Powerplay That is IT.

So... if I understand, you're suggesting that Powerplay interdictions should be toned down a bit, and scaled with something like the system security level and/or Powerplay status (control system, contested, etc.).
Sounds like a reasonable suggestion.
Are there not any of those rules in? Because I wonder, I'm currently pledged to Antal and doing trading in LYR Space getting hardly ever interdicted, around 1 Interdiction in 2-3 Hours. Doing so in High Sec system where I'm allied in a armed Conda, I tought thats why I don't get interdicted much just as with normal pirate interdictions. Or am I just lucky?
 
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Having been pledged since day one I can confirm that getting yanked 2MM from the station is possibly the most annoying thing in the game.

I don't mind if its juicy fat Python but when it's an Eagle.....:mad:
 
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I am quitting Powerplay until this ridiculous interdiction rate is fixed. I'll keep track on the forums until people are satisfied with it.

No, I haven't been killed, haven't lost ships, blah, blah... It's just that the aggravation factor is too extreme. I'm miserable and upset all the time playing this game, because I can't do anything without getting interrupted, often just seconds before I reach my destination, and it's time for me to start having fun again.

People have asked and asked and asked to get this garbage toned down, and FD is not listening; they've made it worse. Enough is enough. FD: If you want powerplay to be participated in, fix your crap.
The PP instigated attacks just before the stations can be a pain; but the thing that grinds my gears, is the lack of real reward for the kill. I always wait for the attacking ship to fire and hit my ship 1st and yet; these days, there is no reward. This always happens in my own powers HQ system. I get pulled; I submit and the NPC starts the pew pew. I then kill them and get nothing. Defending a HQ should be rewarded, with credits and merits. About a month ago, I complained about the measly 400cr; now I am lucky to see 400cr for the kills. Not good, shield sells and chaff costs me more then that.
 
Having been pledged since day one I can confirm that getting yanked 2MM from the station is possibly the most annoying thing in the game.
Nah. It's the second most anoying thing. The most annoying thing is having a Power expand into your territory when you want nothing to do with Powerplay (my personal opinion is that it's boring), but there's no way to resist the expansion without pledging.
 
Agree with OP. I fly a fully armed Anaconda and get interdicted by Sidewinders!! 2 second fight at most and complete waste of my time. No account has been given in FDs coding as to what we're flying or what we're carrying.
 
When you've played PP for 20+ weeks you kinda get so used to it you just submit and boost away. It's not a big deal. It's more an annoyance than much else.
I would really like to have a better and say, variable reward system for the NPC power "pirates", because that is what they are, rather than get nothing or very poor rewards. Not saying it should be every time you get the good stuff but for it just to make that bit more sense.
Sometimes I just go kill them because I have the hope that the more I kill, the less they can harass others. Other days I just can't be bothered.

I will reiterate that I don't really see the value in having these in the home system. Control systems I'm fine with, or even on the way to a control system which has been happening at least for me, but they should be outside of what should be a no go zone for other powers across the board. It kinda makes a mockery of Hudson's defence bonus for one.

Just thoughts.
 
But what's the point of having powerplay if people are actually having to stay out of it in order to keep the rest of the game playable?

I can not agree with you. The only significative effect of PP is on trading, you will not get any other issue in anything else (the rest of the game is playable).
The biggest issue is wen you are doing many missions at the same time (probably your cause). The more missions, the more interdictions.
It seems you want benefit from PP but not negative consequences, and it is weird.

I have been pledged for 5 weeks now, and never had any issue doing missions of any type, in any part of the galaxy (and i am not a pvper. i just do trading, assassinations, killing...)
 
I can not agree with you. The only significative effect of PP is on trading, you will not get any other issue in anything else (the rest of the game is playable).
The biggest issue is wen you are doing many missions at the same time (probably your cause). The more missions, the more interdictions.
It seems you want benefit from PP but not negative consequences, and it is weird.

I have been pledged for 5 weeks now, and never had any issue doing missions of any type, in any part of the galaxy (and i am not a pvper. i just do trading, assassinations, killing...)
I have been pledged with the same power since the beginning. I can travel empty and mission free; yet still be pulled and attacked by enemy powers; especially within my own powers space. Once pledged, nothing else matters, you will be pulled, just for being pledged. Other things like running missions, will just make things worse. This is not a complaint, just the facts; as I find them in the game at this time.
 
I have been pledged since the start.
I am currently not active in PP anymore, so that might make a difference, but I get only rarely interdicted by enforcers of other powers.
Perhaps the engine checks for PP related items and vouchers and then sends interdictors after you?
I have no idea if this is how it works, but it would not be such an irritation if you actually got 10 or 20 merits per kill.
But if you are in your own Power's systems and kill other PP interdictors you get nothing.
I think it is strange that my Power apparently doesn't care about enemies who are active in her own systems.
 
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Easy fix. Killing off enemy ships in your control system reduces the spawn rate of enemy ships and grants 15 merits.

Undermining increases the spawn rate of enemy ships. Fortification increases the strength and spawn rate of faction police (bigger ships, larger wings). Faction police will also interdict Hostile NPCs.
 
It's the interdictions that throw you into the sun that annoy me, lol.

Al the very least, stop interdictions from enemy factions when we are in our HOME FACTION's HQ!
 
It's the interdictions that throw you into the sun that annoy me, lol.

Al the very least, stop interdictions from enemy factions when we are in our HOME FACTION's HQ!


I think interdictions should be modified by the amount of fortification/undermining and the amount of active system defense by players. It should be variable and even reduced to zero for systems that are well defended. It should only be as annoying as it is now in systems that have already been successfully undermined.
 
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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.





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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-
 
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I have been pledged with the same power since the beginning. I can travel empty and mission free; yet still be pulled and attacked by enemy powers; especially within my own powers space. Once pledged, nothing else matters, you will be pulled, just for being pledged. Other things like running missions, will just make things worse. This is not a complaint, just the facts; as I find them in the game at this time.

My experience matches Arry. The number of mission tasks I have accepted or none has nothing to do with how often or difficulty with which I get interdicted.

-Pv-
 
I unpledged in week 4 because the interdicting was just too much. When you're trying to enjoy an evening of gaming with your mates and one or more of you keep getting interdicted by PP tomfools it slows down and annoys everyone. Not cool.
 
I have been pledged with the same power since the beginning. I can travel empty and mission free; yet still be pulled and attacked by enemy powers; especially within my own powers space. Once pledged, nothing else matters, you will be pulled, just for being pledged. Other things like running missions, will just make things worse. This is not a complaint, just the facts; as I find them in the game at this time.
I am sorry for you, it should be some sort of effect caused by another variable, as really i feel no effects from PP. I red on the forum that your combat rating can affect the chances to be interdicted, and it could be true as i am elite and i have not been interdicted in days.
 
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I am sorry for you, it should be some sort of effect caused by another variable, as really i feel no effects from PP. I red on the forum that your combat rating can affect the chances to be interdicted, and it could be true as i am elite and i have not been interdicted in days.
I only get a few if I am empty; but who flies empty?
 
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