Are Interdictions way too easy to Escape now?

Pirates should have a hard time getting us.
If they make it harder it will just be too hard again and even more people will submit and jump.
Quite frankly I hate interdictions but since it's the only way to interact in sc it needs to stay so I vote LEAVE IT THE WAY IT IS.

P.S. Also, don't deny us submitting and boosting away. If survival comes down to a minigame then what's the point? ED is not a minigame, or an arcade pew pew.
 
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verminstar

Banned
So what we've learned here is that being able to submit and boost away is the problem, not difficult interdictions.

Its not a problem fer those being interdicted who just wanna be left alone. Look at all the white knights who claim that playing in open is perfectly safe and they havent been killed in this game fer years...their advice is always the same...that death is a choice because its so easy to avoid the fight.

The harder it gets to avoid the fight, the more the ganking and griefing become a problem, and the white knights have one less motivation speech fer repopulating open.

Must be fun working out where the middle ground is fer the devs...because as far as I can see, there is no middle ground. Its either too easy or too hard with no 'just right' setting.
 
They could definitely stand to be a bit tougher. I don't feel any adrenaline rush at all when I'm being pulled over in a weak ship because it doesn't even matter what I'm flying. They can't get me. Ever. :(

I agree re that, but, you have the choice to enter the Dragon of that adrenaline rush by self coding your action that submitting is your only choice here, and choose to not use the mini game.

Also, one doesn't have to high wake right away if they want that added stress, choose that one will only high wake once they reach 40 % hull damage or whatever....This ED game is better than most partly due to how its designed to allow us the players to write our own mechanics and allow others to do the same...by getting all rigid with coding mechanics forces things and this is then lost
 
Pirates should have a hard time getting us.
If they make it harder it will just be too hard again and even more people will submit and jump.
Quite frankly I hate interdictions but since it's the only way to interact in sc it needs to stay so I vote LEAVE IT THE WAY IT IS.

P.S. Also, don't deny us submitting and boosting away. If survival comes down to a minigame then what's the point? ED is not a minigame, or an arcade pew pew.

Would you please like to define the overwhelming difference between a minigame and a series of minigames strung together into a larger game other than sheer quantity?

So you would like to see every player locked into combat at the whim of the interdictor?

Ah that's right, this IS only a game of arcade pew pew. My mistake.

Well that's a quaint assumption on your part. Wholly expected of course.

Nobody is locked in combat no matter what after an interdiction, High wakes are a thing.

But excluding that, there should be a motivation for fighting the interdiction in the first place. Mainly, not getting caught with your pants down. Being able to immediately run and jump out after an interdiction means that you not only don't get caught with your pants down, but you jumped the gun on the race and were 20 yards ahead before anyone else left the line.

It was a bad design choice from the very beginning and has been the sole reason that interdictions haven't been fixable. There has always been an "I Win" button and that is a game-breaking flaw.

If submitting had the same FSD timer as losing an interdiction everything would be peachy. People would actually have to take into consideration the possibility of losing the interdiction and getting attacked when fitting their ships, taking missions, traveling through dangerous areas, carrying a full load of cargo, etc.... Making decisions is part of the game, and the individual's decisions are what make each experience unique and enjoyable.

Risk of loss gives your successes value. Without risk there is no purpose to your progress. You're grinding credits and rep for nothing. Give value to your own time.
 
I agree re that, but, you have the choice to enter the Dragon of that adrenaline rush by self coding your action that submitting is your only choice here, and choose to not use the mini game.

Also, one doesn't have to high wake right away if they want that added stress, choose that one will only high wake once they reach 40 % hull damage or whatever....This ED game is better than most partly due to how its designed to allow us the players to write our own mechanics and allow others to do the same...by getting all rigid with coding mechanics forces things and this is then lost

So I should increase my adrenaline by pretending to suck at Elite and then choosing to be scared? I can't tell in you're joking, or if you just fundamentally don't understand human physiology. But you seem to be saying this with a straight face so I'll play along:

No.
 
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Yes, it is absurdly easy now, making the whole thing pointless. And if you want to know why read this:

I think it's just right.

If they make it hard enough that the result is uncertain, you're back where you started - submitting and boosting will always be the faster option.

So in my opinion, the only way it can compete with that is by making it easy enough that it's a legitimate alternative.

Basically, if something doesnt offer a 100% guarantee of success, people will complain. And when we are at the point where you cannot fail, it is called 'just right'. As if that was some kind of balance. A 'legitimate alternative' is now apparantly literally something that should not be 'hard enough that the result is uncertain'. One might easily argue the whole 'submit/boost/jump GodMode ' should be removed from the game, but God Forbid someone at some point would somehow have to pay some kind of insurance. My God, think of the cr/hr! Our time wont be respected by FD! We have Real Lives and Jobs and Family! Oh No!

Here is what FD should do: increase FSD recharge to 30s when submitting. Or even just the full 60s. Submitting should be used to prevent hull damage/spinning, not FSD recharge time. But can you imagine the Rage Fest on this forum when our Invulnerability Clutch gets taken away?

*sigh*
 
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Its not a problem fer those being interdicted who just wanna be left alone. Look at all the white knights who claim that playing in open is perfectly safe and they havent been killed in this game fer years...their advice is always the same...that death is a choice because its so easy to avoid the fight.

The harder it gets to avoid the fight, the more the ganking and griefing become a problem, and the white knights have one less motivation speech fer repopulating open.

Must be fun working out where the middle ground is fer the devs...because as far as I can see, there is no middle ground. Its either too easy or too hard with no 'just right' setting.

With the current mechanics you cannot possibly lose against an NPC, no matter its rank and ship. Justifying that with some kind of Griefer Obsession is lame.

Seriously, in what kind of community is 'you cant lose' somehow 'the right balance'? I honestly have difficulty thinking of a gaming community as meek and averse to any kind of challenge as ours. [ugh]

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Well when you consider I`m relatively new and I find it too easy, something is wrong. It feels almost pointless now. All it helps do now is break up the monotony slightly. I thought it was just fine when I first got the game before they changed it, as I said, I was escaping most interdictions but there was the odd one that was too tough to avoid, forcing me to fight.


That`s another thing, now I never get any exercise in fighting any more. Sure, I tend to avoid fights, but that doesn`t mean I want to be completely devoid of any. heck I avoid fights in real life and still ended up having to fight some sometimes!

Thanks for all your replies.

Its a common thing to see newcomers surprised by how easy and riskfree ED is. Most new players are just general gamers, who play lots of games and dont expect to be Awesome immediately. The Old Guard here feels different though. Talk about 'instant gratification', which some of them like to project on the rest...
 
Yes, it is absurdly easy now, making the whole thing pointless. And if you want to know why read this:



Basically, if something doesnt over a 100% guarantee of success, people will complain. And when we are at the point where you cannot fail, it is called 'just right'. As if that was some kind of balance. A 'legitimate alternative' is now apparantly literally something that should not be 'hard enough that the result is uncertain'. One might easily argue the whole 'submit/boost/jump GodMode ' should be removed from the game, but God Forbid someone at some point would somehow have to pay some kind of insurance. My God, think of the cr/hr! Our time wont be respected by FD! We have Real Lives and Jobs and Family! Oh No!

Here is what FD should do: increase FSD recharge to 30s when submitting. Or even just the full 60s. Submitting should be used to prevent hull damage/spinning, not FSD recharge time. But can you imagine the Rage Fest on this forum when our Invulnerability Clutch gets taken away?

*sigh*

Whilst I agree with you I do think that part of the trouble is that the interdiction mechanic is very dependent upon a single action - pointing your ship in the direction of the blue X. I'd rather it was a little more complex and perhaps involved something using timing (I don't know what right now, just...something else) so that the current "Point-your-ship" component was fairly easy but you had to do/think/both something at the same time.

In other words I think that failing because you made a mistake or a series of mistakes is OK, but failing after battling with your hotas is somewhat less satisfactory.
 
Whilst I agree with you I do think that part of the trouble is that the interdiction mechanic is very dependent upon a single action - pointing your ship in the direction of the blue X. I'd rather it was a little more complex and perhaps involved something using timing (I don't know what right now, just...something else) so that the current "Point-your-ship" component was fairly easy but you had to do/think/both something at the same time.

In other words I think that failing because you made a mistake or a series of mistakes is OK, but failing after battling with your hotas is somewhat less satisfactory.

So the minigame should be changed to have a Press F to pay respects or Guitar Hero solo element?

No thanks. Fighting the interdiction by managing your throttle and alignment fits in with the rest of the game. Quick-Time Events don't.
 
So the minigame should be changed to have a Press F to pay respects or Guitar Hero solo element?

No thanks. Fighting the interdiction by managing your throttle and alignment fits in with the rest of the game. Quick-Time Events don't.

Quite sure I didn't mention pressing "F" or guitar hero! My point was simply that I (singular) would like an interdiction mechanic that had a little more to it. Doesn't have to be press-a-button. Part of the reason I think it is because I found the previous one a bit tiring sometimes using the hotas.
 
Risk of loss gives your successes value. Without risk there is no purpose to your progress. You're grinding credits and rep for nothing. Give value to your own time.

This is a gameplay design pillar that is missing from Elite entirely. Until it's reinserted, the game will continue to be a generally shallow and impersonal experience.

Look at crewman. The only time I ever see anyone feel anything meaningful is when they lose one - which is almost impossible to do now unless you fly a gimped ship and make a series of blindingly stupid unforced errors.
 
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With the current mechanics you cannot possibly lose against an NPC, no matter its rank and ship. Justifying that with some kind of Griefer Obsession is lame.

Seriously, in what kind of community is 'you cant lose' somehow 'the right balance'? I honestly have difficulty thinking of a gaming community as meek and averse to any kind of challenge as ours. [ugh]

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ts a common thing to see newcomers surprised by how easy and riskfree ED is. Most new players are just general gamers, who play lots of games and dont expect to be Awesome immediately. The Old Guard here feels different though. Talk about 'instant gratification', which some of them like to project on the rest...

I agree with the community at large, that losing to a NPC should be ever so rare.

This then brings a much stronger role for PVP as in other games where NPC hunting/ farming is where you develop and if you choose to want end game intensity and the buzz phrase of the day "Risk of loss" you move to the PVP /open season zone
 
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The interdiction mini-game, as it was before, looked downright buggy to me. Maybe that's a new promising (cause predictable!) start from where it's more easy (or possible at all now) to do the fine-tuning.

That bug was a result of desync between you and the servers. It's been fixed, or else we'd still be seeing the same glitches with the target point warping around behind you.
 

verminstar

Banned
With the current mechanics you cannot possibly lose against an NPC, no matter its rank and ship. Justifying that with some kind of Griefer Obsession is lame.

Seriously, in what kind of community is 'you cant lose' somehow 'the right balance'? I honestly have difficulty thinking of a gaming community as meek and averse to any kind of challenge as ours. [ugh]

I never said anything about rank and ship...quote it fer me if I did.

The advice was the exact same advice given to me by long term players who claim that death is entirely optional, and anyone getting killed by another player has to accept that as being their own fault because they didnt employ a few well known escape tactics.

Being easy to run from means open play is tolerable...making it much harder to escape from will have predictable consequences.

The problem is that its impossible to tell the difference between a genuine pirate and someone who kills fer giggles. Maybe when I have all the toys and a few billion to fall back on, Ill share yer point of view...but I dont and those who kill with impunity do. Clippers and condas dont exactly suggest crippling poverty while they happily take sidewinders and asps apart.
 
The game itself is way too easy now. Cr/hr and OCD mindsets have destroyed the fun and the challenge.

We literally have people in this community who think missions are only fun when they pay out obscene rewards. Others think that space trucking should be a relaxing, risk-free activity. So should mining, scanning, and everything else other than combat. Challenge should be replaced with time spent to complete monotonous, risk-free chores and those seeking some challenge should be forced to look for mutually destructive PvP...

I swear to God, it's unfortunate how many boring, unsportsmanlike players this game has managed to attract.
 
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