Originally Posted by
Katejina
I find it weird because I've been floating around the bubble on my second account recording some videos and often find myself just sitting in SC close to the star. I must have sat around for at least 4 hours in a few dozen systems with 0 interdictions. Was really worried about it but it hasn't happened to me once yet.
Originally Posted by
dc83
You pledged?
Yes. Powerplay multiplies the number of times you get interdicted hugely. So does flying Lakon ships, carrying cargo, etc, but powerplay ships don't care what cargo you've got. They come right after you, and I've had as many as THREE separate ships lined up to drag me out of supercruise. Even if I evade one, the next one latches on instantly. It's just gotten too stupid.
Yes, it's important to understand Interdictions after pledging to Power Play increases dramatically. Possibly a trade off to the benefits of PP. However, I agree the aggravation factor at times becomes so intense, and after weeks and months of this, it may be more of a detractor to PP than the designers purposed. Perhaps non-PP INTS are too few and PP
INTS are too many.
In my experience, even though there are things you can do to successfully beat them more often, and evade them more often, the shear frequency of NPC initiated INTS coupled with the current 1.4.01 bugs (double vector targets, instant target reversing off screen, infinite submission loops, rigged failures, etc.) makes the current level of these actions excruciating painful, frustrating and tiring. I ask the developers and staff testers to ask themselves if they have created or manipulated a feature which is so fun, so delightfully entertaining the customer is willing to engage in it dozens, or hundreds of times a day and cannot wait for the next one. Is the pay off really worth the pain and frustration? Even if you have no cargo at all, the INTS are just as intense, the idea being an opportunity to take a pledged player out of play by destroying the ship, thus whatever mission or gain the player hoped to accomplish is foiled. This is understood as a dynamic in what is at its core a combat game to force non-combat players into the "dangerous" game world of combat at least a little bit. It's also the spear at the front of the background simulator undermining effort delaying, frustrating or foiling the player.
While as a game play feature, the player can philosophically understand the purpose and mechanism, if the feature was implemented smoothly, perhaps it would be better tolerated. With the current level of 1.4.01 bugs, the feature is pushed beyond tolerated. If the current level of bugs as outlined above are currently beyond the scope or ability of the code team to correct, a scale back of the frequency is requested until such time as the bugs are better understood, prioritized and addressed.
-Pv-