guess you will find more haulers going the solo/group PVE play and then your pirating objects will become more and more scarce.

dinner handed to them on a plate?

Well that certainly shows your stance in this discussion.

There's a difference between "dinner handed to you" and "not possible to stop them" you know.
And right now, with the ultra-short cooldown, it's simply not possible to stop someone from jumping away after submitting to an interdiction.
(well, unless they're in a sidewinder and you're in a python armed with nothing but railguns or dumbfire missiles... but that's hardly realistic)
 
Ok. All the masslock talk right now is easily solved. OP, Get yourself an Anaconda. That thing masslocks everything around it very well. That's 2 birds with one stone, because you'll start hating people like yourself in the process, who keep you from reaching your goals. Making a career out of ruining other peoples' day is just lame and antisocial. The fact that it's possible, but very hard is just the way it's supposed to be. Isn't the saying "Crime doesn't pay"? There you have it.
 
Then play solo or a private group.

Open play IS including PvP.
Don't want to PvP? Don't play Open.

As long as there's no mechanic that punishes or outlaws pirates enough, there's never going to be a balance, thus it will always feel unfair. When I was trading I always had overhead moneywise in case of pirating, cause you need to be aware of it. But now when there's 1000 pirates all around the two or three hot rare locations, and no mechanic that makes it sensible to defend against them or hunt them down, you'll get complaints and bad attitudes.

OP: ing and moaning because someone runs away is just pathetic, nobody's forced you to be a pirate. It's fine wanting changes, but you have to play the game for what it is _now_.
 
Well if you take that to it's logical conclusion then you're just left with pirates and bounty hunters - if a key element of the food chain - traders - is missing then you might as well close open (pun intended).

If you don't want people to be able to choose their interactions in open then how do you propose to make being trader/pirate food fun for the victim?

It is supposed to be a game after all - and fun for all - not just for the pirate.

(fwiw - I have absolutely no idea how...)

That's assuming that there is nobody out there who likes the risk of being interdicted by pirates.
And you know what they say about assuming... it just makes an a** out of u and me.
People ARE able to choose their interactions in open. If you get interdicted, you do the minigame to fight the interdiction, or you submit and fight/flee.
But submitting shouldn't be a "get out of trouble free" card.
It shouldn't be an automatic escape.
 
I know how this feels. From a gameplay mechanic aspect it makes absolutely no sense at all for your target to gain an escape advantage from willfully submitting. I think it would make more sense if submitting to interdiction merely caused both parties to enter normal space just like they had safely disengaged from supercruise (because that's really what it is anyways). Both parties will come in traveling forward and taking no hull damage. Heck, I'd even give the prey the benefit of the doubt here and say that if they submit only they should come out straight and take no damage while their interdictor should wobble around and take slight hull damage. Still much more fair than being able to instantly supercruise away.

Oh and for those of you that are interested in statistics, I keep track of all of my interdictions and I can tell you that 5.67% of my targets combat log. And that is still too much. A tiny bit irrelevant but someone else mentioned it so I just thought I'd throw my two cents in.
 
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It must be, because just yesterday I was interdicted by a federal dropship NPC and he took 1.5 bars of shield off me whilst I was busy boosting and prepping for fsd.
If an NPC can take that much shield in a few seconds then a player should be able to get the shields down.
But then you'd just be in a situation where you'd got the shields down, whilst I'd be on my merry way, so I can't see that being a satisfactory outcome for the pirate.
If you see what I'm getting at here, there's no simple fix that FD can make here which would make everyone happy, because it's two entirely opposing views.
The trader wants to be able to escape without having to give up cargo and the pirate wants the cargo. There can't be a game mechanic that satisfies both of these outcomes. Even imposing a fire fight is not a fair mechanic because once you're in to imposed fighting the pirate has already won.

Actually, there IS a simple fix.

Just make the FSD cooldown the normal length even if submitting.
 
In reference to Jaws: "You need a bigger boat!". You are biting off more than you and your Cobra can chew. Only target ships that you can damage enough in the short FSD cooling time that giving up some cargo is a better deal for them. To take on the medium and large freighters you probably need a heavily armed Python.
 
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